#making-mods-general

1 messages · Page 14 of 1

lucid iron
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do that from the smapi console

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you got RSV installed in your game right?

odd badge
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yes

teal bridge
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Huh. Nothing in the source suggests any reason for incompatibility.

lucid iron
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oops it was harmony_summary

teal bridge
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Yeah, it's harmony_summary, definitely run that to see if your postfix is even installed.

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We see a screenshot of the postfix itself but no indication of where/how it's supposed to get added.

lucid iron
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Btw does it not work everywhere if rsv is installed?

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Or only fails in summit farm

teal bridge
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(If this mod is open source, would be a lot easier to just post a link to it on GitHub than to post screenshots of code)

odd badge
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      - Rafseazz.RidgesideVillage (postfix)
      - ytsc.QualityFishPonds (prefix, postfix)```
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      - Rafseazz.RidgesideVillage (postfix)```
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" - ytsc.QualityFishPonds (prefix, postfix)" that's mine

teal bridge
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Postfix on DoFunction wouldn't cause the issue.

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Would have to be a prefix/transpiler.

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Does harmony_summary list transpilers?

calm nebula
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@final arch what the heck?

teal bridge
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Oh, the WateringCan ref maybe? Is that what you were pointing to?

calm nebula
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Yeah, how does that not die

teal bridge
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It's a weird, obvious copy/paste error, but hard to see why it would prevent other postfixes from running.

calm nebula
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I mean yes but also like what

rancid temple
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I don't really see how either of these postfixes would cause an issue though

teal bridge
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Or maybe it does. Maybe Harmony barfs on it and doesn't process other postfixes.

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Could be Harmony silently fails because of the signature.

calm nebula
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Silently failing would be bad but not as bad as what I would expect

teal bridge
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One way to tell would be to uninstall RSV, and make the same signature error on your own mod, and see if that postfix runs with the error.

calm nebula
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Which is a segfault

lucid iron
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WateringRod LilyDerp

rancid temple
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Maybe it's fine since it's not actually using it?

teal bridge
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.NET probably isn't going to segfault, Harmony would just throw an exception.

calm nebula
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(You would be surprised)

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Harmony doesn't do much checking

lucid iron
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But since it's a ref then perhaps the casted type got kept Thqnkqng

calm nebula
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It's totally possible to get segfaults

teal bridge
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Right, but at the IL level, I don't think having a wrong receiver type would segfault.

calm nebula
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And send the resulting text file

teal bridge
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I'll note that HarmonyDebug might also produce no output, if it's failing to run at all because of the RSV version dying.

calm nebula
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I guess if it isn't used at all

brittle pasture
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I know that the patch works, and it throws no errors (unless it does and I just didn't notice)

calm nebula
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You're fully right

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Instead debugging il on my phone I could be knitting my sock

pine elbow
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Hello again! One more quick question, does anyone know in which file are the new wallpapers stored? (specifically this one)

teal bridge
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It is squirrely. Fact is, __instance is never used so not that likely to be causing big problems, and that's on DoFunction postfix anyway which would happen long after the call to pullFishFromWater (whose patch signature appears to be fine).

teal bridge
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It's suspicious though.

pine elbow
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thanks!

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Imagine stardew valley but with dota 2 mod

calm nebula
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It just feels unsafe

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Sheku

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Save me

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Protect me from the scary harmony

brittle pasture
odd badge
brittle pasture
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though afaik he didn't post the mods he created/commissioned anywhere lol

calm nebula
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Huh I see the post fix in there fine

teal bridge
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Looks fine to me, at a glance anyway.

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But it's DoFunction that's patched weird in RSV, not pullFishFromWater.

calm nebula
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Yeah

teal bridge
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Actually I am wondering why there are so many ldargs, but I don't dive into IL stuff all that often, there might be a good reason.

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The mod has two args, and two ldargs, which is expected.

lucid iron
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this func just has a lot of args

teal bridge
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Oh wait, derp, I was looking at the DoFunction postfix instead of pullFishFromWater again. Yeah, args are correct.

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Geez tho, why is RSV taking so many args it doesn't need?

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It uses one of those 8 parameters.

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One other thing. Have we verified that the breakpoint can be hit? As in, it's not some issue with VS having a different version of the assembly from the game? @odd badge have you checked that your breakpoint is it when RSV is removed?

odd badge
odd badge
teal bridge
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To be clear, the "works fine" and the "breakpoint hit" are two entirely separate questions. But if you're sure you've tested that under controlled conditions and RSV is definitely what causes the breakpoint not to be hit, then I think the next step would be to pull the RSV source, comment out its Harmony patches one by one, and see which one is actually interfering.

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By appearances there are only 2 or 3 possibilities. But for all we know, there could be something totally unrelated going on.

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If you can build RSV, comment out its Harmony patches and still not hit your breakpoint, then it means the problem is elsewhere. OTOH, maybe you'll find that correcting the postfix signature actually fixes the issue through some crazy magical action at a distance.

odd badge
teal bridge
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"Working" = "is everything OK within the game state"
"Hitting breakpoint" = "is the assembly loaded by the game consistent with what VS is trying to debug".
Different things.

rancid temple
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Anecdotally, I received a few complaints that my mod wasn't working with a CP mod installed, turns out it was actually Downtown Zuzu causing the issue

odd badge
rancid temple
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But the people affected were saying as soon as they removed the CP mod it started working again

teal bridge
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Anyway, I think playing around a bit with RSV is the next logical step, try commenting/removing its patches to see if it really is a Harmony issue.

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When a bug is elusive like that, all you can do is work through it methodically, eliminate variables. Unless someone else here is seeing something that none of us have noticed.

odd badge
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i'll try comment the fishing rod patch from RSV

calm nebula
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Also we need to see the harmony summary tbh

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"We"

teal bridge
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Wasn't that posted already?

calm nebula
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I'm using a definition of "we" that doesn't include me rn since I need to head out

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Oh.

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Serves me right for not backreading, sorrry!

teal bridge
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Harmony summary showed both postfixes installed. (As did the IL)

calm nebula
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Oh, not that

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!harmonysummary

ocean sailBOT
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To get a little more info, can you:

  1. Load into the game (the title screen is fine).
  2. Type harmony_summary into the SMAPI window and press enter.
  3. Upload your SMAPI log to https://smapi.io/log (instructions on page)
  4. Post the log link here?
calm nebula
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This

lucid iron
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we did that earlier i thought

odd badge
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i'm using the user's modpack so that's why it has a lot of mods

teal bridge
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As I've often had to explain in other situations, the fact that you can add/remove one thing to trigger/eliminate an issue doesn't necessarily prove that the problem is in that thing. It could be something else depending on that thing, or some common state that they're fighting over, or some totally unrelated component that subtly breaks both of them.

Correcting the signature in RSV's patch is an easy thing to test; after that, knowing whether disabling the patches has any effect will help narrow the field.

final arch
rancid temple
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Technically that's correct

final arch
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well today cus its 2am already x.x

final arch
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Im scared

pine ermine
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I turned it into a source package

final arch
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of that

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leave race cond out of my mod debugging SDVpufferpensive SDVkrobusgiggle

pine ermine
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There's no multi-threading, only async.

final arch
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remind me in 12 hours to check rsv fish issue

patent lanceBOT
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grumbles, mutters some vulgarities about humans...shekurika in particular... fiiiine. (#6207756) (12h | <t:1724846026>)

velvet narwhal
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(that... is scarily on topic?)

pine ermine
finite ginkgo
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I'm only gonna slightly steal borrow those and add them to any and all of my repos SDVkrobusgiggle

lucid iron
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what about the build passing DokkanStare

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i am kind of confused about purpose of the vanilla stardew valley badge

calm nebula
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All automated tests pass!

brittle pasture
calm nebula
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(There are no automated tests)

pine ermine
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I mean, I suppose you could set up a self hosted runner on your local machine, but that's so overkill.

brittle pasture
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ah, but what if I'm making an AT pack I kid, I kid

patent lanceBOT
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@vernal crest: read the BETAS documentation (6h ago)

lucid iron
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xnb MedSpoop

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i thought pytk was also not updated

pine ermine
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I was just looking for things to make badges for tbh

severe plover
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how would you make more months

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in stardew

uncut viper
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not easily i imagine

velvet narwhal
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spring 2 electric boogaloo you'd probably have to strip the whole game and rewrite a lot of things

pine ermine
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Patch like half the game using harmony and C#, and then also make a IL rewriter to rewrite every mod so they don't break compatibility SDVpufferpain

rancid temple
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Make Stardew 2

severe plover
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it’s so over i know what like 3 of those words are

uncut viper
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its not somethint you can do without extensive C#

velvet narwhal
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you're basically doing the first person/3d stardew mod but with seasons

uncut viper
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i guess you could change the name of the seasons to like. Sprang, Sommer, etc. on even numbered years to play pretend. as long as they go in the same order

severe plover
uncut viper
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stardew doesnt have months in general in the first place it just has seasons

velvet narwhal
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the problem comes with the actual world's changing of seasons, it's a farming consistent problem

pine ermine
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You could just change the name of the season with content patcher based on the date and have really short months.

velvet narwhal
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wait there's a real world analytic hold on it was wild

severe plover
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like uh

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30-31 days for each month

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well

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other then february

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cuz it’s weird

uncut viper
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itd be 9.3 days for each month

severe plover
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oh

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inwanna make like each month 30 days

tiny zealot
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i'm learning only now that pytk used lua? why (pytk was, thankfully, before my time)

uncut viper
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bc you cannot actually add days or months

uncut viper
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what linkoid was suggesting was just changing what text is shown on the screen every (in this case) 9.3 days to pretend like it was months changing

pine ermine
uncut viper
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but you wouldnt actually be changing anything

