#making-mods-general

1 messages · Page 33 of 1

velvet narwhal
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yeah i ran them through the standard techsupport thing, they've reinstalled SVE and my mod, assumed it was because i had a pending farmhouse event going, told them to silence my trigger action by setting it to true, it finally ran it's course through that (custom farmhouse my beloathed), let it save, and they attempted a debug ebi <event id> and still gave this last log

vernal crest
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Did you try getting them to do a patch export of data/events/Custom_HighlandsOutpost?

velvet narwhal
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they went to eep so i'mma try to just bang at the walls to see if i can replicate SDVpuffersob

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i'm there in my patch export, so i'll ask them

vernal crest
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The way the error message is worded is implying to me that the problem is that "data/events/Custom_HighlandsOutpost" was never created for them in the first place which would be an issue with the Load (is it your map or SVE's?)...maybe?

velvet narwhal
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i removed my blankload

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like eons ago

vernal crest
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That doesn't necessarily mean there isn't an issue with it for them. Maybe they're using Vortex so they're getting mix-and-match mod files or something?

velvet narwhal
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i confirmed they do a manual install by dropping in folders SDVpuffersob

vernal crest
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Hrm. Is it an SVE map? I assume it must be if you don't have a load.

lucid mulch
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Agree on nothing having actually loaded the event asset

velvet narwhal
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yeah it's an SVE map, it has it's own loads but they're the old custom locations, that's why i've had such a fiddly time of farm -> castle village -> outpost, because at least i knew the outpost has events

lucid mulch
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The method of map load is irrelevant to whether the event assets loaded or not

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And cp 2.0+ custom locations is just a compatibility shim for editdata data/locations anyway

proven spindle
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Have they actually unlocked the highlands yet? If not it's possible for the map's event file to not have been loaded yet if it's inside an event-unlocked include or something

velvet narwhal
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this is like, 11 hearts in

vernal crest
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(That does not actually tell those unfamiliar with Lance anything lol)

velvet narwhal
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y'know fair

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highlands unlocked at 2 hearts, my events have preconditions to have watched all of the previous events

lucid mulch
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taking a peek at sve 1.14.46 it doesn't load / have events for Custom_HighlandsOutpost at all

velvet narwhal
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i will roll myself back because i'm currently using the SVE 1.15 beta, but i only just got that today, and this event worked

lucid mulch
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if in doubt have a low priority blankload and you are set

velvet narwhal
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i was afraid of doing that because i didn't wanna touch it SDVpuffersob

rancid temple
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As long as you avoid exclusive it won't be an issue

lucid mulch
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thats why it should be low priority, so if sve adds a load it will be higher priority

velvet narwhal
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sneakily doesn't ver this up and just uploads it with the singular change

rancid temple
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But people won't be let know there's an update

velvet narwhal
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i uploaded not even 15 mins ago i will suffer the consequences of my actions

rancid temple
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Willingly doing something that will cause more people to bother you is a mood I could never

vernal crest
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Lol if someone managed to download it between the last update and now, they won't have long to experience the error before Avi uploads another update anyway xD

rancid temple
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Still drowning that translator?

velvet narwhal
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i mean

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i added a solid ...

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70 lines of dialogue since that translation? aSDVpufferrise

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the only benefit is the traction it's been giving me, both of my mods activities have been strangely highly commented
my brain is empty

oak dragon
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can anyone tells me what the name of this page is in source code? I tried my best to find it but failedSDVpufferwaaah

rancid temple
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LoadGameMenu I would guess, seems to be used as a sub menu of the TitleMenu

oak dragon
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I want to get its assets, but I can't find it in menutiles and cursors

rancid temple
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I believe menus are constructed using the Maps/MenuTiles asset

oak dragon
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I believe too...

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thx!I'll look for it again

rancid temple
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Game1.menuTexture is what it gets assigned to

oak dragon
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yea. I try to find in .png directly but falied.

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maybe just my eyes didnot work well

oak dragon
rancid temple
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If you're just looking for the png it's literally in the unpacked content Maps folder and it's called MenuTiles.png

oak dragon
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No. I m looking for assets about loadmenu IN the png. I have found the file

rancid temple
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There's no specific assets for the menus, everything is built piece by piece

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The closest you can get is some of the bigger buttons are one object rather than parts of it

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UI in SDV is a nightmare, which is why I still haven't actually tried to make anything more than a button in the inventory once

oak dragon
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actually I just want to use the border of loadmenu (but not "DrawBox")

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..like this

oak dragon
rancid temple
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I feel like when it comes to SDV, there aren't any real "obvious" questions, things that have frameworks a lot of the guesswork has been taken out

vernal crest
rancid temple
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But when you're trying to build stuff based on the base game, it's "logic out the window, what the hell am I looking at"

velvet narwhal
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especially menus, it's a no-mans-land in there

rancid temple
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I still haven't had a chance to check out StardewUI

oak dragon
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ohhhyes

vernal crest
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Blargh testing maps involves so much moving files between folders

velvet narwhal
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i just copy from folder into my workspace

rancid temple
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You could follow chue's insanity and make symlinks

velvet narwhal
vernal crest
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That just sounds like a recipe for breaking things spectacularly

rancid temple
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Technically I think the risk of actually breaking anything should be low

oak dragon
rancid temple
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More likely you'll just fail to set it up right and it just won't work lol

vernal crest
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No I will somehow accidentally overwrite my working maps AND every single backup I have ever made, I am sure of it lol

rancid temple
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I think I've only set up symlinks once, followed a guide and I don't even remember if it worked lol

vernal crest
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I will just end up with a map that says "HAHA ABA STINKS" with no idea how

rancid temple
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Hm, only problem I can see with StardewUI is that I'm not familiar with these other things it's based on lmao

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So it's organized but still alien

vernal crest
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I was fine before I decided to tidy all my tilesheets. Before then, I just had them in my maps folder like a seasonless heathen

rancid temple
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Lmao, that's what I do still

velvet narwhal
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i contemplated yeeting all of the other language tilesheets and then i got lazy

rancid temple
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Of course I'm not working on anything as involved as you

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My tests usually end up pretty small scale

vernal crest
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I think I tidied them to help Professor Twizz and since I want them tidy for release there's no point in making them messy again now. But bleh.

oak dragon
rancid temple
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Good skills to have to be sure, though practicing them has gotten me into situations where I spend a few days doing something wrong only for atra to tell me the right way to do it in about 10 seconds lmao

vernal crest
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Yeah there's a fine balance between healthy independence and unnecessary floundering lol

oak dragon
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I find it finally with opening eyes

proud wyvern
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i definitely gotta fix my unhealthy independence, it's not helping me at work

rancid temple
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Wow the nine slicing is on point in this game though, that is such a small base to stretch into those big frames

oak dragon
rancid temple
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Yeah, I recognize the stuff around it

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Honestly if you hadn't pointed it out, I would not have recognized it as the same thing lol

oak dragon
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hh

velvet narwhal
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i am far better at using content patcher than i was when i first started my mod just because of being in here, so SDVpufferclueless

vernal crest
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Two more signs to draw, then I'm on to the horrible seasonal tilesheet checking

rancid temple
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You can do it, I believe SDVpufferheart

distant arch
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Hello! Anyone have a Data/object unpacked? I have unpacked the 1.6 content folder but get error in some file, data/object one of them, is there a way to fix?

finite ginkgo
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Do you have the latest version of stardewxnbhack?

distant arch
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I don't believe, pathos send me a link years ago

finite ginkgo
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!unpack

ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

finite ginkgo
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Then get the latest version

distant arch
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Thank you!

rancid temple
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Make sure you get the version for the version of SDV you're on

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1.1.0 is for 1.6.8 and 1.1.1 is for 1.6.9 beta

distant arch
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1.6.8, thanks for help!

fair marsh
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is there a way to take a look at the games code?

iron ridge
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!decompile

ocean sailBOT
fair marsh
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thanks

past knot
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Any magical folk know how to animate a moving object in tiled? Say a car or bus for example?

vernal crest
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I just remembered that DTZ has moving vehicles but I don't know how they're done.

rancid temple
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DTZ's cars are done in C# I believe

oak dragon
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why the name of journal page is not include "JOURNAL". I cant find it

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again

rancid temple
vernal crest
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Thanks for checking roku

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The journal is another UI item that's constructed, isn't it?

rancid temple
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I think it has a dumb name though

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QuestLog

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Technically that's fine, but it's never referred to as that so it makes it obtuse to find

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FWIW, the way it works I don't think there's any menus that aren't just pieced together that way

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I haven't checked how the game normally does buttons, but the way I learned to do them feels wild to me

rancid temple
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It's technically just a texture that sits in a specific spot and then I tell the game that whenever I click, check those specific pixels to see if the mouse is in them when I have that particular menu open and then do stuff if it is

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Which like, I guess it works, but it feels wrong lol

vernal crest
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How do you want them to work instead?

rancid temple
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I would expect them to be an element that accepts some kind of event from the input device

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Hook to the button being clicked event basically

vernal crest
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I do not know enough about...things...to properly understand the difference lol

rancid temple
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I think performance wise there's probably not enough of a difference for it to matter

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For the any input button pressed event method, I just tell it that unless I'm on a specific clickable menu screen to do nothing

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The event is gonna fire no matter what and the cost of checking if I have that screen open is fairly minimal

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The other way, the event will only fire when the button is clicked and then my code is just waiting on that to run

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I don't know enough about MonoGame to know if that's even possible to do

vernal crest
rancid temple
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It's also possible that it's exactly the same thing and the difference is just one has been done for me and the other I have to do myself lmao

vernal crest
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Lol

undone yarrow
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Hellp there ! I wanna make a mod that invovles creating a new npcs and new areas so would that involves c# programming ?

vernal crest
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Nope!

