Can't Enter Greenhouse Door

Burrito4507

Greenhorn
So I'm running quite a few mods, and this is my first time playing through a modded game. However, I'm in the middle of Fall Year 1 and have had no issues prior to this. I just finished the section of the Community Center that restores the farm's greenhouse. However, I can't go inside. When I go to the door it just makes a clicking noise and nothing happens. I don't have any mods that directly change the actual layout of the greenhouse other than SVE (? I think? I haven't actually played this mod through before so I think it changes the greenhouse but I'm not positive). I uninstalled Medieval Buildings by Gweniaczek since that does change the way the building looks and I thought it might be messing with the door, but it didn't change anything. I've tried moving the greenhouse to multiple other locations around the farm to no avail.

This morning I ran my game and checked my SMAPI log and everything was fine. Then I went to the greenhouse and clicked on the door and then checked my SMAPI log again and it had multiple loops of the same error:

[game] An error occurred in the base update loop: ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
at Netcode.NetList`2.get_Item(Int32 index) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Network\NetFields\NetList.cs:line 22
at StardewValley.Buildings.Building.doAction(Vector2 tileLocation, Farmer who) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Buildings\Building.cs:line 1000
at StardewValley.GameLocation.checkAction_PatchedBy<Goldenrevolver.HorseOverhaul__PeacefulEnd.AlternativeTextures__tlitookilakin.HappyHomeDesigner>(GameLocation this, Location tileLocation, Rectangle viewport, Farmer who)
at StardewValley.Farm.checkAction(Location tileLocation, Rectangle viewport, Farmer who)
at StardewValley.Game1.<>c__DisplayClass899_0.<tryToCheckAt>b__0()
at StardewValley.Game1.tryToCheckAt(Vector2 grabTile, Farmer who)
at StardewValley.Game1.pressActionButton(KeyboardState currentKBState, MouseState currentMouseState, GamePadState currentPadState)
at StardewValley.Game1.<>c__DisplayClass952_0.<UpdateControlInput>b__0()
at StardewValley.Game1.UpdateControlInput(GameTime time)
at StardewValley.Game1._update(GameTime gameTime)
at StardewValley.Game1.Update(GameTime gameTime)
at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)


Any help would be greatly appreciated!!
 

Dyanosis

Tiller
So I'm running quite a few mods, and this is my first time playing through a modded game. However, I'm in the middle of Fall Year 1 and have had no issues prior to this. I just finished the section of the Community Center that restores the farm's greenhouse. However, I can't go inside. When I go to the door it just makes a clicking noise and nothing happens. I don't have any mods that directly change the actual layout of the greenhouse other than SVE (? I think? I haven't actually played this mod through before so I think it changes the greenhouse but I'm not positive). I uninstalled Medieval Buildings by Gweniaczek since that does change the way the building looks and I thought it might be messing with the door, but it didn't change anything. I've tried moving the greenhouse to multiple other locations around the farm to no avail.

This morning I ran my game and checked my SMAPI log and everything was fine. Then I went to the greenhouse and clicked on the door and then checked my SMAPI log again and it had multiple loops of the same error:

[game] An error occurred in the base update loop: ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
at Netcode.NetList`2.get_Item(Int32 index) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Network\NetFields\NetList.cs:line 22
at StardewValley.Buildings.Building.doAction(Vector2 tileLocation, Farmer who) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Buildings\Building.cs:line 1000
at StardewValley.GameLocation.checkAction_PatchedBy<Goldenrevolver.HorseOverhaul__PeacefulEnd.AlternativeTextures__tlitookilakin.HappyHomeDesigner>(GameLocation this, Location tileLocation, Rectangle viewport, Farmer who)
at StardewValley.Farm.checkAction(Location tileLocation, Rectangle viewport, Farmer who)
at StardewValley.Game1.<>c__DisplayClass899_0.<tryToCheckAt>b__0()
at StardewValley.Game1.tryToCheckAt(Vector2 grabTile, Farmer who)
at StardewValley.Game1.pressActionButton(KeyboardState currentKBState, MouseState currentMouseState, GamePadState currentPadState)
at StardewValley.Game1.<>c__DisplayClass952_0.<UpdateControlInput>b__0()
at StardewValley.Game1.UpdateControlInput(GameTime time)
at StardewValley.Game1._update(GameTime gameTime)
at StardewValley.Game1.Update(GameTime gameTime)
at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)


Any help would be greatly appreciated!!
Post your full SMAPI Log so we can have context on what mods you're using and what might be causing it. Pasting what you think we need is leaving out a lot of context.
 