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functionally that is]

severe plover
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what about this

pine ermine
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There ya go

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Now use that in conjunction with what I suggested

rancid temple
velvet narwhal
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ah yes, harmony

rancid temple
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I was gonna say, there's literally only one spot in Game1 where it checks how long a season is

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It's doing if (Game1.dayOfMonth > 28)

uncut viper
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i should have added the "without C#" part again but tbf you can do basically anything once you dig into the code

deep cypress
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I MIGHT HAVE JUST FIXED THE MULTIPLAYER SPOUSE BUG WHICH PERSISTENTLY BIT MY HEELS!!!!!!

rancid temple
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But after you harmony patch that, you then have to fix the calendar and a bunch of other things

uncut viper
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and that also doesnt provide a way to do different days of month per . uh. month

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like you cant have a 28 day february followed by a 31 day march

pine ermine
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Sure you can

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If you take my approach

rancid temple
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I think if you changed how the calendar and dates are drawing based on what day of the season it's in

uncut viper
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with that mod? reading the description it didnt seem like that was an option

rancid temple
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Well, that mod alone it wouldn't be enough

pine ermine
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With that mod + a content patcher mod it would work though

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I think

uncut viper
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unless im misunderstanding the mod description though you can only choose one number that every month will have as the number of days in a month, and im not sure how content patcher will change that

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you can shove 4 months worth of days into one of the current seasons and change the text, yes, but then you'd have 4 months of days but all on the same calendar page

velvet narwhal
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                __instance.Season = Season.Spring;
            }``` *clueless.gif* me i'm clueless
rancid temple
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Actually wonder, it does say you can change how many months are in a season, what does that entail

uncut viper
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i assume you'd get 28 days of spring followed by 28 more days of spring for example

rancid temple
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Oh yeah, absolutely lol

lucid iron
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what would this new season be

velvet narwhal
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see above: sprang

uncut viper
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(also minor correction it does create new calendar pages as necessary but the numbering would be off still)

quasi dew
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This might be a dumb question, but is the MakeInvisible event command supposed to work on the farm? I can't get it to work there. (It's fine in the farmhouse though.)

velvet narwhal
tiny zealot
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there are a few other places in the code which assume four 28-day seasons in a year. i am thinking in particular of the _memory CTs, which have a oneyear value, although that one is slightly shorter than the expected 112 days (it's 104)

quasi dew
tiny zealot
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that one isn't too damaging for this, though. people will just think it's been a year when it hasn't

uncut viper
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bookseller assumes four seasons too

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though if you're still using the same season names internally that shouldnt matter i guess

pine ermine
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Set each season to be 122 days
On Spring 1-31, change the name of Spring to "January"
On Spring 32-61, change the name of Spring to "February"
On Spring 62-93, change the name of Spring to "March"
On Spring 94-122, change the name of Spring to "April"
Repeat for the other 2 seasons

uncut viper
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but it wont go past day 28

tiny zealot
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anyway i'll just assume that mod thought of all this and move on /lh

uncut viper
rancid temple
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I'm more like to assume they didn't and nobody has tested it well enough to know it's broken lmao

velvet narwhal
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idk i don't wanna read code /lh

pine ermine
uncut viper
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well yeah, having a C# mod do it for you does eliminate the need for you to write C# i suppose. i did last say that before i knew the mod existed, though

rancid temple
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Technically still true, it's just not you who has to write and maintain the C# portion

velvet narwhal
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i think i'd just be distracted from april being day 94 "give it up for day 94"

pine ermine
velvet narwhal
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harmony scares me

rancid temple
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Patching SMAPI is the scariest thing I've heard today

pine ermine
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XD

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It's not just any patch

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It's a transpilier

rancid temple
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The spookiest of patches

velvet narwhal
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this is the same vein as "c++/CLI to create a stardew mod"

uncut viper
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how much has smapi changed in those last 2/3 years anyway. cant be that much

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(/j)

rancid temple
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I mean at least the version number /lh

pine ermine
velvet narwhal
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"mom come pick me up i'm scared"

tiny zealot
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i should make a mod that patches SMAPI just to change the title on the console to a random one of the wrong names people call it in the help channels (smarpy, scampi, spami, etc.)

velvet narwhal
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"spam"

uncut viper
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snapi

pine ermine
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A transpilier basically rewrites this part, modifying itself while it's running.

uncut viper
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transpilers are also the most enjoyable kind of patch to write

pine ermine
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True

uncut viper
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that line doesnt need a tone indicator bc im being genuine

velvet narwhal
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lalala i'm not listening, ya'll already screwed me for my pop quiz because i couldn't parse anything in c++ lalala /lh

tiny zealot
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(there's a tone indicator for being genuine, though)

uncut viper
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true. i did forget about that one. i need to brush up on them

deep cypress
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I just recently learned how to transpiling, and I concur, they are delightful!

rancid temple
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Any leftover bitterness is from before I was using a code matcher

pine ermine
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Common, this isn't that scary is it?

tiny zealot
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i write transpilers without a code matcher, so that is a little scary to me

lucid iron
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wow is that a use case for Repeat

uncut viper
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on one hand, i should really go back and clean this up one day. but on the other hand, if its not broken...

tiny zealot
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i had a really gnarly one in NPC Geometry that i couldn't get to work, which is when i learned i could just farm the nasty part out to C#

uncut viper
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now that i think about it this might be the first transpiler i ever wrote, which makes the mess make a whole lot more sense

velvet narwhal
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(if it ain't broke and smapi/vanilla hasn't broken it.....)

uncut viper
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the two big milestones in writing transpilers: realizing you can outsource the nasty parts, and codematcher (or your own codematcher you made yourself)

pine ermine
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I wrote a fun reverse transpilier one time too, I can't remember what it was for though...

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I had to edit the stack itself though, so it was extra fun.

lucid iron
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dont forget the milestone where u realise u were dum and refactor the transpiler back to a postfix blobcatgooglyblep

pine ermine
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Oh, there's this one where I had to crawl through an arbitrary type's constructor to find the default field initializers.

uncut viper
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what if i wanna turn my postfixes into transpilers

tiny zealot
uncut viper
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lethalcom modding SDVpufferthink i guess i could transfer what ive learned here to there pretty easily huh

pine ermine
uncut viper
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(i have one mod for it but now i actually know how to use harmony and C# and stuff instead of fumbling my way through it. but thats also not relevant to this channel so)

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C# and harmony is what i was missing! learned that pretty much entirely bc of stardew modding, had none experience beforehand in either

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or close to none. i had one SDV mod for 1.5 that technically used harmony but really stupidly

pine ermine
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Well there you go!

velvet narwhal
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i'm excited but also scared when i finally get into c#

rancid temple
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I think it's easier than C++ but I'm also more familiar with it

uncut viper
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C# is not bad compared to some other languages you could start with

velvet narwhal
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i...... am the most familiar with c++ so it's trying to wring my brain backwards

uncut viper
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whats the matter? just use std::smapi

lucid iron
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it's good to be aware of pointers and memory stuff even when u are in other lang

velvet narwhal
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AT LEAST... because of ya'll, i understand args for c++ now >_>;; i was having the worst time because my comm college didn't help with that

split ermine
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how do i make prices of a certain item for example parsnip go up when it's not spring?

uncut viper
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yeah starting with a language where you have to make sure you dont needlessly create objects or allocate memory is real important i think, even if other languages will clean up after you

velvet narwhal
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would when patching work on that?

uncut viper
velvet narwhal
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distracting myself from looking at my assignment "Price": 35, i don't remember what quality does to it though

uncut viper
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but yeah a content patcher When checking for when the season is NOT spring and then conditionally editing the price in Data/Objects would work. are you familiar with content patcher cryztax?

split ermine
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not too much but just enough

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so uh how would i write that?

uncut viper
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This contains a good example for the patch itself, but look at the one that only edits the Description

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just edit the Price instead of the Description, obviously

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Then look here for the When condition stuff

velvet narwhal
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i think you can get away with "Season": "Summer, Fall, Winter"

uncut viper
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either that or "Season |contains=Spring": false would work too i think

velvet narwhal
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i almost instinctively put a comma after this brace, i'm doing fUNCTIONS dammit

round dock
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Question, since I've seen a mod that hikes up the price when it's on season and marks it down when it's off season, you code the specific conditions for it, right?

velvet narwhal
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yessuh

uncut viper
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yeah, you choose the conditions for the patch

round dock
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For setting prices on quality items, that still applies right? I read the coding for Reciprocate and I think it indicated some values.

velvet narwhal
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quality has it's own modifier somewhere that escapes me

uncut viper
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iirc quality just applies hardcoded multipliers on the Price depending on the quality level

round dock
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That, too. I wanted to try incorporate quality modifiers in my items in my dialogue mod (I made Elliott give me gifts lol), and I just didn't wanna mess with it for my first mod.

velvet narwhal
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uh it's --somewhere

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how it would work in dialogue, unsure, you could probably do the $action since it uses game state queries

pine ermine
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Oh no

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I found one of my reverse transpiliers

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And I can't understand it at all SDVpufferwaaah

round dock
velvet narwhal
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oh wait you can literally do it in a simpler form

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$action AddItem <item ID> [count] [quality]

round dock
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When triggering dialogue?

