#Strawberry jam save file broken :(
57 messages · Page 1 of 1 (latest)
i dont' know how to find it
do i have to close the game and restart it to get a new log
this is the image i getting
If you have crashed, and are on Everest Core, there will be a log in the CrashLogs folder, which contains extra information that the regular logs do not. The Core crash handler will tell you the file name, and give you the option to open the folder.
Otherwise, in order to get Everest logs, open Olympus, and:
- Press the "Manage", under the "Installations" panel on the main menu
- Press "Browse" to open the Celeste folder
- Send the
log.txtfile from that folder (not theerror_log.txtor any log fromLogHistory)
Note, on both Everest versions, there are older logs in the LogHistory folder inside the Celeste folder, but these are not the relevant logs. The most recent one is directly in the Celeste folder (and in CrashLogs for Core users), and not in any other folders.
Everest logs contain paths to certain files and folders in your system (e.g.: active helpers) to help with diagnosing problems. Remember to censor any usernames in log files before uploading them.
the last crash log was 9 days ago in CrashLogs, there is no new file
i don't see any errors
I restarted the game a couple times and i got back in the lobby now. took 2 restarts, weird
how are we supposed to figure out what's wrong from a log.txt where everything works 
i'm glad it's working again for now but i exited to the menu screen and i was getting that message for every lobby, had me worried
Could you go to your LogHistory folder and find the log from when you were still having issues?
(01/10/2024 18:05:36) [Everest] [Warn] [LevelLoader] Failed loading StrawberryJam2021/0-Lobbies/4-Expert
--------------------------------
Detailed exception log:
--------------------------------
System.Exception: Can't find sprite objects/HabitatHelper/sampleEntity/idle with index 0
at Monocle.Sprite.GetFrames(String path, Int32[] frames)
at Monocle.Sprite.Add(String id, String path, Single delay, Chooser`1 into, Int32[] frames)
at DMD<System.Void Monocle.SpriteData:Add(System.Xml.XmlElement, System.String)>(SpriteData this, XmlElement xml, String overridePath)
at Celeste.Mod.CelesteNet.Client.CelesteNetClientSpriteDB.OnSpriteDataAdd(orig_Add orig, SpriteData self, XmlElement xml, String overridePath)
at Hook<System.Void Celeste.Mod.CelesteNet.Client.CelesteNetClientSpriteDB::OnSpriteDataAdd(On.Monocle.SpriteData+orig_Add,Monocle.SpriteData,System.Xml.XmlElement,System.String)>(SpriteData , XmlElement , String )
at SyncProxy<System.Void Monocle.SpriteData:Add(System.Xml.XmlElement, System.String)>(SpriteData , XmlElement , String )
at Monocle.SpriteBank.orig_ctor(Atlas atlas, XmlDocument xml)
at DMD<Celeste.LevelLoader:.ctor(Celeste.Session, System.Nullable`1[[Microsoft.Xna.Framework.Vector2, FNA, Version=23.3.0.0, Culture=neutral, PublicKeyToken=null]])>(LevelLoader this, Session session, Nullable`1 startPosition)
that's a habitat helper bug
sampleEntity/idle
should i disable habitat helper, i forget which mod that came with
@royal latch can you remove sampleEntity from your helper?
im dealing with pc hardware issues. i intend to once i have it operational again @queen flax
i wouldnt mind, have looked for traces of the entity and not found them so that would be easier. are you able to update on gamebanana?
id appreciate if you could dm me the version with it removed and ill update the mod on gb :)

also it seems like your csproj is not one from a template
i'm gonna convert it to the template
ahhh
here it is
@royal latch mind if i comment out the sample triggers to not litter ahorn/loenn/everest's entity list? the code will still be there for future reference
It happened again but this time while i was in Expert lobby i used this tool to teleport to floating point like i normally do and i got that error msg again saying it crashed, it then brought me back out to the to select my mod to play in the map selection screen. I just went back in Expert lobby again and walked over to floating point to make sure it's still working it works. so i think maybe this tool is not workign right with Everest Core maybe? This might be the first time i've used it since the core update, been playing standalone mods lately.
i'll check back here later if you want my log files or anything like that again
i was playing the base game and it won't load level 6 because of same reason
Detailed exception log:
System.Exception: Can't find sprite objects/HabitatHelper/sampleEntity/idle with index 0
at Monocle.Sprite.GetFrames(String path, Int32[] frames)
at Monocle.Sprite.Add(String id, String path, Single delay, Chooser1 into, Int32[] frames) at DMD<System.Void Monocle.SpriteData:Add(System.Xml.XmlElement, System.String)>(SpriteData this, XmlElement xml, String overridePath) at Celeste.Mod.CelesteNet.Client.CelesteNetClientSpriteDB.OnSpriteDataAdd(orig_Add orig, SpriteData self, XmlElement xml, String overridePath) at Hook<System.Void Celeste.Mod.CelesteNet.Client.CelesteNetClientSpriteDB::OnSpriteDataAdd(On.Monocle.SpriteData+orig_Add,Monocle.SpriteData,System.Xml.XmlElement,System.String)>(SpriteData , XmlElement , String ) at SyncProxy<System.Void Monocle.SpriteData:Add(System.Xml.XmlElement, System.String)>(SpriteData , XmlElement , String ) at Monocle.SpriteBank.orig_ctor(Atlas atlas, XmlDocument xml) at DMD<Celeste.LevelLoader:.ctor(Celeste.Session, System.Nullable1[[Microsoft.Xna.Framework.Vector2, FNA, Version=23.3.0.0, Culture=neutral, PublicKeyToken=null]])>(LevelLoader this, Session session, Nullable`1 startPosition)
(01/11/2024 08:45:08) [Everest] [Info] [EeveeSkin] Sending updated DataPlayerEeveeSkin!
