#making-mods-general
1 messages · Page 4 of 1
It's buildings
(also woops ping, sorry)
CanLiveIn seems to check if the building has a valid occupant type (so a building ID) that matches the building the animal already lives in, though
The Big Coop for example is set to accept all occupants that live in Coop
but the animal cant already live in a building if it cant be assigned to live in that building
i think this function is for moving animals from e.g. one barn to another
(it's ok it happens, i don't like repeated pings, but reply is annoying anyway)
changing this function might make it so that you can buy a g uinea pig in a coop, and then move it from the coop to t he barn, but i dont think changing it will let you buy it directly into the barn to start
in f act ValidOccupantTypes doesnt even seem to be read by marnie's shop? so idk if the phantom guineahouse would work either
hmm, but you can put animal that lives in barn in deluxe barn, so SOMETHING may use it
Just gonna leave this here and get something to eat
im looking at every function that uses ValidOccupantTypes
buildingTypeILiveIn seems to only be a string though, and whether that's a valid building doesn't seem to be actually checked anywhere
Hopefully you can figure out the ginue pig problem
which mkes me think the "barn animals can live in delux barns" stuff might be controlled or possibly just hardcoded elsewhere
It is using ValidOccupantTypes
for buying directly from marnie into the deluxe barn, i mean
it is checking CanLiveIn in the AnimalPurchaseMenu
as previously mentioned now that you got a mail flag setup, you can check flags with HasFlag
"When": {
"HasFlag": "{{ModId}}_PlayerGotCopperAxe"
}
well now im left to wonder why my decomp solution is apparently not searching in both the GameData DLL and non-GameData dll 
JSON is a standard format for machine-readable text files, often used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
"The guinea pig problem" sounds like a thought experiment made by some philosopher or theoretical physicist. 
anyway this might be hubris but now I'm 90% convinced that this works
@regal nacelle FYI. I may also test this in a few hours
(schrodinger's guinea pig, it can exist in both the barn and the coop)
it would be cute if guinea pigs just had their own building though 
a tiny 3x2 guinea pig house
it's gotta at least be the size of the dog/cat house for their happiness! 
doghouse is 3x1 guinea pigs stay wining
now i just wanna watch a horde of guinea pigs on youtube
Alright, thanks
"Condition"s are vanilla behaviour, they use Game State Queries
"When"s are Content Patcher fields, they use content patcher tokens
you can use tokens in conditions but you cannot use game state queries in whens
(unless you use Esca's mod that lets you use game state queries in whens)
(yea i completely forgot that wasn't a default content patcher feature)
Okay something is still wrong so-
Imma upload my .json in a moment
(speaking of non-default features and conditions and whatnot, is anyone willin to give my BETAS documentation a quick scan before i publish it later to a) lemme know if anything is horribly misformatted (i tried using fancy github markdown stuff) and b) if anything just makes no sense or is unclear at all still)
wow yes code review i love those
oh, yeah, all your trigger actions need to be added into Data/TriggerActions
not just directly inside "Changes"
so you need an EditData patch Targeting Data/TriggerActions and then your trigger action stuff will be placed inside your Entries
chu can do a i offer b (please distract me from my question fork hell that i've created for myself)
oh
Er, there's a small slew of em. I think 20? one for each tool+upgrade combo
you can add multiple in one list of Entries, so in one patch
you will need to reformat them a bit though to be in key:value format
Ah
that's fine, for instance the example i yoinked from RSV does 2 trigger actions #making-mods-general message
can have as many as you want, as long as they all got unique keys
(also here you go @lucid iron and @velvet narwhal https://github.com/Spiderbuttons/BETAS/blob/main/README.md)
question, am i targeting your code specifically when i'm doing an editdata, or am i allowed to do the base data/triggeractions
your font is different than the one it shows for me
interesting
i can tweak the colours though but i cant tweak the font. if its just Sucks in general though i can remove the colours (and thus font) completely i just tried adding them bc it was hard on my eyes before dfkgjh
base Data/TriggerActions
hm can i add comments somehow
prob not cus not a pull req 
u should thread this so that aviroen and i dont spam main chat
i am not a mod author
you're a cheeto you do it 
ive never made a mod in my life cant you see im blue
dadadi dadada dadadi dadada
I really need to do better docs
I think I want to use a new website though
(My old one is bleh)
I'm actually working on a docs overhaul for MEEP for the next little update with a new thing.
I still need to figure out how I want my new website to look
...if you find a good place to host them, let me know.
I mean, I have web hosting already
I was gonna use this for my website: https://getkirby.com/ (totally not because it's named the same as the cat I used to have)
With the markdown plugin
...that's a pretty solid reason, though.
I also like that it doesn't need a database
you can just serve it through github.io 
as long as its a static page u r fine
If you create a fake Farmer object for game1._player, are there any concerns with letting it persist to use it next time you need it as opposed to unloading each time?
the mannequin caches a fake farmer instance
you just have to think about what info on farmer might change 
I guess I was thinking about if there was any functionality the cycles through the list of farmers and makes updates and if this could cause unintended issues if there is a fake farmer in there. Do stats get updated this way? That would actually be helpful if the fake farmer's stats were updated (days played)
Game1.getAllFarmhands() uses netWorldState.Value.farmhandData so as long as you don't put the fake farmer in there it should be fine
stats uses some netfield thing i think?
I didn't think stats were netfields - if they were there wouldn't be the problem of the mnot syncing if you left the day early
(They probably should be though)
yea urite Stats doesn't implement INetObject 
Stats aren't netfields no
There are a full class of bugs this causes (re issues with the ticket machine, issues with farmhands and books, etc.)
Wait. If stats are synced at night, wouldn't all crops/bushes/trees using daysplayed to determine the age of said object appear as not ready to harvest for the farmhand if they haven't joined since those objects became fully grown?
They are sent over with the farmhand data
Stats only get sent over when the whole farmer instance gets xml serialized and yeeted over
Confused the fjck out of me too
yeah, they mostly kind of sync during loads, though I imagine the DaysPlayed rng usage usually gets its information through the host too
(i.e. that the farmhands don't need to run that code)
Hi esca!
Man
Coffee is a good idea
Hopefully boss man hasn't turned the coffee machine off yet
Let's just say when you use a fake farmer to intercept bush harvesting, it does not, in fact, use the host's DaysPlayed. Though now that I think about it, I was intercepting get_player so maybe actual get_player would use the hosts stats. Who knows. Haven't tried.
He hasnt!
I mean of course
When you instantiate a farmer
You get what the constructor sets or default
You don't get the xml BS host sends over
Regardless, the conclusion seems to be that a persisting fake farmer shouldn't cause any issues. Thanks!
So you get all default stats
Hi folks. I’m not a modder (huge fan of all SDV modders. You’re all amazing). I have a general question about mods on GitHub. I’ve been waiting for an update for Upgrade Empty Cabins. A user named XTFOX on GitHub updated the mod to include 1.6 renovations and other fixes, but the files are in different formats and I don’t know if this means the mod update is not released yet, or if all GitHub mods are in different formats and there’s a way to change them to dll.
you need to build it
I don’t know what that means
Hello gang, I want to start creating assets for the minigames I have planned out; how should I go about it? Should I try and think about it in terms of stuff being 16x16 per tile?
I tried digging through the Maps folder and only saw the Target game having a map so I dont have very many points of reference, so I was wondering what the best way to do the assets is 👉 👈
oh god
oh no time to ping roku
So draw however you like
okay good to know uigdsuigds
but at least a friend of mine is doing the code stuff for some of them qwq
glad to know there's no "real" constraint
Noooo hes already doing so much for me 😭
Recommendation
Do the code first
With rectangles and shit
Don't spend time making it look good
oh! okay bet
I did have some diagrams, I'll let him know he can do rectangles and circles in the meantime so we dont have to spend time fixing proportions
thank you atra 
I started working with this yesterday, ran into some issues this morning when I came back to it.
GetVirtualCurrencyList works as I would expect, able to match my expected currency against the list when I add a currency through CP.
IsVirtualCurrencyTeamWide also returns what I expect.