velvet narwhal
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i wrote the whole skeleton for my assignment, my husband cannot yell at me now

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outside of your {{i18n}} token prefferably

uncut viper
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yeah you can put that action command in the dialogue itself and itll trigger after you click out of the dialogue

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i see you selph

brittle pasture
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you can't do item queries in dialogue or trigger action

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(hi)

round dock
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Ah SDVpufferwaaah

uncut viper
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that action command will still work you're fine

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just not a different unrelated thing

brittle pasture
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yeah you just can't do qualities/flavored items/etc.

uncut viper
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(but related to what avi said earlier is why selph brought it up)

velvet narwhal
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oh will it ignore the optionals

uncut viper
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item queries are just a different thing in general

pine ermine
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A harmony reverse transpilier that modifies the stack to add and remove arguments from the function.

velvet narwhal
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oh the link, yeah i rescind that yeet

uncut viper
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the AddItem command will work for spawning an item with a specific amount and quality though so you're fine there CSS

lucid iron
#

why is it versioned 👀

pine ermine
round dock
velvet narwhal
#

yeah ignore my previous statement of item query, i was thinking of something unrelated

round dock
#

I still need to learn how to properly do events (at a late time) but that'll probably pop out in creative writing, honestly

uncut viper
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you still put the item ID there

velvet narwhal
#

me, constantly thinking of item queries because of button

uncut viper
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i make no apologies

velvet narwhal
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it's my one weakpoint, i just have a hard time parsing them sometimes

uncut viper
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if you want Elliott to give you 3 iridium quality Raisins after talking to him, put $action AddItem (O)Raisins 3 4 somewhere in that dialogue

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same way you'd do other dialogue commands like $b or $q or something

velvet narwhal
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(on the topic of CSS's mod, my discord was begging me to gaslight ask you to have an expansive mod)

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i told them you were in law school so they all sobbed a lil and told ME, to tell YOU, good luck we wish you well

round dock
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"Hello,Junimo.#$b#Raisins?$action AddItem (O)Raisins 3 4",

uncut viper
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i think you need to separate it with a # from the rest of the dialogue still but someone who actually writes dialogue can correct me if im wrong

velvet narwhal
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yeah you might need the #$

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let me dig and see for my actions

round dock
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I just wing id codes and hope it works honestly, idk about quality modifiers SMCSobs

uncut viper
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the 4 in this case is the quality modifier, the 3 is the count

round dock
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Oh yeah, $e !

velvet narwhal
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"WipedMemory": "I can't believe you.#$action AddMail Current EdelWipe received",

uncut viper
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0 is normal, 1 is silver, 2 is gold, and 4 is iridium

round dock
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Oh damn, it's still in the ii18n SDVpufferyikes

velvet narwhal
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so, yes, #$

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oh lemme rewrite

round dock
velvet narwhal
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no don't let them gaslight you

round dock
#

I consent to being gaslit.

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(do i) i don't

velvet narwhal
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effectively, "Avi gaslight them to do a mod as extensive as yours"

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i said, no

round dock
#

HAHA..... uh.....

velvet narwhal
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sleep do sound good

round dock
#

Respectfully, thank you, but pass SDVpufferwaaah

uncut viper
#

* | TODO. Stands for "quickResponseDelineator".
so uh. whats the deal with quickResponseDelineator in dialogue commands

velvet narwhal
#

/? or \\

uncut viper
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no the * is a special token for dialogue like # or % but that all it says on the wiki

velvet narwhal
#

...delineator.... when do i ever use it in dialogue

calm nebula
#

Ignore it

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Don't use it

uncut viper
#

but then why is it on the wiki as a TODO

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how can someone DO if they DO NOT

next plaza
#

That’s simple

velvet narwhal
#

I'MMA DO IT

next plaza
#

When I wrote out the event commands wiki page I was lazy

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So some of the more complex commands I left with todos

calm nebula
#

For some godforsaken reason the dialogue parser parses strings from one string system to another string system

velvet narwhal
#

i thought the * was a form of escapetext

calm nebula
#

That particular one is an edge case in $y commands

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Ignore it.

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Look

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It's been literally months since I've seen that code

round dock
#

Also, thank you Button. I'll try to search for this in uh... weeks..

uncut viper
#

i dont write dialogue anyway so ignoring it is easy, was mostly just curious

calm nebula
#

I still remember it

velvet narwhal
#

ah, a scorned memory, okay

uncut viper
#

was it you or casey that wrote that $y can be triggered indenitelly SDVpuffersquee

calm nebula
#

Probably casey

uncut viper
#

its a fun sounding word

velvet narwhal
#

i should edit the hospitaldeath minedeath since uh, i like to fiddle with event commands

next plaza
#

(Why does the GitHub mobile app suck so much)

uncut viper
#

not enough devs at github

next plaza
#

There’s no search in the file view????

velvet narwhal
#

(is that why they're making me code a git for my first c++ assignment? /lh)

calm nebula
uncut viper
#

almost a googlewhack

brittle pasture
#

can you search for files larger than a certain size anyway. GitHub apparently doesn't like indexing files larger than, uh, a medium-quality PNG

next plaza
#

Oh I thought we were talking about event commands

#

I can’t recall if I did dialogue commands or if that was someone else

calm nebula
#

Predated me

#

Whoever it was

velvet narwhal
#

actually i don't remember what the hospitaldeath/minedeath do, lemme just go test those real quick

calm nebula
#

Lose you items

velvet narwhal
#

i'll be fine

#

i wanna see if it's the same as end

next plaza
#

And money deduction

velvet narwhal
#

or if it reroutes to the hospitaldeath cutscenes

next plaza
#

Wrote a custom one for SVE 1.15 for more money loss

uncut viper
#

does it still do that if you do minedeath but the location the event takes place in is a safe passout spot?

next plaza
velvet narwhal
#

i'm checking both so we'll find out

split ermine
#

okay after reading the github thing if i wanted to make the price of a parsnip go up during seasons that arent spring would it be something like action, edit data, price, and then a when condition in that order?

velvet narwhal
#

okay it's not the same as end

#

i'm stuck in purgatory

next plaza
#

Off to bed I go

uncut viper
next plaza
#

(Technically not indentation but brackets that do that)

uncut viper
#

thats why i put it in quotes!

next plaza
#

Ah, I wouldn’t consider that formatting SDVPufferThink

split ermine
#

doing this instead of listening to my lesson is great

uncut viper
#

its not technically correct but i tend to use it as a shorthand f or explaining object heirarchy and whatnot and it usually gets the point across enough if we're looking at the same example

#

plus it helps remind people to indent their stuff nicely when they post their jsons

brittle pasture
#

I propose a JSON extension - JSONW, or JSON with whitespace - to remove confusion once and for all

uncut viper
#

isnt that kinda yaml

velvet narwhal
#

does json5 do that?

brittle pasture
#

darn they stole my idea

uncut viper
#

yaml enforces specific spacing. not tabs, spacing

#

(well. it should anyway. technically a parser can ignore it ig)

#

(actually it might not be technically the yaml standard but in most cases where ive used yaml it has been enforced so. its stuck in my mind as enforced, which is probably the point)

tiny zealot
uncut viper
#

i dont think i know enough about make to understand (ive only ever needed to do make stuff for uni)

tiny zealot
#

make recipe lines must start with a tab character

uncut viper
#

i guess i just never noticed SDVpufferthink

round dock
#

Cheeto-related question, how do y'all deal with being incentivized with fixing mod bugs or typos when you feel like you want to but lack motivation or will for it

uncut viper
#

im not a cheeto so i will stay silent

round dock
#

Why no cheeto role^

brittle pasture
#

you're basically cheeto incognito

uncut viper
#

(i like blue better than orange and purple better than all)

round dock
#

Cheeto related and cheeto incognito question*

lucid iron
#

i feel motivated to fix bugs

#

i dont feel motivated to deal with nexus mod page management ui

velvet narwhal
#

mod bugs/typos in my own mod? i fix that immediately

uncut viper
#

(but also the answer for me is the thought of someone having their mod/playthrough messed up by a b ug i introduced is worse than the effort of fixing it (most of the time). and also if someone in this channel especially came to me like "hey you have a bug here" i dont think i would ever feel more shame (personally) than having to say "oh yeah i know i just dont wanna fix it")

tiny zealot
brittle pasture
uncut viper
velvet narwhal
#

(all of my bugs have consequences and i have paid the price)

round dock
#

My current dilemma with my own is that it's so minor that I don't think it's that urgent but a user was like "uh hey... thought I'd bring it to your attention" and now I'm stuck

tiny zealot
#

i've mentioned it before but i do triage on bug reports (and "bug" reports), and only critical ones get me to change my release "schedule"

velvet narwhal
#

i know of my own bugs, but i post it on my "bugs" page so i don't have to hear the outcry

uncut viper
#

if its super minor or fixable in like 5 minutes or less than i usually just think "ill add this to my TODO" list, which i keep with my other files, and then when i open my IDE with my todo list i then think "well im already here... might as well fix it"

tiny zealot
#

e.g. in Lacey's 1.0.0 release the music didn't work if you had SAAT installed (extremely common in 1.5), so i had to put out 1.0.1 very fast

lucid iron
#

I don't think I get bothered by typos too much

round dock
#

How about mod compats tho? I feel like I'm more inclined on dialogue (and events) and I do want to be considerate with other existing mods when I make future updates. Do y'all just amicably message the mod author about it, too?