Burrito4507

Greenhorn
Post your full SMAPI Log so we can have context on what mods you're using and what might be causing it. Pasting what you think we need is leaving out a lot of context.
Sorry, I hadn't checked back here for a hot minute!!! I don't get an error log, but just now I opened the game, ran out of my house and over the greenhouse, tried to open the door, and then closed the game. So here is the latest log from that:


Sorry if that doesn't work, I followed the instructions on the link you posted but am actually very, very much a newbie at all of this stuff, so if I did it wrong please just let me know. Thank you for your time!!
 

Burrito4507

Greenhorn
I have a very similar problem to you.

Did you fix it by any chance?
I have not fixed it!! I hadn't checked this thread in a week or so, but you had replied and someone else had replied and requested for me to post my full SMAPI log, which I did. So maybe we will get some answers!!
 

Burrito4507

Greenhorn
Sorry, I hadn't checked back here for a hot minute!!! I don't get an error log, but just now I opened the game, ran out of my house and over the greenhouse, tried to open the door, and then closed the game. So here is the latest log from that:


Sorry if that doesn't work, I followed the instructions on the link you posted but am actually very, very much a newbie at all of this stuff, so if I did it wrong please just let me know. Thank you for your time!!

Also, I forgot to add that I do have a mod in my folder that changes the layout of the vanilla greenhouse (Wren's Expanded Greenhouse). However, I have tried running the game with that mod and without that mod, and I get the same error either way. I actually thought I had left that mod out of my folder, but it appears that I must have put it back.
 

Dyanosis

Tiller
Sorry, I hadn't checked back here for a hot minute!!! I don't get an error log, but just now I opened the game, ran out of my house and over the greenhouse, tried to open the door, and then closed the game. So here is the latest log from that:


Sorry if that doesn't work, I followed the instructions on the link you posted but am actually very, very much a newbie at all of this stuff, so if I did it wrong please just let me know. Thank you for your time!!
No problem that you haven't replied. I'm just replying to attempt to assist... the sooner you reply, the sooner someone can try to help you :P

Getting to the problem - you said you have a Greenhouse mod but that you've tried this both with the mod and without the mod. I see the following line in the log and that could be contributing to why your Greenhouse can't be entered:
Can't read map property 'DayTiles' for location 'Greenhouse132946ab-fa95-43ad-964c-c7b469be72d0' because the map is null.

To break down what that means - there's supposed to be a Map that's specified for the Greenhouse and there isn't. The game is trying to figure out where the greenhouse's locations (like the door) is to load. I don't know anything about the Greehouse mod that you're using.

You said that you tried running this both with and without the mod, but just to make sure - please disable the mod -> run the game -> try to enter the greenhouse -> exit game -> upload that log. That way we can compare and see if we're getting the same error. Might not even be your Greenhouse mod, could be something else trying to overwrite the Greenhouse and the game is ending up with no Greenhouse.

It looks like you have expansions installed as well (like SVE and East Scarp). While those are compatible with each other, I'm pretty sure SVE replaces the Greenhouse as well. So it's possible that that's conflicting with Wren's Expanded Greenhouse. Wren's Expanded Greenhouse specifically states "Incompatible with anything else that replaces the greenhouse map". I'm pretty sure, though I don't play with SVE but have done compatibilities for it in some of my mods, that SVE alters the Greenhouse.

The only real fix, if you do have another mod that changes the Greenhouse, is to disable the Greenhouse from that mod (and every other mod) in order for Wren's Greenhouse to work. There's the optional fix of giving Wren's Expanded Greenhouse an optional dependency for mods like SVE and East Scarp to ensure that Wren's mod loads after those mods, which should mean that it loads successfully.

But definitely need to know what you've tried and see logs of those attempts to try to narrow down the culprit of the problem.