AddToVirtualCurrency and GetVirtualCurrencyAmount I was not able to get working.
I tried grabbing a bunch of the items I made into virtual currency and they collect and show up in the skills menu, but when I check the amount with the method it just returns 0. Same when I try to use AddToVirtualCurrency to add to the currency.
Not sure if I'm doing something wrong, since half the methods are working the way I thought they would
Can you show me your patch to spacechase0.SpaceCore/VirtualCurrencies, and what you're passing in to the get/add methods?
{
"Action": "EditData",
"Target": "spacechase0.SpaceCore/VirtualCurrencyData",
"Entries": {
"rokugin.test_Token": { // using ModId here but it shows up in the asset correctly when exported
"TeamWide": true
}
}
}
if (SpaceCoreApi!.GetVirtualCurrencyAmount(Game1.player, currency!) >= playCost) { //currency = rokugin.test_Token
SpaceCoreApi.AddToVirtualCurrency(Game1.player, currency!, -playCost);
I can also link more specifically on my git if that would be better
I keep having to fix text to test, I promise I haven't left text anywhere though 
I have also tried TeamWide as false, not that I expected that to make any difference
And just to be sure, the value of currency is rokugin.test_Token?
Should be, as long as my logs are correct
facepalms
Let's play spot the bug!
public int GetVirtualCurrencyAmount(Farmer who, string currency)
{
if (VanillaAssetExpansion.VanillaAssetExpansion.virtualCurrencies.TryGetValue(currency, out var data))
return 0;
return data.TeamWide ? who.team.GetVirtualCurrencyAmount(currency) : who.GetVirtualCurrencyAmount(currency);
}
inverted tryget?
Yep
i have done this more than id like to admit
I did this several times yesterday lmfao
@rancid temple This should work. (At least until 1.6.9)
Doesn't this not happen if you enable nullable 😆
Oh hush you
Well, that would mean I would have to actually listen when it tells me I might have a null lol
(It would have warned that data could be null)
I mean
Warnings? 
Might be a good idea, considering how much I keep running into this problem lmao
Don't look at my repo
There are currently 1000+ unresolved warnings
MOST of that is stylecop
Tbh I would say something about switching off of stylecop (it's falling further and further behind) but I'm leaving all that code to rot anyways
And I'll find a new linter if I ever start another c# project
It works :D thanks!
I am still trying (and failing) to fix the PolyamorySweet Rooms multiplayer bug, wherein the rooms show up at a farmhand's house, instead of the main farmhouse. It appears that it is simply putting all the rooms at the last farmhouse which it thinks about. I believe this to be the code where the mixup is happening.
var allSpouses = GetSpouses(__instance.owner, -1).Keys.ToList();
if (allSpouses.Count == 0)
return true;
GetFarmHouseSpouseRooms(__instance, allSpouses, out List<string> orderedSpouses, out List<string> customSpouses);
Hm trigger actions only ever apply locally right 
So it's fine to just use Game1.player in the delegate
for a custom trigger/trigger action?
Yeah in a custom delegate
triggers do only apply locally but you can also use uhh whats it called. it might be in Utility but theres a "WithPlayer" function that you pass the target player to
but that is for the GSQ as far as i can tell 
They can happen for clients in MP
If that's what you mean
There's a "HostOnly" flag on trigger actions to determine if it runs for everyone or just the host
oh true that is a thing
ig i am just vaguely concerned bc Raise takes a player arg but the delegate doesn't seem to have any way of accessing it
public delegate bool TriggerActionDelegate(string[] args, TriggerActionContext context, out string error);
Hmm, I guess it's only used for tracking on Farmer.triggerActionsRun
And the conditions for GSQ
Weird
Hmm
I could have sworn you could tell host shit
Loke
Myuu wrote an entire thing foe that
Now
The endless question
Where in the office is my dammed coffee
Can someone point me in the right direction of where on the townInteriors png I can find the flooring used in the Saloon's gameroom? I feel like I'm playing a hopeless game of Where's Waldo
If you open the map in Tiled you can right click the tile with the stamp tool and it'll take you to it on the sheet
If it still eludes you, I can take a look, sometimes I still can't find it even with that lol
Lol, why are special currencies harder to deal with than making this crane game
(Because inter-mod compat is finicky lol.)
The vast, vast majority of the stupid emit code I used to write had to do with inter-mod compat
This will be the first mod I use API from another mod, so that's fun, new learning experience there
But my current issue is the special currency display system is kind of just bad
Yeah
I spent awhile trying to figure it out only to realize that the instructions are set for a version of visual studio for Mac that is no longer available. Do you have any other recommendations? I’ve tried to search for this but I can’t find anything
Could be maybe it hates virtual currencies, I would have to set up some more debug stuff to test if it's all currencies it has issues with
if you got a student email you can sign up for jetbrains stuff (to use jetbrains rider)
When I spend the last of my currency, it switches the counter to walnuts and refuses to go away until my crane game closes
otherwise vscode + C# dev kit extension
Yeah
But if I have currency, it goes away immediately like I told it to
I don't know if I've ever spent all of my qi gems before, that's the only other vanilla currency I can think of that uses the counter
Thank you so much. I’ll do that.
Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 10 Home, with 21 C# mods and 30 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
!json validator is generally better
JSON is a standard format for machine-readable text files, often used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
First thing the log says is that your content.json isn't found
Ah, well there's a lot of error here, is any of the log pertinent?
(Do you load the spritesheet anywheres)
the log doesnt say content.json isnt found, it says the content file for the fruit tree wasnt found
Fruit tree 'Josephs_PussyWillowSapling' failed to load spritesheet 'Josephs.SeedCrops/FruitTrees'.
Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found.
---> FileNotFoundException: Content\Josephs.SeedCrops/FruitTrees.xnb
---> DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Content\Josephs.SeedCrops\FruitTrees.xnb'.
Hi button
hi atra!
But are you doing a Load in one of your files?
// add item + crop images
{
"Action": "Load",
"Target": "Josephs.SeedCrops/Crops, Josephs.SeedCrops/Objects, Josephs.SeedCrops.MoreCrops/FruitTrees",
"FromFile": "assets/{{TargetWithoutPath}}.png" // assets/Crops.png, assets/Objects.png",
},
// add subfiles
{
"Action": "Include",
"FromFile": "data/crops.json, data/objects.json, data/fruittrees.json"
}
]
}
Like this?
the texture name is Josephs.SeedCrops/FruitTrees but you're loading Josephs.SeedCrops.MoreCrops/FruitTrees
lol
Happens
It's always the stupidest stuff too
Just today I was trying to figure why my code wasn't working correctly, I spent way too much time trying to debug only to realize for whatever reason I'd been working on the assumption the season Index started at 1 for spring instead of 0; that was a quick fix
(Here we go.
)

(i was screaming at myself about why my dynamic tokens weren't working on my included file, i included it somewhere else without a condition) 
<@&475534019782508564> The Stardew Valley 1.6.9 public beta is now available! (The beta is Steam-only.)
See the mod author migration guide for 1.6.9. SMAPI and Content Patcher already have beta versions available on Nexus, including initial compatibility rewriters for existing mods.
Please do not share that link online (e.g. Reddit or Twitter). Ideally we'd like a low-key beta without media attention, since we just want to find bugs before release and help modders get mod updates ready. However, feel free to post it on Discord or in DMs to anyone who might be interested.

I think the dumbest was when I couldn't figure out why the crop wasn't planting and I simpling forgot to till a spot

(So yeah that SpaceCore build I gave you earlier rokugin is broken with this)
when tf did we get to 1.6.9
by having 1.6.8 for ages
time to see if my transpilers explod
readies the Infinity Blades to stab anyone who makes it high key
remembers he never finished updating all his maps to 1.6...
i should get back to that
Clint now refills your watering can when upgrading it. - Well that's nice
reallll
I have a question and I was hoping someone can point me in the right direction.
I've been learning how to make a custom location using Tiled and Content Patcher, and so far I'm feeling pretty good about what I've learned. I had this idea to make a little hill with a picnic area where the sky shows up behind the hill, like it does with the map of Ginger Island North.