pine ermine
velvet narwhal
#

oh if someone brings up an incompat, it's most likely my fault (like how my wedding code was defaulting) then i immediately push an update because i feel dumb

lucid iron
#

Might be good use of nexus premium

tiny zealot
round dock
#

I feel bad overwriting other people's work but I mean they did download it so something's gonna get patched

pine ermine
velvet narwhal
#

well you made an elliott mod, that comes with the territory SDVpufferclueless

uncut viper
#

the only mod compatibility i actually ever care about personally is SVE and maybe Ridgeside, but only because I know that if they specifically dont work with them, i will get comments about it. otherwise i dont go out of my way to make my mods compatible with everything else
for a mod that patches a character like Elliott, i wouldnt even care about SVE or Ridgeside either, no point to it really. let the user decide which Elliott they want imo

pine ermine
#

The great thing about github workflows is you have the power of the borne again shell on a complete ubuntu operating system (or any other OS / docker container). You can literally do anything.

uncut viper
#

always best to write/code things in such a way that compatibility comes for free ofc, but in cases where you have to make something incompatible with something else to even make it at all, then... well, thats modding for ya. it shouldnt be the expectation that a user should be able to install every mod they see just fine and it'll all work

round dock
#

When I do end up making an event for him, I do wanna make it compatible for SVE (more cuz I wanna use it and I'm doing a SVE run and less about "Is this compatible w SVE or X expansion). So I'm also thinking how I'm gonna pull it off. Since his usual hangout place is the usual vanilla spots, hopefully I wouldn't have to be confused.

velvet narwhal
#

i side-eyed the 732 mod bug report, and it turned out i was the one in the wrong

#

SVE compatibility is easy (the one who's suffering)

#

if you really don't like an SVE event, you yoink the event code and location, and either silence it and make your own, or you use the same specs and rewrite it

#

then you'll be like me, with a trigger action as long as santa's naughty list /lh

hollow dust
#

can you guys point me out what's wrong with my farm map mod?

so apparently there's this invisible barrier blocking the front of the house, there's also one invisible block on the spouse patio, and on the backwoods entry:(

i checked all my layers in tiled and Ive deleted all the possible tiles that could make that invisible block but it's still there everytime I load my farm, idk what to do

https://smapi.io/log/5a81c17865734f9a8d4c999c6020fd07

ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 10 Pro, with 7 C# mods and 3 content packs.

velvet narwhal
#

SDVpufferthink the only blocks would be the buildings layer, and a restart would refresh the map if i'm... remembering correctly

#

can you throw your tmx here?

hollow dust
#

here

#

can you check the map properties too if I did everything right?

velvet narwhal
#

lemme pull up additionalfarms

hollow dust
#

haven't read that, skxhanjd

velvet narwhal
#

i see the data/farm edit, i'm reading over it, select tool isn't showing anything blocking the door though

hollow dust
#

man, what should I do to fix it?

velvet narwhal
#

...is it just because it's using the standard farm data/location?....

hollow dust
#

I'm still new to modding so I really suck at it atm

lucid iron
#

Can you install data layers and show ss of the accessable layer

lucid iron
#

It'll tell you what tiles are not passable in the game

lucid iron
#

Tile look ups with lookup anything is also useful

#

You can see if the tile is actually on building layer

velvet narwhal
#

lemme yeet it into my testbed

#

seems fine to me except that tree

#

oh- i lied there it is

hollow dust
#

try going into the house

#

and on backwoods

#

it's blocked:(

velvet narwhal
hollow dust
velvet narwhal
#

what happens if i scoot the farmhouse one tile down, we'll find out

hollow dust
velvet narwhal
#

(it works if i scoot it one down)

#

lemme go look at the spouse spot

#

alright fixed those two

#

where's the backwoods

#

greenhouse area is fine

#

i found the invisitile for the spouse area, i'm looking at backwoods right now

#

okay all fixed

hollow dust
#

woah 😍

velvet narwhal
#

you did well though! the invis-tiles get us all

hollow dust
#

IT WORKEDDD!! omagha I've been trying to figure it out all nighttt!n+_#(*(#(# THANK YOUUU, gawd I wanna kiss you with my hot mouth 😻😻

#

I'm feeling romanticalle

ivory plume
#

The upcoming Stardew Valley 1.6.9 now adds a new debug logWallAndFloorWarnings command, which logs warnings when it can't apply wallpaper or flooring.

In your case:

Couldn't apply floors for area ID 'FireredlilyBathroom' (tilesheet 'zzzzz_rokugin.exbathroomrenovation_add_bathroom_walls_and_floors' isn't a wall and floor tilesheet, expected 'walls_and_floors' or a tilesheet ID starting with 'x_WallsAndFloors_')

#

Also 1.6.9 will now recognize any tilesheet whose ID contains walls_and_floors as a walls-and-floors tilesheet:

brisk birch
#

Oogh I wanna work on code and stuff, but I gotta trade in my laptop in a few days and I don't wanna screw up files too much and forget to back them up baby

velvet narwhal
#

Tbh my git commits annoy me because I do it so often

#

Could set a repo to private but idk if you do code in vscode/vs22

brisk birch
#

I haven’t done anything w GitHub yet besides make a mod idea post sadclown I should probably get on that at some point

#

I use vscode tho yeah

latent mauve
#

Okay, I have a new question then, in response to the upcoming walls and floors change: In AdditionalWallpaperFlooring, it shows adding Walls and Floors as separate files.
How would one go about adding a new walls-and-floors tilesheet that includes both via CP?

#

Sorry if it's an obvious answer that I'm missing, it's late and my brain is struggling

ivory plume
#

There's two things:

  • Your custom wallpaper/flooring has a tilesheet, which is set via Texture in Data/AdditionalWallpaperFlooring.
  • The floor tiles in the .tmx file are linked to a map tilesheet, which sets their default appearance.

The change in 1.6.9 applies to the latter: the game will only replace a floor tile's appearance with the flooring if the map tile is linked to a walls_and_floors tilesheet, regardless of what texture the flooring being applied has.

latent mauve
#

Okay, so if I add a tilesheet (based from wallpapers_3.png, for instance) and name it zFireredlily_walls-and-floors, and then add the second (flooring_3.png) as zFireredlily_walls-and-floors2, is that sufficient to not cause issues?

#

I'm mostly just trying to make sure that it won't look for both when there's only one type in the Tiled tilesheet, as long as I have them defined correctly in Data/AdditionalWallpaperFlooring

ivory plume
#

walls_and_floors with underscores, but otherwise yep. The game will recognize the tile as a valid floor tile, which can be swapped with a flooring.

latent mauve
#

Noted. Thank you for clarifying! ❤️

velvet narwhal
#

eyeshake additional flooring and wallpapers

uncut viper
#

i only just noticed that nexus stripped the link to my BETAS documentation out of the description entirely bc i guess it might not like my domain name? which means all day i didnt realize my mod page for it has just said "Usage for Content Patcher Mod Authors: [literal blank space]" without a link to the correct docs at all SDVpufferdead

teal bridge
#

"Nexus ate my documentation" sounds just a wee bit like "dog ate my homework"

uncut viper
#

only in this case it's reproducible

deep cypress
#

If I am reading this correctly, this finds the first int less than ten and changes it to ten?

  for (int i = 0; i < codes.Count; i++)
  {
      if (startLooking)
      {
          if (codes[i].opcode == OpCodes.Ldc_I4_S && int.Parse(codes[i].operand.ToString()) < -10)
          {
              Monitor.Log($"got int!");
              codes[i] = new CodeInstruction(OpCodes.Ldc_I4_S, 10);
              break;
          }
      }
      else if ((codes[i].operand as string) == "Strings\\StringsFromCSFiles:NPC.cs.3981")
      {
          Monitor.Log($"got string!");
          startLooking = true;
      }
  }
split ermine
#

so im making a mod where the prices of crops will increase when theyre out of season, how do i make it so that the increase applies to higher quality crops?

teal bridge
#

Less than negative ten, yes.

split ermine
#

also is it possible to make it so that the price of a crop increases out of season and then increases more in winter? ex: 35g becomes 50g out of season then 65g in winter

teal bridge
#

Although the startLooking flag adds some behavior, it's only supposed to find the ldc_i4_s <int> if it happens after that NPC string is loaded. Kind of a sketchy transpiler tbh, the second condition doesn't even look at the opcode.

uncut viper
deep cypress
#

Thanks Focustense! I am not sure what the purpose of it is, might totally junk it.

#

Basically, it seems to just make the character turn to face the farmer... it's rather odd...

teal bridge
#

Really hard to say without knowing the context.

#

We don't even know what method it's patching.

deep cypress
#

(the next number less than ten is this here, base.faceTowardFarmerForPeriod(4000, 3, faceAway: false, who);

#

Sorry, it's patching NPC.tryToReceiveObject.

#

That 3 is the radius. This seems like a needless thing to have.

teal bridge
#

Yeah, I see that NPC is the only place where 3981 is referenced.

#

My guess would be that it's trying to target this line:

who.changeFriendship(spouseData?.SpouseGiftJealousyFriendshipChange ?? (-30), spouse);

Maybe it's succeeding, maybe not.

#

Once again, the code does not search for less than ten, it's less than negative ten. So the line you've identified is not the correct one.

deep cypress
#

Oh, I see!