(01/11/2024 08:45:18) [Everest] [Info] [EeveeSkin] Sending updated DataPlayerEeveeSkin!
is habitat helper used for SJ or no?
I don't know, but you can try disabling it
yea i disabled it and base game works again. the tool that opens that menu i put a screenshot above. is that collab utils 2? i forget rn
because i just tested it in Dashless collab lobby and same thing it crashes and gives us the error postcard
With habitat helper enabled or disabled?
this was after habitat helper was disabled for sure. because I disabled the helper then played through all of chapter 6 and summit base game, then played Sputnik 3 for a bit, then tested that in Dashless collab before stopping for the day
Could you send the log from that then?
this is the current log file in Celeste folder
the game didn't crash Celeste dot exe tho. It just won't allow me to use that Teleport thingy from Collab utils to move around the lobby any time i used it in SJ or Dashless collab it brings up that postcard and kicks me back out to the map selection. weird
are all your mods up to date?
I can see an SMH+ issue @placid pivot
(01/11/2024 08:48:15) [Everest] [Warn] [SkinModHelper] SkinModHelperPlus trying interruption the code of orig SkinModHelper, but it failed in the hook No.3.
System.InvalidProgramException: Common Language Runtime detected an invalid program.
at System.Runtime.CompilerServices.RuntimeHelpers.CompileMethod(RuntimeMethodHandleInternal method)
at invoke RuntimeHelpers.CompileMethod(RuntimeMethodHandle )
at MonoMod.Core.Platforms.Runtimes.FxCoreBaseRuntime.GetMethodHandle(MethodBase method)
at MonoMod.Core.Platforms.Runtimes.FxCoreBaseRuntime.Compile(MethodBase method)
at MonoMod.Core.Platforms.PlatformTriple.Compile(MethodBase method)
at MonoMod.Core.Platforms.PlatformTripleDetourFactory.Detour.CreateDetour()
at MonoMod.Core.Platforms.PlatformTripleDetourFactory.DetourBase.Apply()
at MonoMod.Core.Platforms.PlatformTripleDetourFactory.CreateDetour(CreateDetourRequest request)
at MonoMod.RuntimeDetour.DetourManager.ManagedChainNode.UpdateDetour(IDetourFactory factory, MethodBase fallback)
at MonoMod.RuntimeDetour.DetourManager.RootManagedChainNode.UpdateDetour(IDetourFactory factory, MethodBase fallback)
at MonoMod.RuntimeDetour.DetourManager.ManagedDetourState.UpdateChain(IDetourFactory updatingFactory, Boolean& stealTrampolines)
at MonoMod.RuntimeDetour.DetourManager.ManagedDetourState.AddDetour(SingleManagedDetourState detour, Boolean takeLock)
at MonoMod.RuntimeDetour.Hook.Apply()
at MonoMod.RuntimeDetour.Hook..ctor(MethodBase source, MethodInfo target, Object targetObject, IDetourFactory factory, DetourConfig config, Boolean applyByDefault)
at Celeste.Mod.Helpers.LegacyMonoMod.LegacyDetour._Refresh()
at Celeste.Mod.Helpers.LegacyMonoMod.LegacyHook..ctor(MethodBase from, MethodInfo to, Object target, LegacyHookConfig& config)
at Celeste.Mod.SkinModHelper.SomePatches.Load()
(also SMH+ is absolutely spamming the log, it doesn't need to log every 6 seconds at log level Info that someone is using a skin you don't have or whatever "Avoid the possible invisible hair texture work to vanilla characters..." means)
the actual crash here is also a skinmodhelper thing which is probably a consequence of that hook failing
System.InvalidOperationException: Stack empty.
at System.Collections.Generic.Stack`1.ThrowForEmptyStack()
at System.Collections.Generic.Stack`1.Pop()
at DMD<System.Collections.Generic.List`1[[Monocle.MTexture, Celeste, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]] Monocle.Atlas:GetAtlasSubtextures(System.String)>(Atlas this, String key)
at Celeste.Mod.SkinModHelper.SkinsSystem.GetAtlasSubtexturesHook(orig_GetAtlasSubtextures orig, Atlas self, String path)
at Hook<System.Collections.Generic.List`1[[Monocle.MTexture, Celeste, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]] Celeste.Mod.SkinModHelper.SkinsSystem::GetAtlasSubtexturesHook(On.Monocle.Atlas+orig_GetAtlasSubtextures,Monocle.Atlas,System.String)>(Atlas , String )
at SyncProxy<System.Collections.Generic.List`1[[Monocle.MTexture, Celeste, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]] Monocle.Atlas:GetAtlasSubtextures(System.String)>(Atlas , String )
at DMD<Celeste.BlackholeBG:.ctor()>(BlackholeBG this)
at SyncProxy<Celeste.BlackholeBG:.ctor()>(BlackholeBG )
at Celeste.Mod.MaxHelpingHand.Effects.BlackholeCustomColors.CreateBlackholeWithCustomColors(Element effectData)
at Celeste.Mod.MaxHelpingHand.Module.MaxHelpingHandModule.onLoadBackdrop(MapData map, Element child, Element above)
at InvokeStub_LoadBackdropHandler.Invoke(Object, Object, IntPtr*)
at System.Reflection.MethodInvoker.Invoke(Object obj, IntPtr* args, BindingFlags invokeAttr)
Yeah, this hook problem only exists with EverestCode, I don't know what's going on. good thing that only affects mod options.
(You're right... I'll make them not unlimited repeated in later, ||just has a slight glitch when there are multiple PlayerHairs||)