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!npc

ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

  1. Tiakall has a great tutorial on making a custom NPC for 1.6:
    https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC

  2. Custom NPCs received many improvements with 1.6. For changes made, see the migration guide:
    https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6#Custom_NPCs

  3. Some information on the NPC wiki page is still relevant:
    https://stardewvalleywiki.com/Modding:NPC_data
    Just make sure you're checking the migration page and tutorial first as this page still has outdated information on it as well.

  4. Aviroen has put together a template that will allow you to easily create a romanceable NPC:
    https://stardewmodding.wiki.gg/wiki/Npc_template

undone yarrow
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Omggg so pany links to check !! Thank you friend !

sonic mortar
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hello! goat mod creators here (https://www.nexusmods.com/stardewvalley/mods/27321)
we would like to know if the community needs some translations so we created a poll on our kofi
if you by chance, use our mod (or would like to download something from us in the future - we will be creating various new animals for the game) we would appreciate your feedback!
https://ko-fi.com/polls/Which-language-translations-are-needed-for-our-mod-A0A513DV9D

Nexus Mods :: Stardew Valley

The very first version of the mod adding real-life based, various goat breeds to Stardew Valley!

grizzled rain
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Hey y'all, I'm trying to make it so grass doesn't go away in the winter, so i'm trying to figure out where exactly to target so i can edit it, does anybody know? I'm trying to use content patcher to do this btw.

lucid iron
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Grass stays in the winter in 1.6

grizzled rain
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ah

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my friend asked me to make a mod that does that, sorry!

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the wiki says it goes dormant in winter, will it come back the same when spring hits?

iron ridge
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i believe dormant in this context means it just doesnt spread

grizzled rain
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ok, thank you

valid folio
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Hi, I'm bothering you with a question... Do you know of any link where I can see how to create crops? Also where it explains how to make them continue to bear fruit after the first harvest.

The link I found is a tutorial on fruit trees

frigid hollow
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setting RegrowDays to anything other than -1 will make the crop regrowing

vale stream
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Just updated farmer portraits to 1.2.0

  • New feature: Hide your portrait on specific emotions
  • Added DDF compat

https://www.nexusmods.com/stardewvalley/mods/20713

Nexus Mods :: Stardew Valley

Shows the player's portrait along with dialogue boxes. You can choose between using the farmer sprite or a custom CP portrait, and optionally use a custom background for the portrait as well.

valid folio
crisp berry
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hi! apologies if this isn't the right place to ask and for the wall of text, but i'm trying to make some new recipes and i'm able to get them into the game, but i'm having issues loading my sprite. i keep getting this error for example : [game] Failed loading texture Mods/ChefsKiss/assets/sprites/sprite for item (O)kahanscious.ChefsKiss_Grilled_Cheese: asset doesn't exist.

sprite.png is the sprite i'm trying to load and right now it only has 2 sprites in it and grilled cheese is at index 0 (first one). i've tried a lot of variations, including using {{ModId}} but i'm still coming up empty.

this is in my content.json as well:
{ "Action": "Load", "Target": "Mods/ChefsKiss/assets", "FromFile": "assets/sprites/sprite.png" }

and this is my full tree for the mod so far if that helps

.
├── assets
│   ├── objects
│   │   └── data.json
│   ├── recipes
│   │   ├── grilled_cheese.json
│   │   └── strawberry_cheesecake.json
│   ├── sprites
│   │   └── sprite.png
├── content.json
└── manifest.json

let me know if i can provide any more info! thank you in advance!

brittle pasture
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you're loading into Mods/ChefsKiss/assets, and the log is referencing Mods/ChefsKiss/assets/sprites/sprite

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make sure the names match

crisp berry
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so i'd need to update the 'Target' bit?

frigid hollow
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yes

crisp berry
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thank you! trying that now

halcyon lichen
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Anyone know where I can find the fortune teller tv prompts in content (unpacked folder)?

brittle pasture
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the graphics are in cursors

halcyon lichen
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I mean like the text. I can find in content (unpacked)/data/tv it has living off the land and the cooking channel but no fortune teller

brittle pasture
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Strings/StringsFromCSFiles

halcyon lichen
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Thank you

crisp berry
vernal crest
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Not unless your purpose is to edit that existing spritesheet which it doesn't sound like it is

crisp berry
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i was thinking i could add to a spritesheet that already has recipes inside of it

brittle pasture
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that's very much not recommended

tiny zealot
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you can, but it's safer for compatibility to put new things on your own spritesheet, so you don't collide with other mods

crisp berry
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got it. thank you both!

teal bridge
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Playing around with a few ideas here; is it obvious to people what this prompt means?

tiny zealot
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looks like ||hold left mouse button and drag right/left||

ivory plume
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Fixed in the next 1.6.9 patch. Thanks for reporting it!

teal bridge
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That's pretty much what it's supposed to be, yes.

One other possibility I came up with - which is clearer, #1 or #2?

ivory plume
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(Hold left mouse button, then rub your mouse with your palm.)

teal bridge
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Haha... I take it that means you consider #1 to be clearer?

ivory plume
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Yeah, I'd go with #1.

tiny zealot
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same, unless you absolutely need the horizontal space

teal bridge
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(fwiw, it's not limited to left/right, but trying to incorporate an up/down prompt is a pain, and I figure that users will discover vertical dragging also works in all of 10 milliseconds)

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Alright, I'll go with the first option. I just wanted to make sure it didn't communicate something totally alien like "switch between mice".

royal nimbus
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hey so taking a look at the farmer textures as i have plans for it with my mod. im noticing some pixels on the top right corner and im wondering what they're all for. i think some of them might be for the various skin colors u can choose from? and then there's a few pixels (in the green square) that seem to be the boot colors. so im also wondering, if i want to change the color of the boots, should i make those pixels in the green box match the colors i change them to?

latent mauve
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Question: is there a way to guarantee that a custom map has the small animals that sometimes randomly appear in places like the bus stop when you first enter them? Like the squirrels running up a tree or a bird flying away for example.

Just looking to do this as a visual effect if possible.

calm nebula
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Not currently with any framework

brittle pasture
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I wonder if East Scarp is willing to publish their bespoke critter spawner component

calm nebula
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... ask Casey, I say, while diving behind a big tree for cover

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(Sorry casey)

latent mauve
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Fair enough! I might be able to fake my intended effect with an event on the first entry to the map or animated tiles instead.

plucky reef
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Well, my addwarps are not behaving.
First part, I get this on load: spacecore not liking the lack of some warps from other locations, I assume from heart events like the fish dinner. I assume that will be taken care of by the FarmHouseEntry bit.
Second, the warps in the attached json parser are just not working. I run off the edge of the farm map. I assume my map name is wrong? But {{ModId}}_name gave errors in the parser.
Third, while most of the "coming into the farm from other locations" warps are working fine, coming in from the forest takes me to a very different coord and underneath the back layer for some reason. No idea what's going on there.
https://smapi.io/json/content-patcher/0b95f4194b33446db278e239700ddbaf

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debug mode says "farm" but I thought it had to be the .tmx file name

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changing them to Farm, patch reload then sleep does not change behavior

hallow prism
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can you exclude a recipe from perfection in current state of the game in CP?

finite ginkgo
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No

hallow prism
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thanks

latent mauve
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Alternatively, is there a way to automatically mark a recipe as completed towards perfection when learning the recipe?

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Is it just a flag that gets added or...?

uncut viper
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the perfection checks a dictionary of recipes made (for cooking) or how many items have been crafted at least once (for crafting) and those only get added to or incremented by clicking on them in their respective crafting/cooking menus

latent mauve
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Ah, I see

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So no easy workaround then

calm nebula
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There is a weird technical work around which is that you lock the recipe behind the player knowing it

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Dunno if you can do this (easily) in CP though

uncut viper
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there are tokens for known recipes

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what do you mean lock the recipe though, like delete it with a When condition if not or

calm nebula
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Yes

uncut viper
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can a cooking recipe be added to the known recipes list ifi t doesnt exist though?

finite ginkgo
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No; but if it's set as a default recipe it'll get automatically added the next day

uncut viper
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im not sure how that would be locked behind the player knowing it

finite ginkgo
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I think the idea is more like recipe should be available when you've got x y z conditions met, so add it to data/*recipes as a default recipe when those conditions are met

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Otherwise, the recipe doesn't exist and doesn't disrupt perfection

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(alternatively it could also not be a default recipe and be sent by a mail sent the next day or marked known with a trigger action)

exotic pilot
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Someone in the RSV server shared this log with this error that they said appeared after they tried to speak to an RSV spouse in the farmhouse. I'm having a bit of trouble deducing what exactly the issue is - It's not an i18n error, so that alone already makes it more complicated that 99% of dialogue issues I encounter. In addition to the log, attached is a picture of the vanilla function where the error appears to occur.
https://smapi.io/log/b4f33ef0a93c47dcb3705ef2c92cffa4

ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 10 Home, with 29 C# mods and 74 content packs.

uncut viper
exotic pilot
uncut viper
#

beats me ¯_(ツ)_/¯

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i dont know this stuff, just recognized the error from before

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worth a shot though i think

quaint moss
#

I want to change a specific field in a NPC's disposition, the Home, once a mail flag is added, but I have no idea what the patch formatting is like. This, perhaps? { "Action": "EditData", "Target": "Data/Characters", "TargetField": [ "NPCname", "Home" ], "Entries": { "Id": "Default", "Location": "Location", "Tile": { "X": 0, "Y": 0 } }, },

hallow prism
#

your npc? another one?