#

Yes!!! I somehow did not see the minus sign!!!

teal bridge
#

It's a fragile-looking transpiler but might still be doing what it's supposed to (apparently, changing friendship loss to friendship gain).

deep cypress
#

I think it is working correctly then, and I will not smite it. I will later make it a much better transpiler, tho. But right now, I am solving the mysterious engagement causes crash when entering farmhouse mystery. The fix for that destroyed multiplayer compatability for rooms, so now, it is time to fix why. The fiancee was being set to spouse on engagement, which I believe to be the source of the error, because it would try to draw spouse rooms, and die.

split ermine
uncut viper
sudden geyser
#

So, I don't swan in often, was BFAV deprecated, or something?

deep cypress
#

I think it was. Also, you can make animals with CP now.

latent mauve
#

!converters

latent mauve
#

There we go, there's a converter to swap BFAV mods over to CP

sudden geyser
#

so ConPat just does it all now?

latent mauve
#

For the most part, yes

sudden geyser
#

Wow. So, full disclosure, I have zero coding ability, I can just fenangle things that already exist. Would tghis need any tweaks to work if I made say, a private, non-distributed conversion of the mod it's meant to keep around?

teal bridge
#

PFM is essentially deprecated too so... it's a mod to add support for one deprecated mod to another deprecated mod, lol. Just do the whole thing in CP.

sudden geyser
teal bridge
#

Another good reason to go with CP then, since it doesn't involve writing any code.

sudden geyser
#

Ooof, Neonify's fens may well and truly be dead then. THey're tangled up in several deprecated things

sleek aurora
#

All of my NPCGiftTastes from mods suddenly broke. Now all gifts from mods are perceived as hateful. Has anyone encountered this?

deep cypress
#

I haven't, but by CGifttastes. is that a mod in iteself?

sleek aurora
#

No, this is the file NPCGiftTastes.yu. Probably something went wrong because of some mod and someone also encountered this.

scenic tinsel
frosty hull
#

@next plaza Hi, i have question about mod Space Core V.1.17 for SV 1.5.6 Mobile | Android
in file "SerializationPatcher.cs" it's patch & custom properties for Serialize & Deserialize only "Stardew Save Game"?

sleek aurora
#

I understood what the problem was. This is all because of the MissingGifts mod - it does not correctly reflect the reaction of residents to objects from mods.

deep cypress
split ermine
#

im making something that depends on the change of seasons, does that mean i put the 'when' or 'seasons' condition (?) under "fields"?

vernal crest
split ermine
vernal crest
#

Other things (like a texture load) you can just use the CP {{Season}} token in the file name to change it.

split ermine
#

also when i change the price of something do i also have to change the price of the higher quality items?

vernal crest
vernal crest
split ermine
#

do i need to specify a *year if the affected thing doesn't rely on it?

#

in the when condition

vernal crest
#

No, if the only part that matters is the season, just include season

split ermine
#

theoretically this should work right? i dont have actual amaranth in the game rn so i cant play test it

vernal crest
#

Are you writing that in Notepad?

split ermine
#

yep

vernal crest
#

Risky

#

You should use console commands or get CJB Item Spawner so you can get yourself some amaranth to test

#

However, now that I am actually reading what you wrote: no, that will not work.

split ermine
vernal crest
#

The "When" field needs to be at the same level as "Fields", not inside it.

split ermine
#

soo ill put it above "fields'? SDVpufferthinkblob im sorry if im asking really dumb questions im going into modding blind SDVpufferpensive

vernal crest
#

Have you been reading the Content Patcher documentation?

split ermine
#

yes but i dont understand it very well

vernal crest
#

I'm also not sure if that's the right way to Target Amaranth. I am trying to check that now. As I said, not familiar with objects.

#

But yeah, you can move "When" above "Fields".

split ermine
#

okay thank you SDVemoteheart

vernal crest
#

Extremely expensive Amaranth!

#

You need to change "Amaranth" to "300" because that is its ID in game.

#

In your code, I mean

split ermine
#

ahh okay, i know how to do tha

vernal crest
#

When you are testing it in game, you will need to test it in one season, then trash it. Then change to the new season and then spawn another instance of it. If you try to just spawn one instance and check it in both seasons it will keep the data from whichever season you spawned it in.

#

I don't know what that means for gameplay - maybe Amaranth grown outdoors will never cost more in spring or summer because it was harvested in fall.

#

Yeah, I planted and harvested some amaranth, then waited until spring to sell it. It still sold for 150 in spring.

#

I don't know enough about objects to know if there is a way around that problem.

verbal narwhal
#

can someone help me out with an idea I have?
I have trouble finding out if ||Sebastian's frog tank after the 14 hearts events|| is considered an object by the game?
I'd love to add the possibility that if you interact with it, that there is a small chance it gives you the ||frog egg trinket|| but I have no idea where to start with this

  • I put 1.6 things behind spoiler bars
deep cypress
#

!remind me in 8 hours to figure out exactly where the crash is happening by spamming ten million break points.

patent lanceBOT
#

yep sure sure np (#6208544) (8h | <t:1724869955>)

deep cypress
#

Good nught loves! it's 3:30 here.... I need to sleep/

ornate trellis
verbal narwhal
cobalt cape
#

I think the || sebastian frog || is a temporary sprite added in the location, and not an object

ornate trellis
#

if its not working out you could alternatively make a furniture item out of the sprite and somehow let sebastian give it to the farmer and use that one? idk

split ermine
verbal narwhal
ornate trellis
#

oh thats it

verbal narwhal
#

||"9333220/e 9333219/O Sebastian/A sebastianFrog/t 620 1900": "distantBanjo/-1000 -1000/farmer 51 25 2 Sebastian 52 25 2/addWorldState sebastianFrog/addConversationTopic sebastianFrog2 6/specificTemporarySprite sebastianFrogHouse/skippable/makeInvisible 44 16 4 4/makeInvisible 50 25 4 4/viewport -100 -100 true unfreeze/pause 3000/faceDirection farmer 1/emote farmer 8/speak Sebastian "Our little friend's doing much better, see?"/pause 500/faceDirection farmer 2/pause 250/showFrame farmer 4/pause 800/showFrame Sebastian 51/playSound thudStep/pause 800/speak Sebastian "...but I don't think he can go back into the wild... he's not fast enough to avoid predators anymore.#$b#...So I set up this terrarium.#$b#He looks happy, doesn't he?$h"/pause 400/emote farmer 32/pause 500/showFrame farmer 0/pause 400/faceDirection farmer 1/speak Sebastian "I wonder if he'll get lonely, though..."/pause 500/faceDirection farmer 2/pause 600/quickQuestion #Why not start a 'frog sanctuary'?#He'll be fine.(break)speak Sebastian "...a haven for frogs and toads who can't make it on their own? Not a bad idea."(break)speak Sebastian "He does look pretty tough. But still, If I find another injured frog, I think he'd be better off with a friend."/faceDirection farmer 1/pause 1200/quickQuestion #Why do you like frogs so much, anyway?#I don't really want this in the house#I'm glad you've found a new hobby(break)speak Sebastian "Hmm... Well, I like going out in the rain. So I guess I encountered a lot of frogs that way.#$b#I ended up feeling a common bond with the little guys."\faceDirection farmer 1 true\emote farmer 20(break)emote Sebastian 12\showFrame Sebastian 12\pause 400\speak Sebastian "Well it's not up for debate. This is my corner of the house and I can do what I want with it."\showFrame Sebastian 0(break)speak Sebastian "Yeah, it'll be fun. I spend a lot of time on the computer, so it's nice to have some real, physical hobbies.#$b#I might even try my hand at some frog breeding!$h"\faceDirection farmer 1 true\emote farmer 16\pause 500/faceDirection farmer 2/showFrame farmer 0/pause 1000/playSound croak/specificTemporarySprite frogJump/pause 250/playSound slimeHit/pause 250/showFrame farmer 94/jump Sebastian/pause 250/playSound slimeHit/pause 500/playSound slimeHit/pause 250/fade/viewport -1000 -1000/pause 600/message "Today our family grew a little larger..."/pause 1000/playSound slimeHit/pause 500/playSound slimeHit/pause 500/playSound slimeHit/pause 1000/message "...and a lot slimier!"/pause 1000/end"
}||

ornate trellis
#

as feared it is just a temporary sprite

verbal narwhal
#

lmao

ornate trellis
#

so its not an actual "thing" ingame

verbal narwhal
#

I mean me having no knowledge about things that are more complex than AT textures and replace a texture with CP, and seeing your answer - this seems to be way above my abilities

ornate trellis
#

that was me once too

#

then i made a wholeass npc and am turning it into an expansion rn

#

ah the good ol days

verbal narwhal
#

👀

#

wow

ornate trellis
#

hm...wheres the sprite located again...i vaguele remember seeing it somewhere

vernal crest
#

Well, at some point it becomes part of his spouse room so there's potential there to make a map action to give you the froggie

verbal narwhal
#

I mean if you can direct me in the direction (can you word it like this? lol) I would appreciate that a lot to see if I can make this work somehow!

ornate trellis
verbal narwhal
#

where are the spouse room data stores in the unpacked files?

#

if you happen to know that^^

#

ah! farmhouse marriage tmx

#

I think I found it

ornate trellis
#

oh its in cursors, ofc it is

#

anyway, yeah

vernal crest
#

I am not sure how the tank gets added to his spouse room, because it's not in spouseRooms.tmx to start with

ornate trellis
#

huh

#

are we remembering that wrong

#

oh aparently it replaces the table at some point, hm

#

probs after you watched the event

vernal crest
#

Ah there's an addWorldState command in the event. That might be it.

ornate trellis
#

but...you need the event for marriage, no?

vernal crest
#

That means it'll be hardcoded, I think.

ornate trellis
#

i admit i never married him lol

vernal crest
#

Not necessarily the end of the world though since you'd just patch the map after the event, I think.

