I managed to consistently replicate this bug. Basically, I put myself in front of the forge with the teleportation wand selected, and I click with both mouse buttons. If the left clicks (activating the wand) just before the right (See edit below) (opening the forge dialogue), it crashes reliably. Doesn't look there is any other prerequisites for this.
Here's the crash info (The error message is basically Unable to access discarded object):
Message: No se puede obtener acceso al objeto desechado.
Nombre del objeto: 'Texture2D'.
InnerException:
Stack Trace: en Microsoft.Xna.Framework.Helpers.CheckDisposed(Object obj, IntPtr pComPtr)
en Microsoft.Xna.Framework.Graphics.TextureCollection.set_Item(Int32 index, Texture value)
en Microsoft.Xna.Framework.Graphics.SpriteBatch.RenderBatch(Texture2D texture, SpriteInfo[] sprites, Int32 offset, Int32 count)
en Microsoft.Xna.Framework.Graphics.SpriteBatch.Flush()
en Microsoft.Xna.Framework.Graphics.SpriteBatch.End()
en StardewValley.Game1._draw(GameTime gameTime, RenderTarget2D target_screen) en C:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:línea 19802
en StardewValley.Game1.Draw(GameTime gameTime) en C:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:línea 18697
en StardewValley.GameRunner.Draw(GameTime gameTime) en C:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\LocalMultiplayer.cs:línea 642
en Microsoft.Xna.Framework.Game.DrawFrame()
en Microsoft.Xna.Framework.Game.Tick()
en Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
en Microsoft.Xna.Framework.GameHost.OnIdle()
en Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
en Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
en System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
en System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
en System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
en System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
en System.Windows.Forms.Application.Run(Form mainForm)
en Microsoft.Xna.Framework.WindowsGameHost.Run()
en Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
en StardewValley.Program.Main(String[] args) en C:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Program.cs:línea 156
Game Version: 1.5.3
SDK Helper: SteamHelper
Game Language: en
GPU: NVIDIA GeForce GTX 1050 Ti
OS: Win32NT Microsoft Windows NT 6.2.9200.0
In-game Date: spring 16 Y5 Time of Day: 730
Game Location: Farm
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EDIT: In fact, you don't need to make it simultaneously at all. Looks like the player is actually there and able to interact with the forge the whole time the animation of the wand is ongoing. I think I got to wait a full second (right before the fade to black starts) and the forge menu can be called still.