rancid temple
#
"Entries": {
  "Default": {
    "Id": "Default",
    "Location": "Location",
    //etc
  }
}
hallow prism
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i wouldn't change the default

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i would make a new entry that is moved before default and have your condition of mail flag being set

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cleaner and easier to spot for other mods too (and to have clean compat with if needed)

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but if it's your npc don't edit data, just add it before the default

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like leo should have in vanilla

uncut viper
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do NPC homes have a condition field?

finite ginkgo
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Yes

quaint moss
uncut viper
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would it be a bad idea to just make the condition on the default home require not having the mail flag? or is default supposed to be bare minimum

rancid temple
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I would follow Lumina's advise, I was just correcting your formatting

hallow prism
#

you need the target field, rokugin just provided the correct formatting for that specific part

hallow prism
quaint moss
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So I assume the TargetField itself is correct then. That's all I needed to know. Thanks for the help.

hallow prism
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and priority is a thing, so i would use the tools we have

rancid temple
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Default should be your "if everything else broke" fallback, if you want multiple entries there

uncut viper
#

Default2_Final_Finalver

hallow prism
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lol

nova gale
#

decides this farm event isn't worth the effort and sends a letter from Marlon instead!

latent mauve
wispy widget
#

Is there a way to make a character talk while walking in an event?

hallow prism
#

yes

#

advancedmove do

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maybe move can to, check on the wiki

finite ginkgo
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You can make move move to the next command immediately instead of waiting for the move to end iirc, but unless it's a straight line the NPC is walking I'd use AdvancedMove to avoid awkward timing

brave fable
#

i'm SURE IT'S FINE AND UNDER CONTROL

golden basin
#

anyoen know how to fix this in the build menu? ont he farm its perfect but the build menu has it not aligned correctly

rancid temple
#

If it's a building, there's a build menu offset field

golden basin
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ive tried that and it moves the entrance graphics too so the entire image moves not just the tree

rancid temple
#

Oh the issue is the thing to the left?

golden basin
#

yes its in the wrong place

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its supposed to be behind that tree

rancid temple
#

!json no clue with the current info, you can share your json here

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

cobalt anvil
#

is it normal for people to just take one of your mods and post a translated version without asking?

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like... is that generally accepted in the community?

rancid temple
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Fully reposting the whole mod just for translations, no

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Usually you can expect to see some i18n's pop up regardless of your wishes

cobalt anvil
#

damn. someone did that to one of mine and i'm non-confrontational so i didn't want to say anything, but it does kind of piss me off

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like i wouldn't have cared if they'd asked.

rancid temple
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You can just report it, you don't have to actually confront them

cobalt anvil
#

hmm. that would def be easier. they do credit me and link to my original one. i just thought it was pretty rude

rancid temple
#

It for sure is, I would also make sure your permissions are clear as to your intent

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If you don't like the pre-built ones Nexus provides, you can supply your own

cobalt anvil
#

yea that was what i checked first and i def selected the most limited permissions. it definitely violates them as far as I can tell

hallow prism
#

You can message them too to say you prefer to be asked

rancid temple
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But that's really close to confronting them :P

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/ is actually confronting them lol

cobalt anvil
#

lol

hallow prism
#

Depend but yes. Just its good to have option

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I find report sometime more confronting because people guess/know who reported them then dm you

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Its good to be prepared to that possibility

rancid temple
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But then you can just block them lol and if they say anything abusive enough you can report that too

hallow prism
#

Oh i dont disagree, sometime too i just explain

#

"See im french so i want to translate my mod one day so you should have asked"

cobalt anvil
#

yea. like i already added a translation to one of my mods because someone asked. i'd have been happy to do that

#

i might anyway lol

#

thanks for the input guys. i'm relatively new to posting mods. i've made a bunch, but just never shared any of them

velvet narwhal
#

If it's one of the donation point farmers I would definitely block them asap

cobalt anvil
#

oh how do i know if it's one of them?

#

they also list their discord, so i could potentially just message them here and try to like 'resolve it out of court' lol

velvet narwhal
#

We know of the one dude named... sora... something... and he just has a massive load of mods

cobalt anvil
#

oh shoot it is him

rancid temple
#

SoraGodFallen

cobalt anvil
#

yea

rancid temple
#

444 mods, wonder if he asked any of these authors

plucky reef
#

So if I preemptively block that person they can't see my stuff?

cobalt anvil
#

i would assume if he didn't ask me he didn't ask anyone else tbh

velvet narwhal
#

the same dude did that to css too

teal bridge
#

I might be losing my objectivity and possibly my mind. I think I've tried 14 different variants of this UI already (for positioning the HUD) and none of them make me happy. Can I get some quick thumbs-up/thumbs-down reactions on this variant?

rancid temple
#

There's a difference between blocking a person and blocking them from seeing all your mods, I can't figure out how to do the latter without them having posted on one of your mod pages

#

Which like I could understand for individual mod pages, but that really doesn't make sense for global blocks

lucid iron
#

is there a hater after you bolbonfire

cobalt anvil
#

plus i mean, nothing is stopping someone from having a dummy account

velvet narwhal
#

no chu/e it's the soradragon dude

rancid temple
#

Well if they're a DP farmer then they wouldn't want to have multiple accounts generally, that could get them into more serious trouble

lucid iron
#

oh right those guys yggy

#

i feel like i saw a script to do this somewhere from pillow

#

cant find it rn tho

cobalt anvil
#

oh yea thats true

velvet narwhal
ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 10 Home, with 9 C# mods and 6 content packs.

uncut viper
cobalt anvil
#

like.. i'm looking through other categories and stuff and there are tons of them that he's posted.

velvet narwhal
#

well considering nexus is changing their dp system, idk how they handle the dp farmers

teal bridge
#

That's part of why I've gone through so many iterations, trying to "mute" the button prompts as much as possible without making them invisible/illegible, so the content being moved stands out more.

uncut viper
#

im assumin pressing one of the numbers is a shortcut to snap it to those positions. does hitting WADS do the same thing? bc to me it looks like hitting any of WADS would also snap it to those positions at the strangely-not-quite-center of the screen

teal bridge
#

Correct on the numbers (intended for numpad, should work with regular numbers on laptop keyboards and such in case user doesn't have a numpad).

WASD is actually for fine movement - pixel offset after alignment. But I'm OK with that being less than 100% obvious because it will become obvious as soon as someone actually presses those buttons.

uncut viper
#

if you're fine with that then they seem fine to me. only thing i might suggest is a bit of transparency to the snap points, since usually if im using something that offers those kinda snap points the snap position boxes are see through

teal bridge
#

It is centered by the way, maybe just looks like it isn't because of the odd shape of that HUD. It's an illuuuuuusion.

uncut viper
#

i meant the center between the WADS buttons is not vertically centered!

#

(which is fine if its just for precise movement ftr. just explaining what i meant by not quitre center)

teal bridge
#

I think it's centered too. Unless you mean that the vertical distance is slightly off from the horizontal distance? They don't seem to form a perfect "square" if that's what you mean. Will probably try to fix that before release.

uncut viper
#

this is all i meant

teal bridge
#

Oh. Because of the mouse prompt above it.

#

The combination of keys + mouse are vertically centered.

uncut viper
#

yeah, it wasnt comin across to me as the mouse and WADS icons being part of the same group

#

but thats not like, important

teal bridge
#

If I make the corners much more transparent they become kind of invisible/hard to read.

zealous drift
#

so, I wanna get into making a mod, cause I have a few mod ideas, where would I start with adding custom items, like crops, npcs, etc

lucid iron
#

maybe do this kind of close together wasd

#

and draw it smaller

uncut viper
#

i dont think it looks too unreadable but i dont deny its less readable. what about not darkening the background when you open the HUD repositioning UI and instead just hiding everything else, like when you enter screenshot mode?

zealous drift
#

but doesnt that only replace already in the game items?

lucid iron
#

you can add stuff now

#

1.6 yay

#

there are also guides on the wiki covering specific kinds of data

teal bridge
#

I can go a bit dimmer if I invert the font color, this is somewhat legible again.

lucid iron
#

and you should unpack game assets so you know what you are editing

#

!unpack

ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

uncut viper
#

oh yeah that looks good to me. id maybe even go a bit more transparent personally but honestly what you have now (and what you had before too tbh my transparency thing was just a minor suggestion) already looks great imo

#

in my mind im imagining like, the level of transparency you get with gamepad button overlays when playing a game on your phone that was originally meant for a controller

teal bridge
#

I do know the kind of thing you're talking about. It looks more opaque than it is because of the darkened background; I could also go totally black or bump it up from 92% to 96% or something (which basically just looks... black). However, it pretty much has to be at least this dark otherwise it gets super distracting with the stuff underneath.

#

In those versions you've got key sprites with fairly strong (opaque) borders but transparent insides, and often the numbers themselves have a shadow or even an outline or are at least very bold.

uncut viper
#

with you bein the one actually testing it and seeing it in action i trust your judgment on it from this point. i mean i trusted it before too but also now SDVpuffersquee

teal bridge
#

Haha, I'm flattered. I'm no UI designer, just picked up things by osmosis over the years.

#

But I'll take that as a confirmation that this is at least comprehensible to someone other than me - thanks!

lucid iron
#

will this let ppl edit all hud elements?

teal bridge
lucid iron
#

or specific one from your mod

uncut viper
#

s'not like im one either! but i def think it looks fine and understandable

teal bridge
lucid iron
teal bridge
#

Same deal as the keybind editor.