However, I cannot figure out how to make it so the sky shows up behind the map. I'm honestly not even sure what it's called (panoramic image?) so my attempts to google tutorials have not been fruitful.
I was hoping someone could tell me if this was a Content Patcher possible thing? and if so what the correct term is.
oh i'm so happy the contextualized mermaid pendant
i no longer have to dig into the stringsfromcsfiles
(readies my infinity chakram as well)
Is it Steam only? (no GOG version)
I read the change list and don't think any of my own mods are affected, so no biggie. Just checking.
GOG doesn't have branches per se, but it has multiple versions and such.
90% sure its steam only, sorry
Actually, GOG Galaxy does have beta channels according to the UI. Never used 'em, but I just checked and it's clearly there.
As one who only does mod stuff when i’m in the mood, I do appreciate the ping. 
I really need to dive back into modding and get my mods updated for 1.6/finish the shop mod (after nearing 2 years of off and on work on it).
Oh my Goddesses I love this!!! Cue Xena ululation!!!
Inspiration was FFXIV for me, I'd never heard of Xena until after I made the chakrams 😅
Well, now you have some watching to do!!! 🙂
Got it, calling off the skywriter
And it's easy for other mods to make their weapons convertible too with CustomFields
(Since you turn weapons into chakrams with the machine behind the player)
so would a mod update for 1.6.9 increment minor version or patch version 
Minor I think
Xena reruns were barely a thing when I was a kid lol
Unless you're adding "content" (content for most mods, new functionality for frameworks)
Keep in mind a lot of modded users aren't on 1.6.9
And probably won't be until the full release
Looks like loads of new and very cool dialogue keys for Sweet Love! Also, gonna be some re-writes....
(That's why SpaceCore still has normal 1.6 build on Nexus)
Time for a beta file
one of my transpilers exploded 
on the bright side the rest of my mods works (and only one needs a rebuild)
Gay girls tend to be big into Xena, so, Xena rewatches are pretty common in my cirlcles!
That sounds like a big generalization 😛
It is, not all do, certainly.
I've never heard of Xena before
We all love generalizations
When was this
100 years ago? Roughly /j
Xena is from the 90's. Shot in NZ.
curseforge 
[SMAPI] You can update 1 mod:
[SMAPI] SpaceCore 1.25.3-beta-1-25-3-beta: https://www.curseforge.com/stardewvalley/mods/spacecore (you have 1.25.3-beta)
sigh
That's why it's called curse.
I love that version number
@ivory plume Sorry to bug you but can we maybe leave Nexus as SpaceCore's only update key seeing as it's confused by the beta for Curseforge's copy?
Any chance you could rename the file from SpaceCore 1.25.3-beta-1-25-3-beta.zip to SpaceCore 1.25.3-beta.zip to fix that?
I think it's a CurseForge bug:
I guess we'll need (another) special parse rule for CurseForge versions in the update-check logic. 
btw should i be concerned about these
AL lib: (EE) AddFileEntry: Invalid header in /usr/share//openal/hrtf/Default HRTF.mhr: "MinPHR03"
AL lib: (EE) AddFileEntry: Failed to load /usr/share//openal/hrtf/Default HRTF.mhr
I like it very much, it's like dude takes a few sips of my watering can while he's working on it
What changes do I need to make? I got 2 mods that are active. One that’s in the works that’ll be out when stardew valley expanded 1.15 and the other I slowed down support on.
Both CP mods
@desert vapor
no
kk
unless it causes issues
You probably want to check the migration page Pathos linked there.
with audio specifically
Most content packs should be unaffected by 1.6.9. I suggest (a) skim over the "Changes for all mods" section to see if any changes seem relevant to your mods, and (b) try your mods in 1.6.9 to see if anything breaks.
didnt encounter any audio problems
Should be fine then, it's just this issue
https://github.com/kcat/openal-soft/issues/847
Shouldn't affect anything because we don't even use HRTF
The wedding event now replays if you exit & reload the day.
foreseeing a lot of happy players with this one
Ok. I’ll take a look thanks.
I just am trying to scramble to get IS-SVE done before I start classes and get it ready to release once flash releases 1.15. Was in talks with him and he recommended I release IS-SVE once 1.15 comes out
Is this now on every migration page 
Can't wait for the day the answer is just "Yes" /j
"Fixed Trinket.getOne() not copying trinker fields."
patch notes needs patch notes smh
I’ll check the log and then talk to flash again at a later time to see if it’ll affect 1.15
It was for 1.6 
Very
oh, no, it actually wasn't
Just gonna bump this as I think it got a bit lost so that someone may be able to help. 
yea. sorry if i sound stressed. i just start classes in 2 weeks so i am unsure if it will be a curve ball coming from left field
@uncut viper "Fixed pagination in powers tab when mods add more powers."
It got edited
I've read me my 1.6 migration page many a times I knew 1.6 wasn't a straight up yes 
i saw!! im the one who reported it and ive been patiently waiting for it ever since 
(even though i didnt personally need it bc Special Power Utilities fixed it anyway—)
"Tweaked powers tab code so mods can get the power ID for a slot."
this one is interesting though
Okay I might be wrong I checked the edit history 
the parallax bg found in some maps like the summit and island north are done in C#, if you dont care too much about that just paint the sky with tiles on the building layer
having a more random unlock can add a config way of making the mod more interesting
to veteran users
but where can i download the beta so i can test to make sure my mod doesnt break?
The 1.6.9 beta?
Did you read the link Pathos pinged people with?
(It's also in the pins now I believe)
i read the message but i clicked stardew valley changelog
i will check again
there a smapi update needed?
Yes, like Pathos said in his message the beta ones are already on Nexus
none of my mods exploded \o/
(what about BETAS?)
(though one of my books will probably need a rewrite since i bool prefix false'd a method that has probably changed...)
SHAME
You can patch those
Thank you so much! I thought it would be nice if the sky changed, but I think that might be outside of my current ability. At least now I know what to work on learning! ❤️ I appreciate it!
In the meantime a Tiled Layer it is.
i can b ut its so much easier to be lazy
You just gotta find the internal method name/type with ILSpy
(also i didnt know how at the time but i do now)
fyi for mac users when opening the smapi mac icon, make sure you hit control and right click, then click open in the menu, otherwise macOS will flag it and block you
you can use day and night tiles for that
https://stardewvalleywiki.com/Modding:Maps#Map_.26_tile_changes
i just found out
here's a nice example https://www.nexusmods.com/stardewvalley/mods/26946
game should have night sky assets somewhere 
perhaps not in nice tilesheet
do windows users get a suspicious file warning with smapi or just mac?
!issmapisafe sometimes
If your antivirus is giving you warnings for SMAPI or SMAPI files disappear, please refer to this section of the troubleshooting guide https://stardewvalleywiki.com/Modding:Player_Guide/Troubleshooting#SMAPI_files_disappear_or_antivirus_complains
any very rough guesses for how long the beta will last before the full release? (i.e. how much time I have to procrastinate
)
okay, no 1.6.9 errors in my stuff, I'm safe
(aside from an unreleased EMP update that needed a recompile for ArgUtility.TryGetEnum)
ok. also i just want everyone to know if they use internal macOS security, you can press command and right click. click open and you're golden.
hope this helps
I believe the sky assets are in the loose sprites folder? XD I had thought about Night and Day tiles, That might be what I end up doing. I just thought maybe there was a better way ^_^ Thank you!
(okay it turns out you can shame me again bc its not even a delegate i was avoiding i think i was just being ultra lazy in avoiding messing with a for loop?? however i think the real source of shame is now "im looking at my code and i dont even remember what this code is supposed to do" oops)
In theory the SMAPI rewriters should cover the ArgUtility changes. 
I didn't hang onto the log, though I could switch back and double check; that was the only complaint it had with the current beta SDV/SMAPI combo
Welcome to the club.
