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stardewvalleymods's Issues

[Wedding Tweaks] Cannot answer no to witness question

I walked up to Marnie and was asked if I wanted her to be a witness at my wedding and it wouldn't let me choose no.
This error appears when I try to choose no.

An error occurred in the base update loop: System.Collections.Generic.KeyNotFoundException: The given key 'No' was not present in the dictionary.
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at Netcode.NetDictionary`5.get_Item(TKey key) in stardewvalley\Farmer\Netcode\NetDictionary.cs:line 71
   at WeddingTweaks.ModEntry.GameLocation_answerDialogueAction_Patch.Prefix(GameLocation __instance, String& questionAndAnswer, Boolean& __result) in C:\Users\poiqwe\source\repos\StardewValleyMods\WeddingTweaks\NPCPatches.cs:line 31
   at StardewValley.GameLocation.answerDialogueAction_PatchedBy<aedenthorn.FreeLove__aedenthorn.PlannedParenthood__aedenthorn.WeddingTweaks>(GameLocation this, String questionAndAnswer, String[] questionParams)
   at StardewValley.GameLocation.answerDialogue_PatchedBy<aedenthorn.FreeLove__aedenthorn.MobilePhone>(GameLocation this, Response answer)
   at StardewValley.Menus.DialogueBox.receiveLeftClick(Int32 x, Int32 y, Boolean playSound)
   at StardewValley.Game1.updateActiveMenu(GameTime gameTime)
   at StardewValley.Game1._update(GameTime gameTime)
   at StardewValley.Game1.Update(GameTime gameTime)
   at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) in SMAPI\Framework\SCore.cs:line 1055

MagnetMod optimization -or- question

I suspect extra code is running.

Stardew Valley has code:
Debris.updateChunks()

Which it seems like your mod has modified slightly (to support your various features)
ModEntry.UpdateTicking()

If I'm reading this correctly, both methods would be running. I would have thought this would be another Harmony Prefix.

I am new to modding and suspect you have a reason that I am not aware of; and would like to learn your reason if you have time. Thanks.

FreeLove: The patch for all girls/guys 10 hearts event didn't work if said events were patched by content patcher

I am talking about this patch: https://github.com/aedenthorn/StardewValleyMods/blob/master/FreeLove/ModEntry.cs#L328

I built the code with some extra logging for the data variable and noticed that it only contained the value from vanilla file, even if some events were patched by content patcher via content.json

Editing those event patched by CP seemed to have no effect too, the game only load the patched ones by CP. Probably due content patcher changed the way how it work.

I end up created a girls-and-english-only content patch version base on what the code trying to do:

content.json.txt

Map Teleport: Multiple Keybinds

Could you please add in the ability to define multiple keybinds for Map Teleport? Something like "MouseLeft, MouseRight". I'd like this so I can share the mod with multiple friends who each have different preferences without having to configure a separate file for each.

[Underground Secrets] Unsolvable Light Puzzle

Top left button controls lights 1, 2, and 4.
Top right button controls lights 2 and 4.
Bottom left button controls light 3.
Bottom right button controls lights 1, 2, 3, and 4.

Currently Lights 1 and 2 are on, and Lights 3 and 4 are off.

As far as I and some recruited friends (and ChatGPT) can figure out... this puzzle is impossible to solve.

Map Teleport: Variable Farm Warp Points

Is there any way you could add in the ability to adjust the warp point based on the farm that's loaded. I have been wanting to try different farm mods, but most of them change the location of the farm house and one single unified farm warp point just can't cover them all. I'm hoping you'll be able to extrapolate the farm type like farm_combat as an argument. This would really be appreciated, and I love your work!

First spouse not at home

Hi there I downloaded free love and then married Sebastian and then Sam. Once I married Sam Sebastian is no longer at home. I also have the multiple spouse rooms and his room is still there but he isn't. It still shows we're married and I tried to give him a bouquet and it says we're already dating. Can someone please help? Thanks!

Add readme.md about how to use

Sorry, for me it is very unclear, how to add custom patches for Custom Signs. Do I need the ContentPatcher or can I add some JSON myself into any folder?

Map Teleport: Restrict Unknown Locations

Could you please add in a configuration option to disallow fast travel to areas of the map labeled as unknown? I love using Map Teleport, and I like using it with my friends in multiplayer, but they always end up going to places they shouldn't be going to yet.

Marriage reaccur every morning

I have multiple spouses mod installed then I tried proposing to my friend. After he accepted i started getting married every morning for no apparent reason. I was already married to Abigail before I proposed to my friend and I got remarried to Abigail from then on

[Dialogue Display Framework] the dialogue section in the asset entry errors when dialogue isn't specified

Not my content pack, just passing it on.

https://smapi.io/log/88231f43b5ae4f2dbeb8f352d09195c5

https://smapi.io/json/none/2b4d0cec0e384f1e83bb62efaf886772 (has since changed to use aedenthorn.DialogueDisplayFramework, see #67)

Issue is in the use of GetDataVector without checking whether the data block is null or not, which it is correctly checked everywhere else in the patch
https://github.com/aedenthorn/StardewValleyMods/blob/235c4c7344b2b6270e6f5011c55d36e8a8be9f4e/DialogueDisplayFramework/CodePatches.cs#L363C14-L364

[Custom Chest Types] Animations don't work after game reload

Any chest that has an animation seems to default to only showing the last frame after the game was saved normally, closed, and reloaded. The animation no longer works and the only sprite shown is the fully-opened frame--the last frame of the animation.

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