#

(Yes, GMCM lets you edit keybinds too. No, it does not let you edit keybind lists like this one does.)

lucid iron
#

hm the kind i remember from them AAA games is usually giving you option to edit hud margins + scale

#

sometimes u can decide where the minimap is at

uncut viper
#

what do you mean about the keybindlist thing? one of my mods has a keybindlist config

teal bridge
#

If someone would like to design an entire HUD framework where every mod can register its HUD and would like to use this control as a basis for it, then I'll be happy to assist with the project. That said, controlling everyone else's HUD is a bit out of scope for this particular task.

lucid iron
#

so u know how gmcm only let you bind 1 set of keys

teal bridge
lucid iron
#

but the config actually supports multiple sets since it's a list

#

so atm you cannot make binding for both keeb and gamepad in gmcm

uncut viper
#

but my rock paper scissors mod does that

#

it has a controller keybind and a keyboard keybind

rancid temple
#

Do you mean you can't mix the two together?

lucid iron
#

i cant say it came up much for me tho, if i really need it i just go edit config.json

teal bridge
#

That would be two separate keybind fields in the mod config.

uncut viper
#

it wasnt like, automatic, but they share the same keybind

#

er

#

slot

teal bridge
#

You can do that, but the way it's supposed to be done, the way SMAPI actually supports but GMCM doesn't, is to use one keybind field that's a KeybindList.

uncut viper
#

yeah, thats what i use

teal bridge
#

I took this the other day. It was before I fixed the janky focus so now it actually snaps after adding/removing binds.

#

(also already fixed the weird off-center issue that happened in this particular capture. Just didn't feel like making another capture.)

uncut viper
#

only bit of wonkiness is that it only shows one after you set it, but it does correctly save it as two

#

(though i didnt even really look into whether or not i could fix that)

lucid iron
#

shenanigans huh

teal bridge
#

Wonky indeed, it's interesting that it actually saves two bindings but I don't quite understand the pattern.

#

Does it just save the last two? Does it try to save one from keyboard and one from controller?

uncut viper
#

in my setValue function, i just grab the current config and assign another spot in the list to the new one

#

i specifically made it so that you only have one keyboard config and one gamepad config

#

but i probably could have just appened to the list instead

teal bridge
#

Oh, haha, so it doesn't work in GMCM, you just hacked around its limitations.

uncut viper
#

i mean, i used GMCM's setValue function

lucid iron
#

well its nice to have something with explicit key graphics

uncut viper
#

to decide how its set

#

inside of its AddKeybindList function

teal bridge
#

Well, I'll hand it to you for coming up with a clever workaround, though I still prefer to provide a keybind list editor that works as a list.

lucid iron
#

say does Image support sprite effects

#

for purpose of flipping a sprite

uncut viper
#
setValue: (value) =>
  {
    if (value.ToString().Equals("None"))
    {
      this.StartGame = value;
      return;
    }
    KeybindList keybindList = this.StartGame;
    if (IsGamepadButton(value.Keybinds[0]))
    {
      keybindList.Keybinds[1] = value.Keybinds[0];
    }
    else
    {
      keybindList.Keybinds[0] = value.Keybinds[0];
    }
    this.StartGame = keybindList;
}
teal bridge
#

I don't think I added a property for it, but it'd be trivial enough to write.

uncut viper
#

(i dont remember what the deal is with the None check dont ask—)

lucid iron
#

the other maaaybe useful thing is layer depth

teal bridge
#
private readonly KeybindListEditor keybindListEditor =
    new(data.GetButtonSpriteMap())
    {
        ButtonHeight = 48,
        Font = Game1.smallFont,
        EditableType = KeybindType.MultipleKeybinds,
        AddButtonText = I18n.Settings_UI_PreviewKeybind_Editor_Add_Text(),
        DeleteButtonTooltip = I18n.Settings_UI_PreviewKeybind_Editor_Delete_Description(),
        EmptyText = I18n.Settings_UI_PreviewKeybind_Empty(),
        EmptyTextColor = Colors.MutedText,
        KeybindList = configContainer.Config.CatchPreviewToggleKeybind,
        IsFocusable = true,
    };
#

Oh no, I'm not touching layer depth with a ten foot pole. You don't need layer depth in UI. Use ZIndex.

lucid iron
#

i thought i needed it but later i just made sure my Images are ordered correct in Panel

teal bridge
#

You don't even need to order them carefully, just set ZIndex on them. All layout views should honor the ZIndex (panel definitely does).

#

ZIndex is at the view level also, not just for images.

lucid iron
#

oh i can use that for the tab buttons then DokkanStare

teal bridge
#

Yes. Set the active tab to have a higher ZIndex and it will draw over the menu border and any other tabs (as long as you manage to get the global/local aspects right).

#

That's exactly how I did it in the still-unreleased logistics mod menu.

brave fable
#

are there really no seagulls in the game? i can't find any in the sprites

lucid iron
#

critters

brave fable
#

ohh thanks, i found loosesprites/birds and figured they were all there

lucid iron
#

wait what are those bolbphase

#

oh they are movie theatre birds

brave fable
#

i like the baby crow in that sheet. very cute

#

gonna steal it later

sacred umbra
#

Hello! I'm interested in accessing something from the SMAPI source that I can't seem to access from within my mod src\SMAPI.Mods.ConsoleCommands\Framework\ItemRepository.cs has the namespace StardewModdingAPI.Mods.ConsoleCommands.Framework. For the life of me I can't access the classes here...

lucid iron
#

smapi is on github

#

not sure what you are hoping to do with this tho

teal bridge
#

ConsoleCommands is a mod, it's not part of SMAPI.

sacred umbra
sacred umbra
lucid iron
#

do you just want to add your own console commands?

teal bridge
#

Oh wait, maybe I'm thinking of Console Code

sacred umbra
#

oh

lucid iron
#

no consolecommands is indeed just a mod

uncut viper
#

console commands is also a mod that comes with SMAPI

sacred umbra
#

I do not want to add my own console commands

uncut viper
#

but you can also just delete it

sacred umbra
#

yes.

#

I want to access a specific method from within there

lucid iron
#

but yea please tell us more about what you need from there

uncut viper
#

SMAPI has ways to add console commands though but not through that mod

teal bridge
#

It... doesn't really work that way, you can't access arbitrary methods from an arbitrary mod in your own mod.

lucid iron
#

most of console cmmands is just simple wrappers around some game methods

teal bridge
#

There are ways to work around that, kind of, but they're very unlikely to be what you want here - what are you trying to do?

sacred umbra
#

Thanks! I didn't know that console commands was implemented as a mod instead of base material

patent lanceBOT
#

@next plaza: look into marriage shcedules with your 0 schedule fix (24h ago)

lucid iron
#

its sort of a "hey make sure smapi works by checking me" type of mod

sacred umbra
lucid iron
#

with some useful debug functions

sacred umbra
#

I could probably just copy the source code

next plaza
patent lanceBOT
#

sure thing, chief (#6244142) (6d | <t:1726962642>)

uncut viper
#

if you copy the code, you'll need to use the same license

lucid iron
#

oh if this is about the listing context tag stuff

#

i think u can just use item query ALL_ITEMS

uncut viper
#

you can also just loop through the object data cache

lucid iron
#

yea but u do want to actually make the Item/Object

uncut viper
#

yeah, i just meant to get the item ids to create em

brave fable
#

(with linq you can also probably do ItemRegistry.ItemTypes.SelectMany(type => type.GetAllIds()); to the same effect)

teal bridge
#

The console commands mod does have some stuff like flavored item variants which I'm not sure the GSQ will do but... it's very expensive to run, I'd look for a better way to do whatever task is involved without scanning every single item in the registry, if at all possible.

uncut viper
#

they want the context tags for every single item in the registry, so im not sure theres much better ways

teal bridge
#

Question is, why?

uncut viper
#

helping to sort chests, i think, if i recall correctly?

#

Better Chests lets you sort by context tags or something

teal bridge
#

This is for Better Chests?

#

Even if you did want to sort by context tags, I don't see why you'd need every item in the registry for that, only the items in chests.

uncut viper
#

i think bc you'd want to set the filters beforehand

lucid iron
#

i think they just want to export a csv

uncut viper
#

so that things dont go into the chest when you dont want them to

sacred umbra
#

Haha. Thanks everyone. Focustense answered my question by explaining that console commands is a mod

lucid iron
#

for reference use outside of game

teal bridge
#

Can't you get a list of context tags without getting a list of all items?

sacred umbra
uncut viper
#

i would like to emphasize again the license thing though if you do just copy the source from the console commands mod, bc that is not under MIT

sacred umbra
#

Gotta instantiate each item while the game runs then get tags

lucid iron
#

tbh if u are not releasing this anyways

teal bridge
#

Ok, but why not just have the filter contain only the tags for items that are actually in chests? It doesn't help to have unused tags anyway.

sacred umbra
lucid iron
#

maybe just modify consolecommands a little for your own usage

sacred umbra
#

Hmmm. Good point

uncut viper
#

if you're not gonna release then its w/e then but yeah, SMAPI (and Console Commands in the same repo) is under GNU LGPL

ivory plume
# brave fable omg thank you it's beautiful and you're beautiful and also the hat beard and shi...

Comparing the scaled farmer to a zoomed-in view of the normal farmer, they seem roughly equivalent. There's one pixel between the eye and hat in both cases, the beard is positioned roughly the same, and the shirt is one pixel lower when scaled up. The differences may just be due to rescaling artifacts (e.g. positions getting rounded up/down as the scale difference increases), which is a bit trickier to fix since it involves redoing the calculations (not just making sure they account for scale consistently).

lucid mulch
teal bridge
#

Technically true, also taking the comment out of context.

lucid mulch
#

its an internal class, so even if it was in smapi, reflection was needed anyway

teal bridge
#

I mean yes, you would have to either use Publicizer, or use reflection to create the class (as an object), call the method (by its name), cast the return value to a non-generic IEnumerable, call a bunch of reflected methods on SearchableItem which is also internal, etc.