"Who wrote this crap? Oh, uh, never mind..."
it wasnt even that the code is crap its that i straight up was having a mind blank moment on what was even changed from the original, like what it was trying to accomplish
turns out thats bc i only changed one line
i... have no idea why i used a bool prefix for this.
ah well im sure ill remember to fix that proper once 1.6.9 actually releases,
Famous last words.
if i forget someone will eventually complain that their pet gifts arent respecting their item spawn conditions im sure
hm how do i go about having both beta and 1.6.8
do i just copy beta and add non steam game 
oh, easy. spin up a virtual machine ofc
Looks like it successfully rewrote TryGetRemainder, but said "no such method" for TryGetEnum (as used below, if relevant)
if (!ArgUtility.TryGetEnum<LogLevel>(args, 1, out LogLevel logLevel, out error)) //a LogLevel name, e.g. LogLevel.Trace
return false;```
<https://smapi.io/log/06e0dbb06e9840ddb954e98bd36fb453?Levels=trace%7Edebug%7Einfo%7Ewarn%7Eerror%7Ealert%7Ecritical&Mods=game%7ESMAPI>
Log Info: SMAPI 4.1.0-beta.1 with SDV 1.6.9 'beta' build 24232 on Microsoft Windows 11 Pro, with 16 C# mods and 3 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
It's pretty easy to just switch the Steam channel, isn't it?
Do you need to run both at literally the same moment?
Oh, yeah I remember why. The rewriters don't really handle generic types very well.
SDV doesn't have DRM so you can just copy the folder into a new one
pretty sure you can copy your existing install to somewhere else
(Note that once you save in 1.6.9, you won't be able to load that save in 1.6.8 anymore.)
sounds good i'll try copying
only 1 mod explode for me yay
(question bc im clueless now that i have recompiled my mod with the beta active so using the updated game dlls is it gonna be an issue if i try to use that mod in 1.6.8 again, assuming i did not use any of the new or changed functions? like the mod itself has not changed at all between 1.6.8 and the 1.6.9 beta but i dont know whether or not it'd be a problem if it was referencing the new dlls at the time of compile,)
whew fixed my transpiler - only 2 broke, which needed me to update the ldloc_s number
(that seems rather fragile on my part, maybe I need to switch to another method to find the number......... maybe later)
Casey reads the pdb to get local names
even if my code itself is entirely identical between versions?
Yep, it's even in the spacecore public api
I identify locals by finding a pattern that identifies them
It depends on whether your mod references any of the fields/properties/methods which changed in 1.6.9. Even if the code is identical in Visual Studio, the compiled form may not be identical.
yes. once you link against the new dlls, the older ones won't work (you'll get something like the error users get when they use SMAPI 3.18.6 with stardew 1.6)
sounds like it's safer to just do build for all mods then, even ones that didnt break 
i definitely should have thought of this before i excitedly downloaded the new beta 
yup, it'll just go "wrong version of binary, user has 1.6.8 you compiled against 1.6.9"
Well, you can always switch back to 1.6.8 and recompile against that. Most 1.6.8 builds should work fine in 1.6.9.
(it's worth, btw, setting the minimum game version if you go to 1.6.9)
yeah, its no trouble, just somethin im glad i asked before i released the mod without thinking about it lmao
Huh, someone else is trying 3D stardew. https://github.com/pixelreyn/starwdew3d/
how is that more cursed than your gif
I would say first person is a great way to avoid the whole player rendering problem... except MP
While that might appeal to some people, I have no desire for first-person or 3D Stardew
amused by the idea of using ray tracing to make the game look like a snes rpg 
oh i saw this on bilibili
Here's a short clip of a mod I'm making for Stardew Valley, using Raytracing to render the game in 3D!
Source code is available at: https://github.com/pixelreyn/starwdew3d/
newest version has ground looks like 
Interesting that they're dynamically generating the maps it looks like. I wonder if they'll stick with that approach once they try it with maps like the town
daggerfall valley 
(I hand modelled that map in my gif above using Crocotile)
nexus commenter vc: sve support when plz
Well it was content pack driven so the answer was gonna be: When somebody else makes it 😛
Maybe it will become viable in 10 years when genAI eats enough modelers
(I first read that as when genAI eats enough modders)
time to make an unofficial for mabel's map utilities, just so I can see it try to handle this 
I think there's already 3D model generating AI
Probably couldn't generate a map matching a Tiled one though
Honestly this is kinda making me want to pull out my 3D mod again, but that feels kinda like a rude reason to do it
magic!
Actually this doesn't seem like it'd be too bad... depending on mod compatibilty...
Just do something like my Location Layer Tool did
I'm not really sure how it was implemented, and some of the utility features seemed kinda complex with I poked it in 1.5 or so
I saw one called Rodin that seemed pretty good
Esca what have you done, I kinda want to try making this for 1.6 now
qq - I see that the update checker takes into account 1.6.9 beta version of mods when you're on 1.6.9. what do I need to do for my own mods?
It does? Huh
Interesting.
afaik, you just need to use a similar -beta version* and it'll work, there's nothing else special in those mods' manifests
https://www.stardewvalleywiki.com/Modding:Modder_Guide/APIs/Update_checks#Beta_versions
Esca, I have some ideas on how to implement it, but the problem is it wouldn't support placing things on those 'elevated' spots
I can think of another way to do it
But MP would be a pain for that
yeah, honestly it seems like a fairly unpleasant feature to maintain and document to me 
everyone knows bridges are constructed with a safety factor of exactly 1, so obviously you shouldnt be allowed to place things on them 
(I just deployed a fix for the CurseForge prerelease auto-sync issue; the update-check server will automatically fix the versions now.)
(Also, the anonymous update-check stats now show requests by SMAPI version (byApiVersion) and game version (byGameVersions).)
Methods:
- Store what layer a Character/Projectile (ConditionalWeakTable) is on, and only check collisions while on that layer.
- Have them be separate locations, and let multiple locations be visible at once.
I have not seen this before 👀
What's none specified? Pre 1.4.3?
For byGameVersion
Essentially it just means the GameVersion field in the request is null. Not sure why it is for some requests though; it might be Android versions or something.
This second method would involve implementing visibility groups for syncing locations, instead of just the active location
Which might be hard for a mod
Oh, were the geode crusher fixes not in 1.6.9?
Geode crusher fixes?
They can't crush things that produce non objects
So it's currently throwing errors because it wants to make a hat
Fixed error if a geode crusher produces a non-object item like a hat.
Hm
That's on the 1.6.9 page
I wonder if that's a problem with the patcher
Maybe it's the Combined Machines
heldObject is still Object
yeah that
That would do it
nope, not changed
Atra make us a knitting mod!
Atra has fucked up this tubular cast on three times already
I wonder if a fix would require changing the type of heldObject, which might be problematic
for compat reasons
ohhhh
Hmmm, yeah it supports Item right up to the last step:
heldObject.Value = (Object)newHeldItem;
no time like the present to break a bunch of mods again!
Time to change "Is this the modpocalypse" to yes. 
(I actually think it would be cool if heldObject because heldItem
among other things, Pathos, I'd love to put my sword on a table.)
and heldObject can return heldItem as Object?
could work. would still break a bunch of stuff
mini modpocalypse
Yeah, I'm not sure it's worth the breakage for 1.6.9 😛
It would be a breaking change either way, since currently it's a NetRef<Object> (not Object).
Clearly, what we need
Is a getter that returns a NetRefWrapperOfAnotherType<Object, NetRef<Item>>
What could possibly go wrong
How many mods reference items anyway.
a negligible amount
Less than 100%
Let's go back to the pre-JA days. No new items to worry about
(For Legal Reasons This Is A Joke™️)
add a placeholder item ID that wraps a non-object item, draws itself as that, and transforms into it when interacted with 
i.e. the kind of annoying wrapper I use too often
honest to god Esca I would rather just put a chest in the heldObject spot
probably more coherent for sure
Yeah that sounds painful
Every time you deal with an item. if (item is WrappedItem w) item = w.Unwrap();
(I removed Fixed error if a geode crusher produces a non-object item like a hat from the draft release notes, though it'll still be on the beta page for a bit.)
it's just like writing Rust!
Will that get atra back into modding?