#

Though whether or not you can actually make a map action that complex...I have no idea.

verbal narwhal
#

not gonna lie, I just downloaded Tiled, opened the farmhouse_marriage1.tmx and farmhouse_marriage2.tmx, looked at it, looked at loosesprites, cursors, then at the event data and

vernal crest
#

If my thinking is in any way on track, doing this shouldn't require Tiled

verbal narwhal
#

if you have the time to spare, I would love to hear about your thinking

vernal crest
#

I think actually editing the map to add a map action will just be a case of having a conditional CP patch that waits until you have seen the froggy house event and then patches the farmhouse (though I can foresee problems if anyone is using a mod that moves spouse rooms around, but we will cross that bridge if we come to it). The obstacle is in finding a map action that could even add the trinket at all, let alone have any percentage-value on it.

verbal narwhal
#

I also love how unhinged this spritesheet is

verbal narwhal
vernal crest
verbal narwhal
#

lmao

#

it is weird that I cannot seem to find an action that gives the player an item

rancid temple
#

Doesn't SpaceCore have tile actions that can do trigger actions?

vernal crest
#

Okay, I got a map (tile?) action going

#

Now to investigate mods that add additional ones. So excellent timing, thank you rokugin xD

rancid temple
#

It does indeed have that

vernal crest
#

Time to figure out how to write a trigger action that will have a chance of giving the trinket

#

I have no idea how trinkets work.

rancid temple
#

They're just items

#

Nice, Pathos answered regarding the walls and floors issue and it looks like there should be some solutions in 1.6.9

vernal crest
#

Yeah!

rancid temple
#

Though, I'm on it so I'm guessing it'll be in one of the upcoming nightly builds

vernal crest
#

Makes sense if it was changed because of your report

#

Ok let's see if I got my trigger action and stuff correct

rancid temple
#

I'm terrible at discord search, but I didn't find anyone else with a similar problem before, technically would have been an issue since 1.5 lol

ornate trellis
#

i am back on the grind of adding Constance to festivals and I am sitting here like....man i am so glad i only tried animating her in one of the festivals cuz idk what i am doing

rancid temple
#

Though Lumina said they had somewhat of a similar issue, theirs was related to missing some map properties

vernal crest
#

Hooray!

#

Final thing: can I add a chance level to it

vernal crest
ornate trellis
#

HM

#

why do i have the weird feeling that i am doing something wrong

vernal crest
#

It works!

#

However, the player can just spam-click it to get more than one as long as they do it on the same day.

ornate trellis
#

isnt there a way to do it like the uh

#

statues

vernal crest
#

Maybe?

finite ginkgo
vernal crest
#

@verbal narwhal pinging you so you can see what I have so far

verbal narwhal
#

oh wow!!!

vernal crest
#

I think it should also be possible to remove or change the tile action after getting the frog egg so that you could make it say "I already have one frog egg, I shouldn't be greedy" or something as well.

#

Although again, I wouldn't know how to do that on the same day.

finite ginkgo
#

Give me a second

patent lanceBOT
verbal narwhal
#

thank you so much q.q

#

this is so incredibly kind of you

verbal narwhal
finite ginkgo
rancid temple
#

Trigger has to be Manual for the SpaceCore tile action thing

finite ginkgo
#

It is

vernal crest
vernal crest
finite ginkgo
#

Yup that'd work, you could actually remove the If <query> ## part and just add the !PLAYER_HAS_MAIL query to the condition field instead

#

though if you want the chance to be per day instead of per each time you click on the tile then i'd probably use SYNCED_RANDOM day GiveFrog 0.005 @addDailyLuck instead of RANDOM 0.005 @addDailyLuck since random would reroll with each interaction

rancid temple
# finite ginkgo It is

Sorry, I was responding to camiska in that regard, not as proficient with discord on mobile

vernal crest
#

Okay, EnderTedi's version worked perfectly, yay!

verbal narwhal
#

oh wow

#

I have no clue about the !PLAYER_HAS_MAIL query and what that is or does

#

but I will try to understand this

split ermine
#

ive been trying to figure this out for a while but im stumped, i made it so that a crop's price increases for different seasons (ex: amaranth become 205g in summer and spring and 230g in winter) but when abagaianye playtested it (thank you so much btw) the amaranth that was grown and harvested in fall had the same sell price once the season went to winter / spring or summer. does anyone know what could fix this?

verbal narwhal
#

does !PLAYER_HAS_MAIL come from spacecore specifically?

vernal crest
# verbal narwhal I have no clue about the !PLAYER_HAS_MAIL query and what that is or does

The game uses a thing called mail flags to track some changes (for example, if the Mountain landslide has been cleared yet). EnderTedi made use of that to add the !PLAYER_HAS_MAIL query to the trigger action conditions so that when the player clicks on the frog tank, the game checks to see if the player has a mail flag a mail flag called GotFrogEggToday. It also checks if the random probability check comes back true. If both of those things pass (as in the player doesn't have the mail flag GotFrogEggToday AND the random probability check returned true) then it will run the actions - one of which then adds the mail flag GotFrogEggToday to the player so that any time the player clicks on the tank after that, the !PLAYER_HAS_MAIL query will see that the player does have the mail flag and won't let the actions run anymore.

verbal narwhal
#

thank you so so much for taking your time and explaining this to me

rancid temple
#

Pretty sure you would need C# to fix a crops price after you harvest it

#

Object data is not refreshed ever again, unless it's like a newly spawned item anyways

vernal crest
verbal narwhal
#

and the reason you need spacecore for this to work is so that a tile can trigger the addItem action?

rancid temple
#

Yep

#

Though I thought I had heard something about that becoming a SMAPI thing eventually

#

Or CP, whatever

#

Part of the vanilla pipeline

vernal crest
#

BLARGH

#

I can't remove or change the tile action now

rancid temple
#

The frog one?

vernal crest
#

Yeah

rancid temple
#

Are you trying to modify it separately or something?

vernal crest
#

I want to swap it to a message once the frog egg has been received (or at this point just removing it would be nice too)

rancid temple
#

Maybe make the whole block based on the flag condition

#

And have a separate block for doing the message based on the opposite condition

vernal crest
#
{
            "LogName": "Add tile action to the tank once Seb has the frog",
            "Action": "EditMap",
            "Target": "Maps/spouseRooms",
            "When": {
                "HasSeenEvent": "9333220",
                "HasFlag |contains=GotFrogEgg": "false"
            },
            "Update": "OnTimeChange",
            "MapTiles": [
                {
                    "Position": { "X": 1, "Y": 16 },
                    "Layer": "Buildings",
                    "SetProperties": {
                        "Action": "spacechase0.SpaceCore_TriggerAction GiveFrog"
                    }
                }
            ]
        },
        {
            "LogName": "Remove tile action!",
            "Action": "EditMap",
            "Target": "Maps/spouseRooms",
            "When": {
                "HasSeenEvent": "9333220",
                "HasFlag": "GotFrogEgg"
            },
            "Update": "OnTimeChange, OnLocationChange",
            "MapTiles": [
                {
                    "Position": { "X": 1, "Y": 16 },
                    "Layer": "Buildings",
                    "SetProperties": {
                        "Action": null
                    }
                }
            ]
        },
#

I have tried without the OnLocationChange for the update rate as well

verbal narwhal
#

`using StardewValley.Menus;

string message = "There is something in the terrarium...";
Game1.activeClickableMenu = new DialogueBox(message);`

would you use this kind of command for that?

vernal crest
#

Nope because that's C#

verbal narwhal
rancid temple
#

But as for getting rid of the property

#

I wonder if it's because it's through SpaceCore that there's an issue getting rid of it

vernal crest
#

I am not sure. When I do a patch export of spouseRooms it shows the correct thing

rancid temple
#

What's it doing that is indicating that it hasn't changed?

vernal crest
#

I can still click on it (though nothing happens because it has no more frog eggs to give) and LookupAnything shows this

rancid temple
#

You have time set up to move while indoors?

vernal crest
#

Yup

#

I now can't even create a new tile property on another tile so I suspect PEBCAK lol

rancid temple
#

Oh I know

#

It's probably because spouse rooms aren't patch on time changed

#

Like you need to add those actions to the farmhouse map and not the spouse room

vernal crest
#

Hmm

rancid temple
#

If I'm right it means it wouldn't be multi-spouse friendly

vernal crest
#

How did I manage to patch the spouse room in the first place?

rancid temple
#

The initial patch would work because that's applied before the room is put on the map

vernal crest
#

Ahh

rancid temple
#

But then the room isn't updated again

vernal crest
#

I see

#

Ok so I need to add a buildings tile to the farmhouse somehow and then add the property to that

#

Ok that should be possible with MapTiles

#

But I had better go eat first

#

Thank you!!!

verbal narwhal
# rancid temple I wonder if it's because it's through SpaceCore that there's an issue getting ri...

I have no idea what is possible with spacecore and what is possible with content patcher alone, but would superimposing (English isn’t my first language but I mean “placing over”) a new custom object that has a transparent/invisible sprite over the frog terrarium a possibility to include the possibility to interact with it - and then the whole thing with probability to get the egg and a text box?