#

And even then, not knowing if the mod is even installed - need to add an assembly reference and do all the setup to reference shared assemblies. I think it was perfectly valid to advise "please look for a better way to do this".

brave fable
copper wedge
#

Hello, does anyone know how much a map weight if you aren't there? Like, it just existing can make things heavy?

uncut viper
#

what do you mean by "heavy"?

copper wedge
#

Like, slowing it down somehow

#

Loadings? Less fps?

lucid iron
#

hm there's different kind of slow down

uncut viper
#

i dont think theres one answer that fits all maps

lucid iron
#

for loading, having more stuff = you take longer to load

velvet narwhal
#

there's nothing that really 'slows down' the game unless you have multiple 'ontimechanged' update conditions

lucid iron
#

even if you havent been to the map

ivory plume
#

The map still exists in memory and receives updates (e.g. NPCs still move around on the map when you're not there), but nothing is rendered if you're not there.

lucid iron
#

and your save file is bigger if you got more custom locations

#

not sure if you had to visited before it enters your save file

ivory plume
#

Nope, locations are created independently of you visiting them (except special cases like temporary mine levels and event maps).

uncut viper
#

unless you're doing something absolutely massive or with a lot of things always active at once (like a lot of automation maybe) i dont think its something the average mod maker really needs to worry about either, not on the level of "should i even make this map at all?" anyway

copper wedge
#

So, like, if you have 50 maps with 100x100 but they are just grass, trees and monsters that spawn when you step on it

calm nebula
#

It is technically possible to put the pathfinder into a pretty bad state but

#

Don't do loops and that won't happen

lucid iron
#

there are some mods with huge maps if you want to stress test your machine

ivory plume
#

(I think loops are handled better in 1.6, or is that still an issue?)

lucid iron
calm nebula
velvet narwhal
#

considering i did a funny and installed all of the expansions i could get my grubby raccoon hands on and it didn't slow down my load times, it's handled pretty well SDVpufferclueless

calm nebula
#

Bad in

  1. NPCs will not take the shortest route
lucid iron
#

are you asking because you are making maps in a mod?

calm nebula
#

It's DFS, not BFS. They will take the first route seen, which is likely the longest

copper wedge
#

I'm working again in a mod I started months ago, it already have like, 30 maps but my pc is good and I fear the "regular player" having slowdowns

calm nebula
#

There was a person who had a bunch of greenhouse maps all connected to each other and the pathfinder was stalling

copper wedge
calm nebula
#

Not sure I remember details, it's the person who was like

#

"So my greenhouse doesn't work except with spacecore, can someone explain why?"

copper wedge
#

No clue how to do pathfinding so I'm guessing the maps doesnt have any

teal bridge
#

I remember that too, I think it had something to do with warps.

#

(as opposed to just the sheer size of the map)

calm nebula
#

Yeah

#

Anyways. Each additional map is in memory and such. Items on it are ticked

#

Etc.

#

But more importantly imo your traditional walk speed in stardew is quite slow

teal bridge
#

Also, performTenMinuteUpdate is run for every location no matter whether or not they are "active".

calm nebula
#

Personally if you give me 50 giant boring maps I don't want to play that

teal bridge
#

So adding a crapton of locations puts a bottleneck in there.

calm nebula
#

I would rather have a handful of nicely designed maps

teal bridge
#

But atra, huge empty maps is what all the AAA studios are doing!

#

It's like, open world and stuff!

ivory plume
#

(Excuse me, we're doing AAAA now.)

calm nebula
#

Huge empty maps are what the battery thar powers my mouse is doing

lucid iron
#

remember to add some yellow climbable paint wall sections

calm nebula
#

Sorry. The battery that powers my keyboard

steel rose
#

I was wondering, I have the NPC Delores in my game and noticed she kind of just stands at the bus stop all night, I have Ridgeside, East Scarp, and ( a very unsupported old version of ) Trent boarding house ... that have places with extra rooms.... how can I give Delores a place out of the rain.

teal bridge
#

Whoops, sorry, I forgot, it's AAAA. The studios run on 1.5 volts.

copper wedge
#

I mean, my mod is the idea of exploring the "wilderness", outside of regular stardew areas, so having big maps like a "open world" is important (its still kinda a labirinth because getting lost is part of the charm too)

#

C# base is done so it's just the ridiculously amount of maps that I made myself do because I couldn't foresee my own limits

rancid temple
#

Basically, avoid circular connections

#

I think it's basically doing exponential pathing, depending on how many times you make a circular connection back to a central zone

#

Eventually the base game pathfinder will just lock up

#

And you know, take the whole game with it

rancid temple
#

The bus stop got bigger and it ate a bunch of old schedules

copper wedge
rancid temple
#

Uh, with all warps, every connection between maps is just a warp

calm nebula
#

Frankly I'd just ban the maps frkm the pathfinder if no npcs walk there anyways

copper wedge
#

Yes, warps, thats the names
I'm realizing my maps are nuclear, although no npc would step there

copper wedge
rancid temple
#

Yeah that was the fix for the greenhouse mod too

#

If you tell it no NPC's allowed there, the pathfinder will ignore it

copper wedge
#

Does monsters would get locked too?

steel rose
rancid temple
#

I imagine it would make me physically shudder lmao

steel rose
#

lol tmx errors go BRR 🙂 😛

rancid temple
steel rose
#

all because of refugee

lucid iron
#

do you want people to build in your maps?

copper wedge
#

Somehow I didnt tought people would think that big areas without much would be boring

#

Like, yes, it looks pretty but its repeated a lot

#

So i'm probably going to cut out all maps that doesn't have their own gimmick

rancid temple
#

I mean, I would take the gameplay opinions of people in this channel with a grain of salt, some of us don't play at all anymore and some of us only play to test stuff lol

lucid iron
#

my sense of direction is ass i get lost in rsv woods

rancid temple
#

In different games, I like exploring big open wilderness. SDV's time management is really offputting for that

lucid iron
#

maybe if the mobs drop tents

#

or just make time slower

rancid temple
#

Yeah, slowing time like the skull caves is always an option

copper wedge
#

Hmmm

rancid temple
#

As long as you're fine with ignoring multiplayer lol

#

I can't remember exactly how it works in MP

copper wedge
#

I mean, the point is really getting lost and not being able to cross it in one day

rancid temple
#

But even if it does work, that really throws the whole time management balance into disarray

copper wedge
#

I wanted to make leafpiles that would work like trashcans that give random item or trash (so you may get a tent there) but it's hard to clone it

lucid iron
#

you can use tile action for that

copper wedge
#

Yeah but it still have the lid flying

#

Although i tried it months ago and was getting burnout already

lucid iron
#

make your own tile action

#

GameLocation.RegisterTileAction

#

Game1.createItemDebris to drop an item on interact

#

and u can put draw leafy effects or whatever if u want

copper wedge
#

I'm saving that, definitelly going to try tomorrow

lucid iron
#

since it is your own custom tile action its convention to prefix with mod id

copper wedge
#

Any mods that have custom tile actions? I might need to give it a look on how to do

copper wedge
lucid iron
#

a minimum example Bolb

copper wedge
rancid temple
#

Hm, the Index page isn't built from a template so I could actually just rename Blueprints to Buildings lol

teal bridge
# copper wedge I mean, the point is really getting lost and not being able to cross it in one d...

I'll agree with rokugin whole-heartedly that you should take our opinions (and our incisive jokes) with a grain of salt; that being said, I think a good rule of thumb is that if you feel you need to explain your product to the consumer, then it's going to be a hard sell. This is true of just about anything you create, whether it's maps, art, music or crochet. This is why it's good to test your ideas against reality early and often, before getting too invested in them.

(I'm not saying your maps won't be good. I have no idea. I am saying that you should consider starting small, maybe releasing just one big map and seeing how people like it, vs. embarking on a 6-month project to make an entire new world.)

rancid temple
#

Also just play in your maps yourself for a while

teal bridge
#

Yeah - I never release a mod until I've played a good 20 hours or so with it. (That's why I still haven't officially released Pen Pals)

copper wedge
lucid iron
#

20 is astronomical hours for this channel

calm nebula
teal bridge
#

That's why I said "I never" and not "you should never" SDVpufferchickcool

velvet narwhal
#

could try beta'ing and give out a zip if you're burned out on your own mod as well

brave fable
#

i never release a mod until i've seen the game still launches with it installed (optional)

calm nebula
#

I used to have a rule where every new mod had to be tested on a real mod group for at least one in game day

#

Lol

#

Even that became too much

#

also

lucid iron
#

its called giving yourself early access

teal bridge
#

"I never release a mod unless it compiles" - probably even that is too much for some

rancid temple
#

I prefer the "think of as many scenarios as I can in about 10 minutes, test those and then release it when they work" "immediately have to patch something either I found after release or someone complained about"

copper wedge
calm nebula
#

Hey to be fair to me I just went "okay you don't have time for this anymore, go dance to Taylor Swift in the rain or something "

lucid iron
#

i had pen pals for like 3 in game weeks but i keep forgetting about it

teal bridge
#

(but seriously, just because there's some immensely low-quality stuff out there doesn't mean you shouldn't set a high bar for yourself. It's obviously a personal choice, but I don't care how buggy random mods X and Y are with reference to my own.)

lucid iron
#

mainly cus im almost done with friendship though monS

teal bridge
#

Yeah, me too. I'm done with my last run (well, I stopped, didn't quite make it to PY1), and to really test that mod I'll have to start a new save.

vernal crest
#

Pen pals?

teal bridge
#

But I dreaded the idea of starting a new save without some QoL improvements to fishing, and so here we are.