(that's what I do for EMC's multiple output feature. albeit I set heldObject.heldObject instead of just heldObject so the user don't accidentally get a chest in their inventory if things go wrong)
I'm suddenly for this change for inexplicable reasons
lol
(Maybe I could add a dirty fix to EMC to make hat outputs work by patching the geode function to spawn a stone item, put a chest into it and put a hat inside. then the output will be a stone and a hat. call the stone what's left of the crushed geode)
I thought about making a Net 9 joke
(Result and Option)
Would that get you back though? 😛
I should try the smapi running on a newer version of .NET than what stardew intended again
I had it running, just didn't get paths fixed for the audio engine but that changed a bunch since I last did it
I really should go to bed
Instead of sitting here thinking about bridges over maps
And the 3D mod
But not a combination thereof
(also not to interrupt, but would anyone be willing to showcase my mod for me?
)
sure!
If Pathos is here you could probably get blacksmith-ified
yes, become a cheeto
The blue is pretty
Blue is > orange, I admit
eventually i will get purple
tbh the only nice thing about orange is the Dutch
and purple is my fav
Bridges over maps just screams needing to fix the macro/micro pathfinding to handle maps where for macro pathfinding purposes is multiple disconnected regions
the dutch are nice.
(gaslight button into becoming orange)
it's not impossible.
Not your shade of blue though
I know, I have ideas for that 😛
a normal programmer (aka not me who overcomplicates shit) could probably do it in a day
One of them, one of them (late because I had to answer the door)
thank you 
https://www.nexusmods.com/stardewvalley/mods/27100
with this text:
"Mod authors! This one is made with you in mind! It adds a whole bunch of new triggers, actions, and game state queries that you can use to help your Content Patcher mod react to or perform more complex things, all using the same vanilla Trigger Action system that you're already used to!"
(and a "courtesy of @uncut viper" too if you wouldnt mind
)
Honestly Cowpoke is probably the best shade of blue
(me running button through the ringer of user-based-questions)
(I'm happy seeing vanilla features be expanded on instead of building adjacent infrastructure)
(the @ didnt work bc my username is not just Button—)
FUCK I MESSED UP THE @
Congrats, Button!
1000 YEARS OF SHAME
I can fix it, Selph, if you want to re-do it?
Done..
and thank you from me as well 
honestly shoulda made the image 169k reposts (for 1.6.9 small dig)
Posting on behalf of @uncut viper : Mod authors! This one is made with you in mind! It adds a whole bunch of new triggers, actions, and game state queries that you can use to help your Content Patcher mod react to or perform more complex things, all using the same vanilla Trigger Action system that you're already used to!
https://www.nexusmods.com/stardewvalley/mods/27100
pathos just came in like a bombshell and the cheetos rose up
Gotta get all the initial error checking out of the way
I would say I'm not a cheeto anymore, I'm cranberry sauce. But I guess I still have the cheeto role...
omg, Button, the first line of your docs. 🤣
it's right tho
its vastly important to me that i stave off as many nexus comments of "how do i use this" as possible
You're still a cheeto. A special cheeto!
cheeto was on the shelf for too long
What is it, flamin' hot?
hot fry
Limited Edition Cheeto
looking at the mods adding new triggers/actions/gsq, has there been any mods to optimise GSQ yet?
as wasn't built with CP's caching methodology in mind
I think someone was working on a hyper gsq
Khloe was trying a thing I think
The bigger problem is that GSQ don't have a concept of an update rate
a GSQ may
- change per tick
- change, but never per tick
- only change once a day
Even on TimeChanged update rate patches, CP does smarts with deterministic and immutables to short circuit
It could even change in the same tick! (RANDOM mainly)
Or is that what you meant by per tick
For a second I thought someone needed me
i think thats partly why that new field on Trigger actions was added in 1.6.9 too, to help a lil bit
the main GSQ I saw that prompted the question was the first on the list Spiderbuttons.BETAS_HAS_MOD which is an immutable provider in CP
Yeah I've been inadvertently recreating some of CP's internal features for my CP alternative lately... fun...
You made a hasmod GSQ? 
Seems odd since mods can just pass in {{HasMod: blah}} which evaluates to true/false
I've been working on some json driven stuff for work, and I needed a condition system and one thing led to another and now ContentPatcher is in the design doc references
it's helpful in..ftm of all things
Can't FTM take CP conditions these days too?
it was added for reasons like that (where i mostly thought "idk if there are situations where you might have a GSQ but not access to tokens but maybe?") and bc it was like 2min of work
yes, but then order-of-check matters
and you sometimes want a HAS_MOD <insert gsq providing mod>, MOD_PROVIDED_GSQ
Hmm, I guess so
(one of the last things I suggested in alpha, iirc, was that gsq could have a "hint" to their update rate associated with them.)
One of the reasons I wanted a CP-driven spawnables system (like I wrote for dungeons system) was so you could do CP shenanigans with them
(I did switch it to check CP before GSQ, and it skips any following checks if one fails)
Oh nice
the main performance win CP has is immutables and deterministics, the less work it has to do every iteration is key. (though less iterations are nice too)
(In part because a bunch of people just blindly add UpdateRate LocationChanged,TimeChanged for no reason)
Sure
I can drop @lru_cache or equivalent on all the gsq
but I have no real way of knowing, without hardcoding all of it, when to clear the cache
and god help if there are mod gsq
The main one deterministic helped was Range, which prior to deterministic had to calculate every number from 600 to 2600 if you did a really silly range, but once it was marked as deterministic, it only had to calculate once if its inputs are immutable (which 600, and 2600 would be)
no one makes mod gsqs its fine
(and god help you if a mod decides to transpile a gsq for some reason. Oh wait.)
which gsq did you transpile
Ah, yeah
what was wrong with museum_donations 
Atracore added a feature that let you stuff donations in a drawer but still count
it turns out when you make a global inventory another place museum donations can live you end up having to patch a lot of stuff
i see
was patching the getter on museumPieces not an option?
Is that not a net field?
I rarely ever patch getters
are net fields unpatchable
no, those are fine
although frankly I think I rejected in this case for being really not my idea of a fun time
most netfields are a field not a property though
performance wise
so you would be patching the netfield class itself
(I tend to avoid patching methods that are only a small number of opcodes.)
granted it mightve/was probably different in 1.5, but ilspy at least says that MuseumPieces has a getter
they have a bad tendency to become inlined on some platform, probably mac
ah museumPieces is a getter because it references netWorldstate, it isn't its own netfield
Inlining 🤢
MuseumPieces has a getter, which returns museumPieces
(I know inlining is a good thing… just inconvenient for modding)
Meanwhile, me: Inlining 
and both seem to be netdictionaries
i dont know a lot about anything here for the record
I’ve only ever used the no inlining annotation, never the aggressive inlining and one
Button, it's been a while, but I think:
- I wanted to avoid adding to the netdictionary itself, that was like the point
To be fair I don’t write code that needs tight performance usually
I could in theory stick stuff "between" slots
(I've long joked about putting items at 0.5, 0.5 (don't do this))
but it felt like a mess and like I would lose objects

- I couldn't easily just sub in a some IEnumerable concatinated thing
(also for the record i hope it comes across right that i dont say these things to "um akshually" any of y'all but so i can absorb these reasons and information like a sponge to learn more
)
oh, the new light source code (a) doesn't use the ring's (imo completely unhelpful) id field
and (b) has no deduplication at all
Meanwhile SinZationalSharedSpaces makes new locations and can only read the save safely if the mod is loaded with the harmony patches disabling the code to skip the unknown locations)
well, it's unlikely!
What’s shared spaces?
(int.MaxValue times int.MaxValue, not likely)
a mod that removes cabins and makes the farmhouse front door go to all the cabin interiors
Ah, that one
( @ivory plume the new light changes has orphaned Ring.uniqueID)
Yeah that makes sense
stardew really does not like locations not being deterministic from a new save unless its a building interior
You could’ve stored a cabin offscreen 😛
that field had Issues in the first place (in 1.5.6 iirc it had an issue with collisions)
but now literally nothing uses it
I really should go to bed since I have work tomorrow
Try not to break the beta too much!
Removed in the next beta patch. Thanks for reporting it!