To disable a mod, you can just add a period ( . ) before the folder's name. For example, [CP] Wren's Expanded Greenhouse would be .[CP] Wren's Expanded Greenhouse. Note the period at the front of the name. This tells SMAPI not to load that mod. It's a pretty common practice to make a folder that starts with a period where you can put any mods that you want to disable so you don't have a bunch of mods with periods in their names. For example, I have a folder called .Off that I put mod folders in that I don't want to load (when I'm trying to test something out or if I don't want a particular mod being used for some reason).
 

Burrito4507

Greenhorn
No problem that you haven't replied. I'm just replying to attempt to assist... the sooner you reply, the sooner someone can try to help you :P

Getting to the problem - you said you have a Greenhouse mod but that you've tried this both with the mod and without the mod. I see the following line in the log and that could be contributing to why your Greenhouse can't be entered:
Can't read map property 'DayTiles' for location 'Greenhouse132946ab-fa95-43ad-964c-c7b469be72d0' because the map is null.

To break down what that means - there's supposed to be a Map that's specified for the Greenhouse and there isn't. The game is trying to figure out where the greenhouse's locations (like the door) is to load. I don't know anything about the Greehouse mod that you're using.

You said that you tried running this both with and without the mod, but just to make sure - please disable the mod -> run the game -> try to enter the greenhouse -> exit game -> upload that log. That way we can compare and see if we're getting the same error. Might not even be your Greenhouse mod, could be something else trying to overwrite the Greenhouse and the game is ending up with no Greenhouse.

It looks like you have expansions installed as well (like SVE and East Scarp). While those are compatible with each other, I'm pretty sure SVE replaces the Greenhouse as well. So it's possible that that's conflicting with Wren's Expanded Greenhouse. Wren's Expanded Greenhouse specifically states "Incompatible with anything else that replaces the greenhouse map". I'm pretty sure, though I don't play with SVE but have done compatibilities for it in some of my mods, that SVE alters the Greenhouse.

The only real fix, if you do have another mod that changes the Greenhouse, is to disable the Greenhouse from that mod (and every other mod) in order for Wren's Greenhouse to work. There's the optional fix of giving Wren's Expanded Greenhouse an optional dependency for mods like SVE and East Scarp to ensure that Wren's mod loads after those mods, which should mean that it loads successfully.

But definitely need to know what you've tried and see logs of those attempts to try to narrow down the culprit of the problem.

To disable a mod, you can just add a period ( . ) before the folder's name. For example, [CP] Wren's Expanded Greenhouse would be .[CP] Wren's Expanded Greenhouse. Note the period at the front of the name. This tells SMAPI not to load that mod. It's a pretty common practice to make a folder that starts with a period where you can put any mods that you want to disable so you don't have a bunch of mods with periods in their names. For example, I have a folder called .Off that I put mod folders in that I don't want to load (when I'm trying to test something out or if I don't want a particular mod being used for some reason).

Thank you again for taking the time to look at my issue!!

I disabled Wren's Expanded Greenhouse, opened the game, jiggled the greenhouse door (it literally makes a little noise like I'm jiggling the door, it's the weirdest thing!) and then exited the game. Here's the log - https://smapi.io/log/752f2c3a2a464a4cb2e92aca53b242bb

I don't actually need to play with Wren's and genuinely thought I had deleted it after I realized I couldn't get into the greenhouse anyway lol So figuring out compatibility with that mod isn't really a priority for me. At this point, I'm really just curious as to what would cause the greenhouse to stay locked.
 

Dyanosis

Tiller
Thank you again for taking the time to look at my issue!!

I disabled Wren's Expanded Greenhouse, opened the game, jiggled the greenhouse door (it literally makes a little noise like I'm jiggling the door, it's the weirdest thing!) and then exited the game. Here's the log - https://smapi.io/log/752f2c3a2a464a4cb2e92aca53b242bb

I don't actually need to play with Wren's and genuinely thought I had deleted it after I realized I couldn't get into the greenhouse anyway lol So figuring out compatibility with that mod isn't really a priority for me. At this point, I'm really just curious as to what would cause the greenhouse to stay locked.
You're welcome! Just trying to help where I can.

Still looks like something has caused the Greenhouse map to not be set/available. There must be another mod (or set of mods) that are conflicting.

There does appear to be a new update for SVE, which you should probably see to updating to see if that's the root cause. Hard to tell, with all of your mods (and my lack of familiarity with many of the expansions), which one would be the culprit.
 
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