#

(3 weeks later)

lucid iron
#

i did think it'd be nice if you could open it with item grab

#

i.e. your inventory as the footer

copper wedge
#

Maybe I should let random people play my mod for a while to get feedback. i have like, 3 maps mostly done anyway

teal bridge
#

Yeah maybe a V2. Too much work trying to integrate with Stardew's vanilla inventory menu system.

lucid iron
velvet narwhal
#

you could definitely throw it into the sea of modded farmers and let them know to ping you SDVpufferthumbsup

lucid iron
#

its like the gifting part of mail service but the menu is nice and shiny

teal bridge
#

Oh, I missed the query, sorry. Yeah, it's sort of "done" (haven't implemented chu/e's suggestion of sorting giftable NPCs first, but I will) but not on Nexus because not really tested much.

rancid temple
#

There definitely have been people coming in here being a little too annoying about trying to beta test for anyone who wants it

#

So I'm sure you could always find test subjects

vernal crest
teal bridge
#

I have a feeling that those sorts wouldn't be the best beta testers.

rancid temple
#

Depends on what kind of info you're looking for

velvet narwhal
#

if its maps i'd lay down groundwork like, "how fast do you get bored of this map", "any comments or thoughts about what comes to mind when you first see it" etc etc

copper wedge
rancid temple
#

Everyone can play a role in testing something, sometimes it's just to see if anyone can figure it out

calm nebula
#

What would you consider a good beta tester

teal bridge
#

I suppose so. Good testers are generally either (a) people who do that sort of thing for a living and know how to look for the weird edge cases or (b) people who are really excited or at least somewhat excited about the feature and are really going to use it a lot.

calm nebula
#

I think ideally you get a mix of people

velvet narwhal
#

my good egg who purposefully creates bug reports on my mod rather than posting a comment, i like that one

calm nebula
#

The people who do testing for a living are going to find some things

#

But also entirely miss that this that or the other is completely not intuitive to someone who hasn't marinated in computer since they were 2

teal bridge
#

As I said, professionalism and passion are both good qualities in a tester, but I'm suspicious of the ones who aren't claiming to be either and just want early access to stuff.

calm nebula
#

One example from stardew beta - it took a long time for alpha testers to realize the ginger island warp platforms were broken

#

Because we never used them, we debug warped everywhere to save time

rancid temple
#

I still don't use them...

lucid iron
#

Well that is y u just ship it on nexus and fix later

calm nebula
#

SinZ ran into it because he was on steam that thing and couldn't debugging warp

rancid temple
#

Oftentimes I'll forget those things exist and just walk everywhere lmao

lucid iron
#

I like the birdies but yeah I would probably use them more if they r just minecart lol

teal bridge
#

As a sort of analogy, consider that early access games on Steam are usually inexpensive but never free. I know the cynics here will say "they/steam just want money" but it's not entirely true; it's also largely to discourage "hoarders".
Same deal with pet adoption fees. Usually nominal, but not zero.

(I'm not saying I want people to pay for my mods. Just that a tester should have some reason to want to test.)

calm nebula
#

(Fwiw, I do that work sometimes. Pretend I'm a brain dead systems engineer and ask all the dumb questions of a new design.)

rancid temple
#

Adoption fees not being allowed to be for profit is a fairly new thing in AZ

copper wedge
#

Theres a channel here for people that want to test mods, right? Been a while but I remember someone saying that there is

teal bridge
#

But this is why I actually play my mods. I don't expect to get a lot of testing feedback and I usually uncover a ton of issues when I take off the dev hat and put on my player hat.

velvet narwhal
rancid temple
#

Yeah, pretty sure you just ask there

copper wedge
#

I guess?

#

Maybe I should put my mod there and ask what people think

velvet narwhal
#

you could put it in the biggest font, red color and put it on nexus and say "this is a beta"

rancid temple
#

I would only do that if you don't care about your initial release

calm nebula
#

That is such a bad idea

lucid iron
#

I would just host it elsewhere initially

calm nebula
#

You completely burn your hot mods window

lucid iron
#

Github for example

copper wedge
calm nebula
#

For the crowd: you have one week after release to make it onto hot mods

rancid temple
#

I'm never gonna make an NPC or art mod, so I'll never achieve that anyways :P

velvet narwhal
#

that's fair, i guess i don't really pay attention to the hot mods section aSDVpufferrise

calm nebula
#

This makes a massive difference in whether or not you get initial downloads, which snowballs into whether or not you get downloads over time

teal bridge
#

Yeah, I totally get the temptation to prime people or discourage nitpicky feedback by saying "guys, be nice, it's beta". But in practice all that accomplishes is to kill traffic, and you still get the useless feedback.

#

Fact is, you can release a totally broken mod, fix it after a day or two and still hit the hot mods, but if you do anything at all to discourage downloads, well, that's the end of it...

uncut viper
calm nebula
#

In effect, you get one week to make a good impression

copper wedge
teal bridge
#

My hottest mod is the compatibility update for Atra's mod. SDVpufferflat

lucid iron
#

Art mods are the most popular category cus ppl do enjoy cosmetic stuff very much Bolb

rancid temple
#

My best mod is one I've abandoned because the author for the original came back lmao

lapis creek
#

I'm just happy some people like my (literal) trash. I didnt need hot trash

velvet narwhal
#

roku make the marnie shop dehardcode and you'll be popular

rancid temple
#

I don't even know what that's supposed to be :P

lucid iron
#

And ofc most new content mods need some level of art

copper wedge
#

And I never released a stardew mod lmao

velvet narwhal
#

(animals, animals everywhere 👐 )

rancid temple
#

The numbers can be a good metric, but honestly I just wanna make stuff people will actually want to use lol

lucid iron
#

Canon npc expanding mods r also popular in same way fanfic is, people have preexisting attachment

uncut viper
#

the other alternative is becoming solely a framework/"helper mod" author. that way you dont need to worry about getting into hot mods, you just need someone else to get into hot mods and also require your mod! SDVpufferthumbsup

teal bridge
#

It's true, I'd technically rather have 500 users who really like the mod than 10,000 who download it and go "eh".

brittle pasture
teal bridge
lucid iron
#

QoL mods can become popular sometimes but it's rarer for sure DokkanStare

uncut viper
#

is that what thats called?

tiny zealot
teal bridge
#

Heh, I don't know how many here have heard of it, but it's sort of a thing in the tech corporations.

uncut viper
#

that makes it sound so nefarious, when really im just creatively incompetent!

teal bridge
#

To get promoted you need to demonstrate "impact", and having a bunch of people depend on your project inflates that massively.

velvet narwhal
#

listen, if i can push all of my framework brain problems onto someone else, i will gladly set it as a requirement

uncut viper
#

the creative accounting of mod making, sorta

calm nebula
uncut viper
#

or well, of impact measuring i guess

calm nebula
#

Or in a "you cite me I cite you" way

teal bridge
uncut viper
#

the art of being the left-pad of your field

rancid temple
#

re: Marnie's shop; is there a previous discussion about what's wrong with it currently?

calm nebula
#

Yeah. I get why it happens though.

lucid iron
#

Atm it's just auto populated right

uncut viper
#

i know theres stuff with Marnie's shop id like changed but i dont know what was meant specifically

lucid iron
#

You can't have a second animal seller

velvet narwhal
uncut viper
#

you also cant charge different currency for pets

lucid iron
#

Did bfav have this type of feature

calm nebula
#

(Fwiw, I'm also not a fan of gaming the hot mods list. Or looking too closely at download numbers.)

brittle pasture
uncut viper
#

its one "PET_LICENSE" item query

brittle pasture
#

Ah okay I rember now

rancid temple
#

Aren't those different shops?

uncut viper
#

and Pet breed data itself only allows you to set a price, not a currency

#

two different shops yes

rancid temple
#

So the pet adoption shop still can't set a different currency?

uncut viper
#

theres marnies normal shop, the pet adoption shop, and the animal adoption

#

i dont know about the animal adoption so i shouldve specified i meant for pets

calm nebula
#

Somewhere between "please, try to make a good impression" and "please God SEO is beneath my pride."

uncut viper
#

you can set a different currency for the whole pet shop

#

but not for individual pets

#

nor can you ask for items on trade since its just one item query

rancid temple
#

Okay, first thing this mod would need is a better naming structure for these shops lmao

uncut viper
#

first thing it needs is an acronym

velvet narwhal
#

was the build shop dehardcoded?

rancid temple
#

I'm so bad at naming my mods lmao

teal bridge
uncut viper
#

Immersive Better Pet Shops

#

actually swap the first two, then you get BIPS, which is fun to say

lucid iron
#

No More Marnie Monopoly

velvet narwhal
#

bips is definitely more fun

uncut viper
#

NMMM aka Nexus Mod Manager Manager

#

if you bips clip into the shop you can shave minutes off your stardew speedrun

brittle pasture
# velvet narwhal was the build shop dehardcoded?

Someone here dehardcoded it, ish. You can now have vendors other than Robin and Wizard, but if your building is not instant magic build and needs time to construct Robin would still pop her mug out and teleports to your farm tomorrow

rancid temple
#

Robin is the only one allowed to wield a hammer in the valley

sacred umbra
#

Bam. Thanks everyone.