(happy 1.6.9 beta, i now disappear into the depths that is called the 'bed'
)
so there is a 1.6.9 beta
Does Content Patcher have a way to specify the color overlay sprite to use for an existing item?
?
The new ColorOverlayFromNextIndex field is cool, but it'd be nice if there was a way to provide a color overlay sprite (or even a different one when there's an existing one) without having to redefine the existing item's sprite elsewhere just so it would be next to it
ah
is this so you can add stuff like colored honey/mead without changing the item's original sprite location? doesn't seem so. that would be a feature request I think, but not sure if any's going to be added at this point
If this is about not having to copy the image into your mod
Just GetData on the texture, SetData into your texture
Mostly thinking about adding a color overlay for vanilla honey, but I'm sure there are plenty of other vanilla items people would like to be able to make a CP mod for to just add color to
it would look off if the user has another item retexture mod, might be better from a jank standpoint to just copy it over
I wonder if you can run edge detection on the sprite
But such small sprites, it's iffy
Or k means cluster and pick the biggest non yellow cluster
(Also iffy)
Or go to the center of the sprite and flood fill until you hit a big value gradient (for definitions of big I'm not sure of )
You should change your name to atracomplicates
but what if they're using some pastel retexture where the honey isn't yellow?
I mean, in my case I was just going to color the label, so that wouldn't matter
(The joke is that would break "automatic label detection algorithm number two")
"Largest non yellow cluster"
atra is a simple being of chaos disguised as a being of order
ive thought about it before and always come to this conclusion
the desire for compat doesnt really matter because it doesnt actually do anything for compat
You guys act like people use hundreds of mods at once or something /s
Look
This type of stupid theorizing is actually fun for me
Fixing what 1.6.9 broke in atracore seems highly unfun
Don't let me stop you, as you were 
maybe pixels with hex values divisible by 7 can be colored. if you don't want a pixel to be colorable just add like 1 to any of the RGB value
there no need for a separate mask
imagine trying to explain this to people new to digital art
Tell me about how you'll use a retro encabulator spin-down function to isolate the label nodules
Sighhh i have something really cool i was hoping to show off here before i went to sleep but it needs bugfixing first
See yall tomorrow
(I'm pretty sure the only thing broken in atracore by 1.6.9 is equipment light sources. Of course.)
||(REDACTED LOLOLOLOLOL)||
SPOILERS
WOOPS SORRY
i spent four hours making a sprite from scratch before realizing the code crashes 😭
(the rest of you saw nothing)
Oh yeah I saw a lot of yellow logs about light sources
It was there on a brand new save too
Alright I should sleep, later
On the bright side I get to say goodbye to the fun sync block BS
speaking of fun theorizing, I just ran some tests to make sure you can optimize triggers somewhat by using CP to throttle them, which means it's totally fine if I add "Trigger": "UpdateTicked" 
(not that I plan to, but I will add one second triggers)
trigger actions have some caching that seemed like it'd cause issues, but CP apparently clears them whenever Data/TriggerActions is edited
some of the stuff I just tested is kinda moot when you can just remove the entries entirely, though, now that I think harder
Lol what’s up with that:
Migrated from FAudio to OpenAL, which should improve performance when playing audio.
Updated FAudio from 21.7.0 to 22.9.1 (used for playing music and sound effects).
(Oh yeah, forgot to clean that up before beta.)
Which change caused an issue? Light sources should be mostly the same, aside from string IDs and the set -> dictionary change.
not stardew strictly speaking, but popping in to say thank you to Pathoschild. 💜 I was reading your repo last night to help untangle an issue I had with a mod for another game, because C# is new and scary to me.
Ummmm.... I'm getting this error... I didn't update anything, tho...
[game] An error occurred in the base update loop: ArgumentNullException: Value cannot be null. (Parameter 'key')
at System.Runtime.CompilerServices.ConditionalWeakTable2.GetValue(TKey key, CreateValueCallback createValueCallback) at System.Runtime.CompilerServices.ConditionalWeakTable2.GetOrCreateValue(TKey key)
at SpaceCore.Dungeons.DungeonImpl.ClearInactiveLevels() in C:\Users\space\Programming\StardewValley\StardewValleyMods\SpaceCore\Dungeons\DungeonImpl.cs:line 439
at SpaceCore.Dungeons.DungeonImpl.UpdateActiveLevels10Minutes(Int32 time) in C:\Users\space\Programming\StardewValley\StardewValleyMods\SpaceCore\Dungeons\DungeonImpl.cs:line 398
at StardewValley.Locations.MineShaft.UpdateMines10Minutes_PatchedBy<spacechase0.SpaceCore>(Int32 timeOfDay)
at StardewValley.Game1.<>c.<performTenMinuteClockUpdate>b__714_0()
at StardewValley.Game1.UpdateGameClock(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)
Like, 5 hours ago, everything worked, now suddenly, it doesn't...
Also, on my wife's mac, Stardew just straightup will not work. \
After spending about five minutes stuck doing nothing, it says:
src/common/pipes.cpp (883) : fatal stalled crossthread pipe.
src/common/pipes.cpp (883) : fatal stalled crossthread pipe.
src/common/pipes.cpp (883) : fatal assert; application exiting
src/common/pipes.cpp (883) : fatal assert; application exiting
Trying a SMAPI re-install on my wife's computer.
MAC is fighting SMAPI, says it might could have viruses cause they just don't know.... I hate mac....
NVM, I found this https://steamcommunity.com/app/413150/discussions/1/142261027578604089/
Is your game doing one of the following? Crashing on launch? Game not starting at all? Says it is running in Steam, but isn't? If it is, then please read the directions below to get started. Don't worry, there are some easy fixes for these problems. This instructional was meant to be carried out in order. This means you start here and work your ...
Thanks loves! Sorry for the flood of Apryll Tears, but luckily, this might could help someone!
Contribute to atravita-mods/StardewMods development by creating an account on GitHub.
Tbh quite a bit of that wasn't properly thought through and I personally didn't really like it (along other things, why the heck am I tracking the IDs when I could have tracked the LightSource instances. Like, i knew what i wrote would degrade badly if there were a lot of light sources, lol.)
Not a big deal to fix, just that I have to do it, and that and about a thousand other things
where did i get pinged in here 🤔
ohh was it 1.6.9 release?
yess
you should have an inbox to see pings
I am new to modding but I am thinking of updating a [JA] item producer mod to [CP] for 1.6, are there any tricky bits for JA that won't be easy to deal with just keeping the documentation open in a few tabs? I have links to the Json Assets author guide, content patcher documentation, and the wiki's modding guide for machines, between those and the old mod itself I think I have all the data there is, but I don't know is there more documents that will make it easier?
You should be okay! It would be helpful to have an example mod or the vanilla game code to look at too
The inbox has changed my life lol
hello, what body base do you usually use to make clothes and hats?
(I'm gonna drop this here... https://sound-effects.bbcrewind.co.uk/ because I'm definitely gonna find it useful)
Huh the trees sprite can be different size?
Not without some kind of framework for it no 
Oh those look niiice
Speaking of trees with different sizes 
I just released Tree Size Framework
This mod allows content pack modders to create wild and fruit trees that are bigger (or smaller!) than the vanilla trees! 
The docs are linked in the mod page;
Omg its the perfect framework for my new tree sprites that i randomly made 
What a weird totally not planned coinkydink 
Hahaha
Hi everyone. Quick question: how can I make a tilesheet seasonal?
As long as the tilesheet’s name starts with <season>_ it should switch between the seasonal versions automatically
Okay, thanks. 🙂
Ah, okay. This one's for an outdoor location, so no worries there.
you weren't ignored, there's just some things you have to know: !unpack !fs if you want clothing items with content patcher, you'll be able to find the farmer body with the unpacked version of stardew (this does not affect your actual game), if you want a framework to do it for you (without needing to know much about coding) you'll find fashion sense easier (to some degree)
??? why commands hate me
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
!fs
Fashion Sense is a framework mod that allows modders to create static or animated clothing, hair, accessories, and shoes that can be accessed through a special in-game menu. To access this menu, players will need to obtain the Hand Mirror from Pierre's Shop. The framework supports multiple content packs and also adds the ability to save, load, and export custom outfits.