#

No idea if this makes any sense at all but maybe that could help and circumvent the need for spacecore?

rancid temple
#

No matter what you'll have to use SpaceCore

#

It's not a built in feature of CP, not sure if it will be

#

Once again, I can't use discord search for shit to find where I thought someone said it might be eventually

#

So for now, it's just a SC feature

#

As for the other idea, you can use CP to place whatever kind of Buildings tile you want anywhere on a map and then put tile actions on that spot

#

The problem is going to be making sure that they don't stick around when you don't want them

#

It's also kind of a high specificity patch, so if it's a mod you want to release then people will have to know that it won't work with multiple spouses if the specific location chosen isn't Sebastian's room

#

Though it may be possible to make that configurable, it's a bit of a lot to ask users to find coordinates though

verbal narwhal
#

Is there a guide or reference page to see the features, possibilities and limitations of the different frameworks? Currently I’m using the modders guide on the sdv wiki and GitHub pages of the various frameworks/mods but with my understanding which is rudimentary at best, I am struggling

drowsy pewter
#

there are so many different random features of various frameworks that its not possible to have it be that specific

#

especially spacecore

#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

rancid temple
drowsy pewter
#

list of framework mods (first link)

#

like the best way is just to ask here if anyone has ideas for how to do something. which you are doing

verbal narwhal
#

Thank you both!!

rancid temple
#

Looking at other mods that people have released is a good way as well, as long as it's content pack based you'll be able to see what they're doing just by downloading the mod and opening the files

#

My favorite is just finding whatever documentation I can, finding any mods that do similar stuff and just experimenting

verbal narwhal
#

Mhmm and every mod including a .dll file is C sharp based, right?

drowsy pewter
#

yea

rancid temple
#

Basically, though some like SVE use multiple methods

drowsy pewter
#

but some have multiple components, C# and json

verbal narwhal
#

May I ask you two if you have prior experience in coding and programming before making mods?

rancid temple
#

I had never used json before this, but make relatively bad indie games in Unity lol

drowsy pewter
#

i had some intro compsci classes in high school (like literally, making basic webpages and scratch games), but I dont program w/ C#, and using json/framework mods is pretty simple to pick up without experience

tiny zealot
#

hey 6480 i thought you might enjoy seeing someone ask about "croptopia" (they edited it, but i had a sensible chuckle about it) #modded-stardew message

rancid temple
#

I have no formal education in programming, everything I've learned about Harmony (advanced C# stuff) has been from this community

drowsy pewter
#

i've just been modding sdv for like 5 years so i know a lot of info thats very relevant to this scene but literally nothing else 😂

calm nebula
#

(I have some formal training, but relatively little and learned most of the programming concepts I know on my own.)

#

I did take a formal algorithms course

#

And a formal assembly course

rancid temple
#

I think having some background in programming is helpful, but a lot of people come here without any and make great stuff, like anything worth doing it just takes time

hollow dust
#

huges thanks to you bros @velvet narwhal and @lucid iron for helping me fix it:33

verbal narwhal
#

thank you all!

round dock
#

Also, it looks so cozy SMCSobs great work!

hollow dust
#

thank youu!! that means so much time:))

hollow dust
ivory umbra
#

Is it possible to have functional chairs on a custom building exterior?

calm nebula
#

I expect no

brittle pasture
#

does it work with building exterior?

#

that's just a sprite right

paper sundial
#

You'd need to edit Data\ChairTiles, but it doesn't specify anywhere it's indoors only

ivory umbra
#

yeah that's what I'm trying to figure out

brittle pasture
#

I expected you were talking about farm buildings (Data/Buildings)

ivory umbra
#

i'm using hxw tilesheets which has the chairtiles set as the exterior texture for a building

brittle pasture
#

if it's just a map building then yeah it's possible

ivory umbra
#

it doesn't seem to work that way though

frail elm
#

Hi

#

I was scrolling through Nexus, and realid that a lot of mods have really nice cover photos

#

How could I make one thats similar to theirs?

frail elm
#

These all have super pretty cover photos

brittle pasture
#

then no, not yet (in base game or any framework I can think of)

ivory umbra
#

ok, I thought that might be the case

paper sundial
brittle pasture
frail elm
#

Yeah

calm nebula
frail elm
#

Just from seeing 2 of them, they use the frame

frail elm
spice inlet
vernal crest
#

Right, Buildings tile time

dusk terrace
naive wyvern
#

omg they're so cute mangupix !

royal nimbus
#

hey guys.... i could have sworn i had this fixed already but im getting more text with the yellow shadow. id like to change it to match the dark background. anyone kno a quick bit of code i can add to my content json to fix it?

naive wyvern
royal nimbus
#

cool, i will take a look, thanks

#

ah i already have this downloaded

#

so what am i looking for in here? cuz id like to add something to my own mod that does it

#

someone already helped me with the other text. i thought it fixed all of it but i guess i was wrong

vernal crest
#

Hardcoded means you will need to write C# to change it

royal nimbus
#

ik yeah

#

its too bad that other friend hasnt been around for a while >_<

vernal crest
#

Do you already have a C# element to your UI mod?

royal nimbus
#

i think so

naive wyvern
royal nimbus
#

ahh i found some of the code i need

worn yew
ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 11 Home, with 25 C# mods and 23 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

verbal narwhal
velvet narwhal
naive wyvern
#

hallo avi i hopr ur day is going well

velvet narwhal
#

I'm about to take the 30min drive to uni to suffer, it's goin SDVpufferflat

vernal crest
# worn yew im noob at these things so i need a little help. im trying to use my own font fo...

The code where you load your font files is incorrect, according to the example on the wiki. You have file extensions (.fnt and .png) inside your Targets, which you should not do. Your Target for the font file is "Fonts/{{ModId}}/latvian_bold.fnt" but it should be "Fonts/{{ModId}}/latvian_bold". Your Target for the .png texture file is "Fonts/{{ModId}}/latvian_bold_0.png" but it should be "Fonts/{{ModId}}/latvian_bold_0".

#

Also, the reason that it's looking for an .xnb file is that the game uses .xnb files. But the reason that you shouldn't be turning your mod into an .xnb file is because Content Patcher does that for you. So when the error log says The content file was not found. ---> FileNotFoundException: Content\Fonts/mickthechaos.latviantranslation/latvian_bold.xnb it doesn't mean that you should try to give it an .xnb file instead, it means that you didn't write your Content Patcher mod correctly.

worn yew
vernal crest
worn yew
#

the json?

vernal crest
#

Yes

worn yew
#

here!

ornate trellis
#

teehee i fell asleep and didnt continue on my festival posistions shinji

#

oops wrong emote

naive wyvern
#

that looks about right void ugiuag did you rest well at least :)

royal nimbus
naive wyvern
#

hell yeah im glad its working for you ralo

royal nimbus
vernal crest
# worn yew

Can you please send a screenshot of your assets folder?

ornate trellis
naive wyvern
royal nimbus
naive wyvern
#

yes

royal nimbus
#

if so i will just link it in my info folder

#

okay

naive wyvern
#

required now since you changed stuff with theme manager

#

you can make Theme Manager a required download when you upload your mod

royal nimbus
#

i didnt changed it with it. i just made a theme json and added the code it told me to

royal nimbus
#

i just added this as a theme.json

vernal crest
# worn yew

Thanks. I have to read through the wiki page now to see if I can understand what is going wrong.

royal nimbus
#

im just gonna remove that mod and see if it works without it which i think it will

#

yeah it still works

#

but yeah glad i got it fixed cuz it was super bad looking with the yellow shadow

next plaza
naive wyvern
naive wyvern
#

odd because your stuff shouldve worked in the first place

well, if it works it works SDVpufferparty

vernal crest
# worn yew Ofcourse! Take your time. :)

Can you please send me the latvian_bold.fnt file so I can check inside it? You can DM it to me if you would prefer. Edit: In case anyone comes looking for this in future and wants to know if we got it working the answer is yes! The problem was that the pages section inside the .fnt file had file="latvian_bold.png" when it needed to be file="latvian_bold" instead.

frosty hull
next plaza
frosty hull
#

ah, ok so it's mean made for custom field & Load & Save Only Save Game System?

next plaza
#

If I’m understanding you correctly, yes. There’s also code patching SaveGame that handles new custom types

frosty hull
#

ok i got it, because now on mobile it's not work
such as mod Rsv it's have custom Special Items
and add field "hasRiveraSecret" to class FarmerTeam

#

i will try fix it, thanks you 🙏

lucid iron
#

your use case might be doable with just vanilla mail flags

vernal crest
#

Ahhhh map stuff always gets me with its bizarre inconsistency between tileset names and filenames.

ornate trellis
#

hmmm

#

currently wondering how i do the festival positions for spirits eve to make a sve compat for y1 and y2 thonking its not in the template im suing

vernal crest
#

Run the game with SVE?

ornate trellis
#

oh no i mean for the festival code

vernal crest
#

Oh do you mean how to write it?

ornate trellis
#

i have spots but i meant as in i just got a general sve compat for it rn and not for the two variants(and I know y2 map will have her in the void lol)

#

I got this for now

{    
            "LogName": "Spirit's Eve - SVE compat",
            "Action": "EditData",
            "When": { "HasMod: |contains=FlashShifter.StardewValleyExpandedCP": true},
            "Target": "Data/Festivals/fall27",
            "TextOperations":
            [
                //SetUp (SVE) - SVE changes the maps from year to year but I don't know the specifics, so you may need more than one set of positions for SVE compat.
                {
                    "Operation": "Append",
                    "Target": ["Entries", "Set-Up_additionalCharacters"],
                    "Value": "TheFishmonger 12 55 down",
                    "Delimiter": "/"
                },
            ],
        },
#

(bless tia for the template)

vernal crest
#

For the year 2 stuff I think it's just "Set-Up_additionalCharacters_Y2"

ornate trellis
#

so i can jsut copypaste, change positions and add the _Y2?