Cinderclown Shoes: id_(b)853 id_b_853 item_cinderclown_shoes category_boots quality_none
Combat Boots: id_(b)508 id_b_508 item_combat_boots category_boots quality_none
Cowboy Boots: id_(b)515 id_b_515 item_cowboy_boots category_boots quality_none
...

lucid iron
#

Another maybe worthwhile framework is extra building configs

#

To deprecate solid foundation for good

uncut viper
#

i dont even know what solid foundation is

lucid iron
brittle pasture
#

It's the PFM/BFAV to building data basically

lucid iron
#

This mod adds invisible fish tanks specifically cus u can't make buildings be light sources in cp

uncut viper
#

(truth be told, i dont actually really know what PFM or BFAV did either... pretty much anything pre-1.6 is before my modding time)

lucid iron
#

So there's a need lol

#

Iirc it also had support for night time look to avoid time update

brittle pasture
#

rokugin and mindmeltmax already has like 2 building framework mods between them, maybe they can consolidate and make the SF killer

rancid temple
uncut viper
#

it is, but other shops let you also require other items to be traded in too

rancid temple
#

Like the trade item's I see is available per item, but currency is a shop setting

uncut viper
#

so theres no alternative

#

but only for the pet shop

#

you can make the price free but require random items in other shops, just not in the pet shop

#

not without affecting every pet

calm nebula
#

That shop is casino coins now

uncut viper
#

really makes sure you are the kind of responsible person who should own a pet

vernal crest
#

Okay folks before I release this upon the world can anyone spot any pitfalls (specifically performance - I am already aware of mod compat issues) in this idea of changing maps by swapping the tilesheets by location instead of changing map files themselves?

{
  "Format": "2.3.0",
  "Changes": [
    {
      "LogName": "Abby tilesheet",
      "Action": "Load",
      "Target": "Maps/towninterior",
      "FromFile": "townInterior_Abby.png",
      "When": {
        "LocationName": "SeedShop"
      },
      "Update": "OnLocationChange"
    },
    {
      "LogName": "Manor tilesheet",
      "Action": "Load",
      "Target": "Maps/towninterior",
      "FromFile": "townInterior_Manor.png",
      "When": {
        "LocationName": "ManorHouse"
      },
      "Update": "OnLocationChange"
    },
    {
      "LogName": "Leah tilesheet",
      "Action": "Load",
      "Target": "Maps/towninterior",
      "FromFile": "townInterior_Leah.png",
      "When": {
        "LocationName": "LeahHouse"
      },
      "Update": "OnLocationChange"
    },
  ]
}
calm nebula
#

@ivory plume is patch reload also supposed to do your dynamic tokens? Kailey says it doesn't rn. If it is supposed to, I can try to get you a repo pack

uncut viper
#

if you're only changing parts of the tilesheet theres probably like. a very slight performance difference between a Load and an EditImage with an overlay

vernal crest
#

Oh yeah could be EditImage too

velvet narwhal
#

i don't think patch reload ever did dynamic tokens?

vernal crest
#

I just did Load because I was doing cheap and nasty testing lol

uncut viper
#

even if you are replacing the entire image changing to EditImage is at least a free "not going to totally fuck over compat" change

next plaza
lapis creek
#

is the ui sheets not in the base unpacked content? I'm looking for the character interaction UI elements (portrait, dialoguebox, etc) to photoshop up some things but cant seem to locate them?

uncut viper
#

just about everything is there, its just probably not going to look like you expect as its probably a nine slice element

ivory plume
calm nebula
#

Thank you!

uncut viper
#

the character portraits themselves are definitely in the unpack, but the dialogue boxes are made up of smaller elements put together and stretched and not just fixed-width dialogue box sprites

lapis creek
#

how about the wooden pannel backing and portrait frame?

velvet narwhal
#

it's that tiny little orange/blue box in cursors, right?

uncut viper
#

there is actually just a big ol portrait box in cursors.png, but its not separated from the wood panel backing

velvet narwhal
#

these things?

lapis creek
#

cursors? I definitely dont have all the unpacked stuff then. I just have content(unpacked)

uncut viper
#

yes, its in there in LooseSprites/cursors.png

velvet narwhal
#

cursors is inside of loosesprites

lapis creek
#

ah tysm

uncut viper
#

i believe these parts are responsible for dialogue boxes

#

also in cursors.png

#

i might be wrong though. but they look like em to me

velvet narwhal
#

yeah i think you're right it's the wood panel box for dialogue

lapis creek
#

yeah thats them, they just have a middle line stretched out to fit the ui size

#

got it ty, I was blind

velvet narwhal
#

it auto resizes with the game code, so you'd definitely have to test that out

rose forge
#

hi everyone im trying to make a barn mod to have stalls kind of like harvest moon where each animal gets their own stall, there is 12 stalls and I've changed the tiles to block the NPC from appearing anywhere outside of the stalls, however the animals keep all spawning in on top of each other instead of separate, I'm new to coding and wondering if its possible to change the code so that the animals all find a separate tile to spawn on, rather then all on each other?

#

(ps thank you to that one goat for choosing one stall by herself)

lucid iron
#

i believe you need C# for this

rose forge
#

oh no ;_; i have never used...

lucid iron
#

need to patch AnimalHouse.resetPositionsOfAllAnimals

#

i do wonder why your animals are bunched up, maybe they are unable to path out of there?

rose forge
#

they have space in other stalls, and will appear there too, but all together at once

#

sometimes one at a time

lucid iron
#

actually, maybe the func to patch is FarmAnimal.setRandomPosition

#

to make it not truly random ukimasu2

rose forge
#

do you know what kind of tools I would need to make a thing to patch it? sorry I am only good at .json

#

but i can learn C#

rancid temple
#

!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.

uncut viper
#

(C# will be a lot different than json since its actual programming, fair warning)

rose forge
#

yeah I figured that is why i am sweating lolol

#

i dont think i will be able to do it but ill try

#

thank you all

rancid temple
#

open wiki, forget why you opened wiki

lucid iron
#

man i should prob consolidate random map related mods huh

plucky reef
#

Ok, the new custom farm map is mostly working but it is not replacing the default farmcave. Do I need to do an additionalfarms kinda thing for it too? I am doing a "Action":"Load" for the farm cave map in the content.json.

lucid iron
#

iirc farm caves arent tiled to farm, its shared

plucky reef
#

ope

#

wrong target

calm nebula
#

[[Pets]]

empty radishBOT
calm nebula
#

The best page

fair marsh
#

!decompile

ocean sailBOT
plucky reef
#

Is there a "IsOutdoors" json command for editing maps? It is raining in the farm cave.

lucid iron
#

map property Outdoors

plucky reef
#

hmm it is not set that way in tiled

lucid iron
#

did you Map > Map Properties

#

and see stuff in Custom Properties

plucky reef
#

yeah, just ambient light

#

compare to the farm map

lucid iron
#

farm cave leaky DokkanStare

plucky reef
#

ahhh, patch reload was not enough, had to exit to title and reload the save

#

put this in the content.json and seems to be working

lucid iron
#

you sure you dont want isfarm

plucky reef
#

for cave?

#

I'll take it out, see what happens

fair marsh
#

so i decompiled the games code but, where do i find the code for the crops, im not making a mod(and i dont know any coding languages) but i wanna take a look at the crop code

lucid iron
#

StardewValley/Crop.cs

#

if you want actual crop data you need to unpack instead

#

!unpack

ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

fair marsh
#

thanks

#

just wondering whats the difference between decompiling and unpacking?

velvet narwhal
#

decompile is c#, unpacking is json
decompile is how the game actually runs, and json is what gets pulled for the game to read

fair marsh
#

do you need to know both c# and the game's json?

#

to make mods

velvet narwhal
#

not really

#

you can get away with making only art if you can find a partner to do json for you, vice versa

fair marsh
#

i think i can handle the json if there is a wiki i did stuff with json for another game before

velvet narwhal
#

yeah there's

#

!cp

ocean sailBOT
velvet narwhal
#

it's nice to at least be able to parse c# just incase you run into something that doesn't make sense along the lines, but generally you don't have to know any code whatsoever, as long as you can understand instruction SDVpufferthumbsup

plucky reef
#

phew. Little bit more testing and finetuning to do but the custom farm is pretty much done.

fair marsh
# velvet narwhal !cp

does content patcher allow you to edit only certain files without needing to unpack the entire content folder?

velvet narwhal
#

unpacking has nothing to do with the actual game, it lets you see everything that the game sees though

#

you can rearrange anything you want in the unpacked folder and it will never see the main game

fair marsh
#

content patcher allows the edits to be visible ingame but, why cant you do this normally?

velvet narwhal
#

the game reads .xnb files, not json normally

#

content patcher repacks them as pseudo .xnbs so you don't have to do that process

fair marsh
#

so you'd need to repack the json files?

plucky reef
#

question now is if I want to try a tiny C# addon for the map to make the hot spring in the farm cave not as powerful.

velvet narwhal
#

you don't have to anymore, and it's generally frowned upon to repack as an .xnb since that causes mod incompatibility

rancid temple
#

I think it also has a really low chance to brick your save

fair marsh
#

so content patcher not only makes it easier but decreases odd for incompatibility?

plucky reef
#

also content patcher can do more versatile things and has compat with other content patcher mods, it's strictly superior to messing with XNBs.

velvet narwhal
#

well you can cause incompatibility in any sense if you're replacing anything of the vanilla game

#

but .xnbs increase that tenfold

fair marsh
#

also does everything use number ids?

lucid iron
#

just use content patcher

rancid temple
#

There's also not really people who are XNB modding on here, so you can't really get help with them

lucid iron
#

no its all string id

rancid temple
#

Old ID's are just strings of numbers because changing them would cause breaking changes to everything

lucid iron
#

if you have a specific mod in mind we can help better

#

like do you want to make a crop?