Mod Users: Install Fashion Sense as well as any desired content packs. Content packs can be found by searching Nexus, or for an interactive list, click here.
Mod Authors: Instructions, tutorials, and tips for creating FS content packs are available on the mod's wiki.
Is it possible to add a facing direction to Warp?
Commands have to be the first thing in a message, can't post more than one per message
this why i don't wanna be a cheeto, i'm dumb
Assuming said Warp was added through CP?
I'm no artist, but I've seen a few different methods. Haven't seen there be a real specific way, but as Aviroen said you can unpack the game files and put together a farmer base from the different pieces that farmers are made of, you can also take an NPC and try to create a base based on them. I wanna say I've seen some reference to bases that have been made in the past but discord search is rather difficult to use so I'm not sure where they are
(tbf i think the unpacked farmer folder has a nekkid body)
It's all nakey, farmers are built paper doll style
oh i meant the one thing god what was it
oh nvm that was my own edit, i had a headless spritesheet
the crazy things i have to do to understand how the farmer sprite draw works 
(round 6 of cleaning up all of my trigger actions to put into BETAS)
I'm fairly certain the answer is no, not through CP anyways
i think..... the game keeps the direction faced from when the player interacts with a door, but regular warps i think it's always facing direction down? 
I dunno if I've ever paid attention when using a warp but I would think it's just the direction you were facing
my multitudes of pressing the 1 key (my return scepter) when tabbing back to the game is immeasurable
Well return scepter is different, you face down to use it
oh true
hmm i can check with my custom npc it has a warp totem
oh nvm
same concept
using a warp totem, face down
So the reason it works with the bus trip is because it's scripted?
Facing down after arrival?
I have a custom warp but waiting on game first time load today, takes forever
oh like a touchaction warp?
Yip.
Yeah, it does indeed keep facing
i just try to make my maps cohesive, if i interacted with something facing up, the rest of the room is indeed, upwards
except basements, i throw that out the window
That's what I would do, but I'm tweaking modded maps for compatibility - so I don't want to change more than is nescessary.
I have a ladder that you can use from two directions, which works fine in one direction but not the other lol
But ultimately I don't really care because I'm not using the ladder for style
yeah ~aesthetics~
If I cared how it looked, I certainly wouldn't be using a ladder lmao
i pray i don't get any more bug reports before dropping a major version update for my mod
i keep having to get interrupted by my own past mistakes
As an aside, why do TileData entities not adhere to the 16x16 format?
Aha. But why is it possible to make it any size? For other games, I guess?
yeah, we're not the only ones that use tiled 
Figures 😄
you can also make the actual tile sizes anything you want
But SV isn't going to like that, I assume.
it'll scream
xD
(don't ask me how i know this)
Hahaha. Well, back to editing. Appreciate the help!
guys
does anyone has a mod that makes the dirt looks mroe like real watery dirt
if that makes any sense
like
i want it mroe brown
and meaningful
#modded-stardew would be more helpful than us
IDK HOW TO EXPLAIN
oh i didnt fidn the channel sry
no worries, we're just the ones that make it here
no braincells to remember mods, unfortunately
i've completely forgotten, but was/is that i18n splitter being pushed forward?
Splitter?
uhhhh contextualizing the default.json, like squints
dialogue_default.json? or something like that?
because of RSV's default.json being huge
I didn't know you could, thought they had to be specifically named
i vaguely remember in a haze that it's specifically because expansion mods with intensive dialogue would benefit from a default.json splitter
The only thing I'm finding relative to that is in regards to not pushing the translation files directly to a mod and instead having a translation mod split from the main mod, I believe
it was a PR for foldered i18n
looks merged
should be in 4.1.0 beta now?
do someone know if you can have a light in an event?
addLantern <row in texture> <x> <y> <light radius> ?
Oh, if I had just scrolled the rest of the way down on the wiki page I would have seen it lmao. That's neat
i don't think there's a flat lightsource from what i can tell
although you might be able to get away with one of the invisible tiles?
ty so much
yeah i considered that, but it may be fragile if others use empty space for whatever reason
i will tinker with that and see 😄
(i would have loved being able to remove them too, but well)
You could also try #making-mods-art , don't get discouraged if nobody answers right away, the server has a lot of variance in when people are active so sometimes you just have to wait and ask again later
i think art has the more eastern-world audience 
or do they flip the maps over there, is north america considered east on maps there? 
okay
@ivory plume A while back someone encountered issue with fish pond not respecting DrawShadow, seems like it was because FishPond draw does not check ShouldDrawShadow. Is it still enough time to fix that in 1.6.9 you think?
"weast"
north america isnt real
true, i want to be brought back to reality
the calendar just made me realize i have to tell my uni my specialized major and i am still At A Loss ™️ of what i want to do
Hey yall! I'm working on some new heart events and I can't for the life of me figure out this whole forking events thing. I've gotten it to work up until that part, but it doesn't pop up the two responses after the question and the whole event gets stuck. I just need help with formatting for a simple, yes or no answer to a question in the event. I've been reading through the modding wiki and guides online, but I just feel like I'm missing a step somewhere. Is anyone able to help me out with just getting the basic template for a simple yes/no event fork?
depend, you want a fork? i usually use quick questions
typical american
fork is good for two separate script, quick question nice for scrips that tend to merge at the end
https://soundcloud.com/concernedape/spring-theme-1 <- someone know if this music has a corresponding id in game?
springtown
thanks
I think quick question is what I'm looking for, but I haven't been able to get it to work. I've been able to somehow get fork to work for an event before so I was just using that, but they do merge together to have the same ending so quick question would probably be better.
i assume by yes/no you want separate events for each?
Kind of, I have a few lines for each that are different as a response, but then they merge back into having the same ending.
quickQuestion {{i18n: Question}}#{{i18n: Yes!!!}}#{{i18n: No!!!}}
(break)emote farmer 32\\pause 300\\move farmer 1 0 1\\pause 500
(break)emote farmer 8\\move farmer -6 0 3\\pause 500/pause 300```
so this is a quick example of a quick question. You have your question/answers, then a break per choice
in those break the script is separated by \\. Using / will end the separated script and return to the common part
so for example, each pause 500 is separate, but pause 300 will be the start of the branch mergings
And you still keep this all in the one long script for the main event, right? Like this way it doesn't have one of the options branching out into a seperate event?
"<event unique id>": "/quickQuestion {{i18n:Question # answer 1 # answer 2}}(break)switchEvent answer1(break)switchEvent answer2",
"answer1": "pause 200/switchEvent <event id1>",
"answer2": "pause 200/switchEvent <event id1>",
"event id1": "pause 200/end"```
there's a multitudes of ways to do it
i like to break them because i get lost doing \\
that's valid, i got so confused over that initially
like i thought you would have only one command different because i didn't know how it worked initially
oh trust me, a lot of trial, error, tears, and json yelling at me
if you want a physical example:
these don't actually branch back into a singular, they end on their own
"LECreed/e 65360190/f Lance 1250/": "continue/-1000 -1000/farmer -100 -100 0 Lance -100 -100 0 MarlonFay 4 11 2/skippable/viewport 6 20 clamp/warp Lance 6 13/shake Lance 300/textAboveHead Lance \"{{i18n:Lance.5Heart.01}}\"/pause 500/playSound doorClose/warp farmer 6 19/speak Lance \"{{i18n:Lance.5Heart.02}}\"/pause 400/speak Marlon \"{{i18n:Lance.5Heart.03}}\"/pause 300/shake Lance 200/faceDirection Lance 2/speak Lance \"{{i18n:Lance.5Heart.04}}\"/quickQuestion {{i18n:Lance.5Heart.05.q}}(break)switchEvent LECreed_wandering(break)switchEvent LECreed_gil(break)switchEvent LECreed_resupply",
"LECreed_wandering": "pause 200/speak Lance \"{{i18n:Lance.5Heart.06}}\"/pause 300/speak Lance \"{{i18n:Lance.5Heart.09}}\"/end invisible Lance",
"LECreed_gil": "pause 200/speak Lance \"{{i18n:Lance.5Heart.07}}\"/pause 300/speak Lance \"{{i18n:Lance.5Heart.09}}\"/end invisible Lance",
"LECreed_resupply": "pause 200/speak Lance \"{{i18n:Lance.5Heart.08}}\"/pause 300/speak Lance \"{{i18n:Lance.5Heart.09}}\"/end invisible Lance"
my question looks like this:
"Lance.5Heart.05.q": "Why are you here?#Just wandering around.#I have a quest from Gil finished!#I'm resupplying before another mine delve!", //just wandering/gil quest/resupply
So if question is meant to come from a NPC should I start it with speak NPC "/quickQuestion..... or is that not necessary?