#

that would be really swell

vernal crest
#

I am trying to find an existing mod to check

#

Ah ha, finally found the RSV stuff

#

"Target": ["Entries", "Set-Up_additionalCharacters_y2"],

#

Yup, you'd just add it under your existing "Operation": "Append", block

ornate trellis
#

wait, so not a whole new block?

#

?

{    
            "LogName": "Spirit's Eve - SVE compat Y1",
            "Action": "EditData",
            "When": { "HasMod: |contains=FlashShifter.StardewValleyExpandedCP": true},
            "Target": "Data/Festivals/fall27",
            "TextOperations":
            [
                //SetUp (SVE) - SVE changes the maps from year to year but I don't know the specifics, so you may need more than one set of positions for SVE compat.
                {
                    "Operation": "Append",
                    "Target": ["Entries", "Set-Up_additionalCharacters"],
                    "Value": "TheFishmonger 12 55 down",
                    "Delimiter": "/"
                },
            ],
        },
        {    
            "LogName": "Spirit's Eve - SVE compat Y2",
            "Action": "EditData",
            "When": { "HasMod: |contains=FlashShifter.StardewValleyExpandedCP": true},
            "Target": "Data/Festivals/fall27",
            "TextOperations":
            [
                //SetUp (SVE) - SVE changes the maps from year to year but I don't know the specifics, so you may need more than one set of positions for SVE compat.
                {
                    "Operation": "Append",
                    "Target": ["Entries", "Set-Up_additionalCharacters_y2"],
                    "Value": "TheFishmonger 33 57 down",
                    "Delimiter": "/"
                },
            ],
        },
vernal crest
#

No, not a whole new block

#

RSV weirdly does have their Spirits Eve stuff in separate Action blocks but their Luau stuff in one Action block. I don't see any reason to use separate ones unless you need to have some other conditions differing between the odd and even years.

ornate trellis
#

hmm

#
{    
            "LogName": "Spirit's Eve - SVE compat Y1",
            "Action": "EditData",
            "When": { "HasMod: |contains=FlashShifter.StardewValleyExpandedCP": true},
            "Target": "Data/Festivals/fall27",
            "TextOperations":
            [
                {
                    "Operation": "Append",
                    "Target": ["Entries", "Set-Up_additionalCharacters"],
                    "Value": "TheFishmonger 12 55 down",
                    "Delimiter": "/"
                },
                {
                    "Operation": "Append",
                    "Target": ["Entries", "Set-Up_additionalCharacters_y2"],
                    "Value": "TheFishmonger 33 57 down",
                    "Delimiter": "/"
                },
            ],
        },
vernal crest
#

Yup

ornate trellis
#

nice

#

thanks for the help

vernal crest
#

No worries

#

@rancid temple The FarmHouse does not like me patching it

#

Just hanging out with the frog in what is meant to be Seb's spouse room

#

On the bright side, I can change it to a message like intended now

next plaza
#

It probably doesn’t work on PC either

frosty hull
#

im not sure, but i will check it again

ornate trellis
#

maybe you jsut need to patch the exact spot where the frog enclosure is

vernal crest
#

I was patching literally 1 tile

#

That one just to the right of me

ornate trellis
#

huh, ok thats weird

vernal crest
#

Behold! Hacky nonsense! (This is terrible - I patched the entire spouseRoom over the FarmHouse. It's SO incompatible with anything.)

ornate trellis
#

theres some mod changing shanes room to look nicer, maybe that'll hold the answer on how to do it?

vernal crest
#

Does it do it over time?

#

Or is it just a fix right from the beginning of the existence of his spouse room?

ornate trellis
#

hm, i think its just a fix overall

vernal crest
#

Then unfortunately that is not useful to me, since I already know how to patch a spouse room. The problem is wanting to patch after the spouse room has been placed - roku pointed out that changing the spouseRooms.tmx after the spouse room has been added to the farmhouse doesn't actually update the room in the farmhouse.

#

Hence my approach of patching the farmhouse itself, which then yeeted the spouse room entirely lol

velvet narwhal
#

my spouseroom is hacky too

vernal crest
#

It's potentially not a huge deal since this was never going to be compatible with multi-spouses anyway (at least, not any way that I could think of and implement). @verbal narwhal since it's for you, what do you think?

velvet narwhal
#

"just don't touch yknow THIS CORNER :')"

calm nebula
#

Check the smapi github

calm nebula
vernal crest
#

I also realise I have never visited the SMAPI Github before

verbal narwhal
#

does the random egg drop chance still work with the text box there?

#

and is there a message when an egg is dropped?

verbal narwhal
#

I'd also love to see your file/code of this, if that is ok for you!

#

I would love to undestand your process behind this

vernal crest
#

Oh, I am going to zip it all up and send it to you, don't worry!

verbal narwhal
#

thanks so much!!!!

vernal crest
#

There is not a message when the egg is received, I'm sorry. I don't know how to do that.

verbal narwhal
#

Don’t worry please

#

What you did is still way above my level and so incredibly kind of you to do!!!

final arch
#

I thiiink we dont even use that anymore but Im not 100% sure tbh

#

thanks for the ping SDVpufferheart

vernal crest
verbal narwhal
#

One chance per day pls!! Akittypetty

vernal crest
#

Okay, here you go! The chance is currently set at 5% per day but you can adjust that if you want. Let me know if you run into any problems or have any questions about it (including what any of it is for).

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My first mod!

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What should happen with the message is that 10 minutes after you received the Frog Egg it should switch from a hand icon to a magnifying glass icon and once you interact with it after that it will give you the message instead of giving you a chance for an egg anymore.

vernal crest
hollow dust
vernal crest
brittle ledge
vernal crest
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Well that changes things.

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Oh, I see. This is from the SVE fall27.json file. Sorry for leading you astray, Void! Thank you for the correction, Tia SDVpufferheart

/*
If you're here as a modder working on compat, this is the festival that's changed the most.
*
EVEN SVE years map = EVEN VANILLA Years map
ODD SVE years will rotate between the existing two SVE maps. 
Formerlly ODD year = 1, 5, 9, 13, 17, 21, 25,  29, 33, 37, 41, 45, 49, 53, 56, 59, 63, 67, 71, 75, 79, 83, 87, 91, 95, 99
Formerly EVEN year = 3, 7, 11, 15, 19, 23, 27, 31, 35, 39, 43, 47, 51, 55, 57, 61, 65, 69, 73, 77, 81, 85, 89, 93, 97
*/
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(Tia I have finally been making some more progress on the nested questions stuff. There are so many possible variable changes to test.)

tiny zealot
verbal narwhal
ornate trellis
old edge
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Hello

vernal crest
# verbal narwhal Wait… this is your first mod?!!!

It's not my first work on anything mod-related, but it is the first "full" thing that I have done. Since I started modding in May I've just been working on a new NPC and that's super intensive so I still have months of work left on her.

ornate trellis
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confusion.jpeg

verbal narwhal
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Oh wow, I cannot believe you put your time into this

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Thank you so so much q.q

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For a random person on discord (me)

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❤️❤️❤️

ornate trellis
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time to open stardrop and update my mods

vernal crest
# ornate trellis huh how would i do this then?

I think means that you can have the y2 setup stay the same but you'd need different patches for the non-y2 because they are going to have to be one for year 1,5, 9 and another for 3, 7, 11 etc

verbal narwhal
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And I’m excited to see your NPC whenever she’s ready!!

ornate trellis
old edge
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Does anyone know if the map property NoSpawn all will disable farm type manager enabled spawns?

vernal crest
ornate trellis
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stardrop pls...I just wanna test my mod...

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i dont wnna manually update 50-60 mods jsut so i can test my shit

old edge
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you can click the links in the smapi window

ornate trellis
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I know. im using stardrop and can click there too but i dont wanna click 60 times then unpack 60 things and move these 60 things is the thing

old edge
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hmmm

ornate trellis
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ah finally, at least i am donw to the typical 20 offenders

verbal narwhal
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If that is what you are talking about?

ornate trellis
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theres a few mods that never want to update for some reason and I always gotta do them by hand

old edge
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just copy and paste all the links and make a script to open them all up at the same time.

verbal narwhal
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Unpacking multiple zips?

old edge
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lol

ornate trellis
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no thats not what I am talking bout

verbal narwhal
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Ok sorry then :D

ornate trellis
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i am using a mod manager

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and it likes to go "hurr nexus connection issues no install for u"

verbal narwhal
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Mhm I didn’t trust updating with stardrop so far, I only use it for profiles but update things manually 🙈

old edge
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do you have nexus premium it really helps. Keep posting mods and they will gift it.

round dock
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30k unique dls for forever premium, no?

vernal crest
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I was told that with Stardrop, you just have to click "Mod Manager Download" on the mod page and then Stardrop will handle the rest of it. (I am not talking about the Update All button inside Stardrop itself which requires Nexus Premium)

vernal crest
old edge
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Yeah I'm already adding it to all the maps I made.

rancid temple
ornate trellis
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I have nexus premium, thats exactly the issue i am talking bout. i use stardrop to auto-update all but it keeps telling me theres connection issues so i gotta do it manually afterall

vernal crest
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Issue with your API key?

old edge
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I didn't know it had the feature