fair marsh
#

not really i just want to see if can take a look at the potato crop code

rancid temple
#

All the code essentially boils down to "check the data, create something based on what it reads there"

lucid iron
#

i remember that being hardcoded

#

oh nice it's not wew

#

just "ExtraHarvestChance": 0.2,

velvet narwhal
#

i was gonna say-- everything has the extra harvest chance now SDVkrobusgiggle

fair marsh
#

huh interesting, the only idea i have really is just adding spices like cinnamon where you debark trees and but the bark in a dehydrator, and adding other spices

lucid iron
#

do you want cinnamon to work like moss

fair marsh
#

its not really fully fleshed out but its something that i thought would work after watching yt

fair marsh
lucid iron
#

this just let u add moss

#

aka "thing that appear on trees and fall off on hit"

fair marsh
#

ik but you cant really do that with the bark

#

debarking a tree essentially kills it

velvet narwhal
#

if you meant stripping wood like minecraft style, that'd be a c# thing

lucid iron
#

hm did item extensions let you add more thing that drop from tree chop

#

or does vanilla have that already

brittle pasture
#

no tree chop drops is vanilla

velvet narwhal
#

you can just edit trees

lucid iron
#

yay

brittle pasture
#

you can totally add a tree that drops cinnamon wood bark when chopped

fair marsh
#

yeah thats why if i were to make it id it tied to the item instead of the tree

lucid iron
#

Data/WildTrees.json

brittle pasture
#

hell WAG has that

lucid iron
#

it does??

brittle pasture
#

chop any wild trees in winter

lucid iron
#

oh right kyuuchan_run

velvet narwhal
#

doable, my nighttime trees drop radioactive ore at a .01% chance SDVkrobusgiggle

lucid iron
#

so yea as long as you dont want like

#

a new tool just for stripping bark

#

it should be just content patcher AquaThumbsup

fair marsh
#

i dont want it to affect the tree directly as i think that would be hard

brittle pasture
velvet narwhal
#

i was gonna say is there a command for emc yet

brittle pasture
#

(surprise, that wasnt emc)

velvet narwhal
#

i was preemptive, i was thinking about the cinnamon

fair marsh
#

yeah but if i were to add a machine it'd need to also kill the tree

lucid iron
#

u just need to edit Data/WildTrees

fair marsh
lucid iron
#

i feel like that is what we just said though

lucid iron
#

the statement is, you can mod game in order to produce objects besides wood when chopping (killing) a tree

fair marsh
#

yeah ill look into that, thanks

lucid iron
#

if you want to separate the step into some machine that's fine too

fair marsh
#

also is it hard to make the item input'able into a dehydrator?

brittle pasture
#

nope!

fair marsh
#

great

brittle pasture
lucid iron
#

i want to use the 🚫 icon from cursors but its too heavily associated with error item in my brain

dusty scarab
fair marsh
#

lol well unlike me you actually did progress, also for me it was just an idea, i didnt have alot of intention on actually making it

lucid iron
#

do u think the ❌ is bit too much

dusty scarab
#

yeah but now it's time to have my death by a thousand cuts as I spend Eternity making sure everything is properly balanced and doesn't look like crap XD

ocean sailBOT
#

@dusty scarab You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

velvet narwhal
dusty scarab
brave fable
fair marsh
lucid iron
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yep disabled

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but since it is disable by user i went with stronger color

plucky reef
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could you make it semitransparent? maybe 50%?

lucid iron
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thats for context tag already

dusty scarab
lucid iron
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perhaps just this then

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80% black

fair marsh
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i think that it doesnt look good enough but luckily its better in pixel art since i consider it easier to draw in

dusty scarab
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same here. I can only hope that people don't roast me too badly when I eventually post it. right now I'm just doing a final numbers pass to make sure that nothing I've added is stronger than spamming starfruit. the main goal was to add some extra crops each season to plant for a little extra variety, not to completely overshadow all the vanilla crops

fair marsh
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i dont think people will be that harsh on something you make unless its either really bad or really controversial atleast for stardew valley

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just dont let that scare you into not making the stuff you want to make

dusty scarab
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I don't think anything is that bad, no. at least, for the most part, my friends who were willing to play 'What's That Fruit/Vegetable!' were able to get it right 80% of the time

plucky reef
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Just Post™️

dusty scarab
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what was really funny was none of my American friends knew what a kohlrabi was, but my German friend got it right 10 seconds after I showed him the picture, and was shocked that kohlrabis aren't generally found in grocery stores on the other side of the pond

fair marsh
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well i looked it up and it is a german plant and also it looks like onion but green

dusty scarab
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it's a cabbage grown for its swollen stem. think broccoli stem, but a little sweeter and shaped like a turnip

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on that note, good gods, the unspeakable things we've done to the wild cabbage in the name of horticulture...

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cabbage itself, broccoli, cauliflower, brussels sprouts, kale, kohlrabi, collard greens, and probably more that I can't even remember off the top of my head

brave fable
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(surprisingly also includes mustard SDVdemetriums)

dusty scarab
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see what I mean? XD

tender bloom
dusty scarab
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aww, that sounds sweet

hallow prism
dusty scarab
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yes! XD

acoustic summit
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Heya! Im trying to make translations work for a mod im working on but having difficulty, Im reading the default.json file from the i18n folder without issue, but when I make a new file (like fr.json for french as an example) and change my game language to french it continues using the default.json file - any ideas what I might be doing wrong? I read translations using the simple key method (ModHelper.Translation.Get("key")). I do not get any errors and when I log Translation.Locale it shows I am using default. Sorry for lost post 🙂

calm nebula
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When are you trying to access translations

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The language is set fairly late, the best thing to do is to access your translations as late as possible

formal crown
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(You shouldn't be have to read your translation files manually)

remote wasp
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I need help finding a coder for my mod. Does anyone know where I can go to request a commition?

calm nebula
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!commissions

ocean sailBOT
remote wasp
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Thanks!

acoustic summit
calm nebula
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GameLaunched is too early

acoustic summit
acoustic summit
calm nebula
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Can we see your code

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Also. Apologies, but I do need to head off to work, I'll reply when I see it (likely hours from now.)

rancid temple
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I guess for this pet adoption shop stuff, if I wanted to make it so each license could have separate trade items I'd need to do what Casey does and create my own "override" data asset, seeing as how I can't add my own fields to an existing asset (or if I can, I'd love to know how lol)

small path
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i am trying to set <EnableModDeploy> to true because it seems to be false by default, however it doesn't want to be set to true and I am unsure as to why? in the build output it always says EnableModDeploy: false but i can set <EnableModZip> to true or false and the build output changes accordingly. i am unsure as to why this is. i do have <GamePath> set so that should work, and it is pointing to the directory that StardewValleyModdingApi.exe is in, and the mods folder does exist

proud wyvern
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It is true by default

small path
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is it? because looking at the .targets file on github for SMAPI.ModBuildConfig it looks to be false by default

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nvm

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okay uhh hmm, idk why, gonna look into this more

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I am dumb i forgor something

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forgot about the ~/stardewvalley.targets

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thanks tho

plucky reef
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Design question... What's the thought on doing inter-mod optional conditionals?
Like, if you have the custom profession mod, and a custom map mod, the map does something extra. Not required, just a config option to "turn on" the extra content.

vernal crest
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Do you mean your mod gets extra bits if a user has someone else's mod installed too?

plucky reef
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they would all be my own mods to reduce the chance of breaking on someone else updating their side

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so like...

  • if you have briarsinger installed, and you're level x or higher, and the map mod is installed, the juminos pop out of the forest on the edge of the map now and then (don't know how to do this technically, just an example).
  • if you have briarsinger, the map mod, and the NPC mod installed, and have seen the event to set up the mycelial teleportation network, a fairy ring that's connected to the mycelial teleportation network appears in a corner of the map.
  • if you have briarsinger and the map mod installed, using the cauldron puts a fog over the map or something.
vernal crest
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Well, people regularly do it (including with other people's mods) so you'd be in good company if you did it.

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It's very fun as a user, I think. Less fun as the mod author but if they're all your mods then it'd be easier to manage.

plucky reef
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I want the map to be accessible to people who don't care about the other mods, but also not feel required to those who do use the other mods, but also have some fun interactions because I'm making these for myself primarily and I think it would be cool.

royal nimbus
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where would the images from the beginning cutscene be located? i have something to mod the grandpa into lol

royal nimbus
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lol yes. ty xp its gonna be so cursed

rough valve
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Shame that the Custom Obelisks framework does not work anyone. It is hard to make warp scepters now.

lucid iron
rough valve
brittle pasture
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I think you can set a trigger action to add a fresh totem to farmer inventory on totem used

rancid temple
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Isn't that still a SpaceCore thing?

brittle pasture
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yes

velvet narwhal
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can't you already make custom obelisks though? they just still get sold by the wizard?

rancid temple
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I would say SpaceCore is still a framework lol. Also didn't I suggest this before? Maybe it was to a different person

tiny zealot
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i think chu means you don't need a framework to make an obelisk-like building that warps you to <insert location>

rancid temple
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Custom Obelisks is slightly misleading in that it also adds custom warp totems lol

brittle pasture
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they wanted a warp scepter-like item

rancid temple
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Which let you create totems that weren't consumed

velvet narwhal
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oh if it's a warp scepter i think that's hardcoded, obelisks aren't though--

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(i'm lost now)

rancid temple
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They want an item like a warp scepter

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Both totems and the warp scepter are hardcoded, but in different ways

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Warp scepter is a tool, so all it's logic is very specific

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Totems are hardcoded to consume one on use

tiny zealot
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yeah you would need C# of some persuasion to get a new scepter-like item

rancid temple
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Technically the horse whistle works like a totem but another one is added to your inventory when you use it

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You can achieve a similar result using SpaceCore

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To add another totem to your inventory when you use it

tiny zealot
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from a framework or from your own thing. it's very little code tbh