quickquestion is it's own command
much like how message speak etc
it comes up as a portrait-less menu click
usually what i do is
(not the same box but this gets the point across)
npc speak : "hey, what do you think of ice cream?"
and then a "(what do you say)"
you have a bit of freedom in how you want to do it because there's definitively several approach
so whatever makes sense for you 🙂
you just have to remember that it sticks to the order if you do actually stick to the 1 dialogue line instead of fixing it in the event code
lumina's example uses 3 separate i18n lines, while mine uses 1
honestly there's a lot of wild things you can do with events 
Jorts and Jean's intro event has an example of quickQuestion if that would help!
@velvet narwhal @hallow prism So, just to make sure I got it right. It would be one of these two ways to do it?
"Original Event": "Original Event leading up to the question /quickQuestion "Question Goes Here" (break)switchEvent "Answer 1" Answer_1 (break)switchEvent "Answer 2" Answer_2",
"Answer_1" : "storyline 1",
"Answer_2" : "storyline 2",
"Original Event": "Original Event leading up to the question /quickQuestion "Question Goes Here" #"Answer 1" #"Answer 2" (break) Storyline 1 using \ to seperate instead of / (break) Storyline 1 using \ to seperate instead of / /Merged ending goes here",
you have to put your answers before the first (break) so it would look like:
"Question goes here" # "Answer 1" # "Answer 2" (break)switchEvent Answer_1 (break)switchEvent Answer_2
@velvet narwhal Got it! So it's this?:
"Original Event": "Original Event leading up to the question /quickQuestion "Question Goes Here" #"Answer 1" #"Answer 2" (break)switchEvent Answer_1 (break)switchEvent Answer_2",
"Answer_1" : "storyline 1",
"Answer_2" : "storyline 2",
just remember, because you broke and switchedEvent, i would suggest putting a pause because you can think of them as continuing from the original event code
you don't have to do the music/viewport/actors again
@velvet narwhal @hallow prism @brittle ledge Thank you all for your help!!
Fixed in the next 1.6.9 beta nightly patch. Thanks for reporting it!
Okay, So, I have been working on a personal version of the "Farmhouse Basement Mod" by MiniPantsu on Nexus just to update it to the latest version and it is SO close to being there, but I have a weird glitch with the vanilla map being partially overlayed onto the modded map. I have been nailing away at this for some time and this is the best I can get it so I wanted to post here to see if anyone might know a solution.
"Format": "2.3.0",
"Changes": [
{
"Action": "EditMap",
"Target": "Maps/FarmHouse2",
"FromFile": "assets/FarmHouse2.tmx",
"PatchMode": "Replace"
},
{
"Action": "EditMap",
"Target": "Maps/FarmHouse2_marriage",
"FromFile": "assets/FarmHouse2_marriage.tmx",
"PatchMode": "Replace"
},
]
}```
P.S. Yes, I am also running other mods, I wanna make sure it works with my load out, but there is also no other mod that is touching interiors, Tilesets for maps, or the Farmhouse map itself. I can confirm it is something wrong with the mod I am working on in particular.
I have been chipping away at this for hours last night so any help will be greatly appreciated.
V@ - @ V
Guys do you think i could find some people here and build up a Team for making a mod?
Or do you reccomend other ways to find ppls
I guess this is technically the right place, though you're more likely to find help making a mod yourself than people wanting to join a team here
I think most people willing to work on someone else's vision are doing so through commissions
Look up renovations
That is what is happening
[[ScienceHouse]]
...I tried
It would be nice to have a thread or something for when people ask that question though, but inevitably it's just a, "I only enjoy working with me myself and i"
There are teams that form! But usually only when you have a track record
Fair. I technically have a team but I know in the end it's me working for my own mod 
Merci. o7
So many ideas for BETAS, BUT SO MUCH MUSCLE PAIN 
Yeah, ime the multi-person projects that are successful still have the leader doing the majority of the work.
Most of the ones I've seen fail, the leader expects to be "ideas guy" and have everyone else do the hard parts.
I'm an artist, writer, and programmer looking for an ideas guy to give me purpose
You've doomed yourself again
I still want my unlockable bundles Meadowlands farm
Yknow I definitely understood each word but in conjunction it made no sense
I've been theorizing a Meadowlands farm
That requires little mini fetch quests to expand the land, etc
Best framework to use is Unlock able Bundles
Oooh I think sve has that land purchase bit or whatever 🤔
(I actually have a pretty specific vision here.)
Are there any farms that start with farm buildings (vanilla or custom) on them or is that a C# thing?
Meadowlands starts with a coop
The magic grass one in vanilla comes with chimkins
Spacecore has it
But, again. I'm allergic to dependencies
even avoiding atracore here
Glad to be working with you! 
I already have an expansion mod of my own in the works 
I suppose you could just add them to the map in Tiled but they wouldn't be movable or paintable, eh
I offer you a "Portal Gun" idea
Can recipes have a mailflag?
Could also go the most workaround route and just put all the resources needed to build a coop in the starting package lol
Question, say you make a mod that replaced the word chicken with "chimken", what would it require?
Can you make me a kicad to easyeda converter
You have no clue how much I need that
So, quick follow up to this, I am guessing all of these are the renovations and I have to go through and update the house in each an every one?
Yup!

🐺
💥
DEEEEP INHALE
alright, I'mma make lunch and just do it, ty for the help.
I also want to see a farmhouse use renovations well tbh
(This is why I don't touch the farm/farmhouse)
The display names/strings would be pretty easy, probably. The dialogue might be a bit more hassle, assuming you don't care about mod-added stuff.
I can't help myself, my heart URNS for fancy custom farmhouse with extra room that I can vibe in.
Curses, my desire to Mod Literally Everything I can SEEE
This is why I try to avoid patching any vanilla maps, if I can't make it in a new location I'm not sure how badly I want it
Anywhoooodles, Merci for the help, Maties. o7
Oh yeah and the extra steps in content patcher when you touch vanilla maps naw I'll keep spacecore dependency for the totem warps
Delixx, why are you Pina colada
I would download a mod in a heart beat that has super serious dialogue in it but somehow incorporates the word "chicken".
Loafy's Little Ranch starts off with a coop and some chicks iirc:
https://www.nexusmods.com/stardewvalley/mods/23390?tab=images
Atra and I gonna sing the escape song
cus pina colada sounds pretty tasty and Id like to try it someday
Make the meme mods of your dreams. We all do it. 
Vanillafied coconut liquer and pineapple juice bam
And dancing in the rain?
After law school break, I just might learn Strings and do a chimken mod for the giggles.
L a w s c h o o l 
I took one cwiminal justice class and took my a for social science and never looked back
WHY DID IT SAY CWIMINAL
I have criminal procedure on Thursday and I'm on Discord to temporarily forget about my life choices.
cwiminal 
My misdeeds are showing through my phone autocorrect
Yknow css just for you
I'll make my Lance mod say, "Chimkin?" In response to a child's words
CHIMKIN
You have to have people who either (a) are all really passionate about the same thing or (b) are willing to work on something they're less passionate about in order to get paid, or maybe to get experience. And (a) is incredibly rare in practice.
ugh
I just started in reupdating my mods... and it gives me this error: ```
Severity Code Description Project File Line Suppression State
Error CS0246 The type or namespace name 'StardewModdingAPI' could not be found (are you missing a using directive or an assembly reference?) EventRepeater E:\Stardew Valley Mods\Event Repeater\ModEntry.cs 4 Active