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
#making-mods-general
1 messages · Page 33 of 1
Did you try getting them to do a patch export of data/events/Custom_HighlandsOutpost?
they went to eep so i'mma try to just bang at the walls to see if i can replicate 
i'm there in my patch export, so i'll ask them
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?
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?
i confirmed they do a manual install by dropping in folders 
Hrm. Is it an SVE map? I assume it must be if you don't have a load.
Agree on nothing having actually loaded the event asset
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
The method of map load is irrelevant to whether the event assets loaded or not
And cp 2.0+ custom locations is just a compatibility shim for editdata data/locations anyway
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
this is like, 11 hearts in
(That does not actually tell those unfamiliar with Lance anything lol)
y'know fair
highlands unlocked at 2 hearts, my events have preconditions to have watched all of the previous events
taking a peek at sve 1.14.46 it doesn't load / have events for Custom_HighlandsOutpost at all
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
if in doubt have a low priority blankload and you are set
i was afraid of doing that because i didn't wanna touch it 
As long as you avoid exclusive it won't be an issue
thats why it should be low priority, so if sve adds a load it will be higher priority
sneakily doesn't ver this up and just uploads it with the singular change
But people won't be let know there's an update
i uploaded not even 15 mins ago i will suffer the consequences of my actions
Willingly doing something that will cause more people to bother you is a mood I could never
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
Still drowning that translator?
i mean
i added a solid ...
70 lines of dialogue since that translation? 
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
can anyone tells me what the name of this page is in source code? I tried my best to find it but failed
LoadGameMenu I would guess, seems to be used as a sub menu of the TitleMenu
I want to get its assets, but I can't find it in menutiles and cursors
I believe menus are constructed using the Maps/MenuTiles asset
Game1.menuTexture is what it gets assigned to

If you're just looking for the png it's literally in the unpacked content Maps folder and it's called MenuTiles.png
No. I m looking for assets about loadmenu IN the png. I have found the file
There's no specific assets for the menus, everything is built piece by piece
The closest you can get is some of the bigger buttons are one object rather than parts of it
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
I think I can finish the work in this file .thx a lot . I try to avoid asking obvious question ()
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
Wasn't Chue just asking about that border earlier today? #making-mods-general message
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"
especially menus, it's a no-mans-land in there
I still haven't had a chance to check out StardewUI
ohhhyes
Blargh testing maps involves so much moving files between folders
i just copy from folder into my workspace
You could follow chue's insanity and make symlinks
listen, i contemplated it and i might have to
That just sounds like a recipe for breaking things spectacularly
Technically I think the risk of actually breaking anything should be low
I was there when they discussed, but I forgot
More likely you'll just fail to set it up right and it just won't work lol
No I will somehow accidentally overwrite my working maps AND every single backup I have ever made, I am sure of it lol
I think I've only set up symlinks once, followed a guide and I don't even remember if it worked lol
I will just end up with a map that says "HAHA ABA STINKS" with no idea how
Hm, only problem I can see with StardewUI is that I'm not familiar with these other things it's based on lmao
So it's organized but still alien
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
Lmao, that's what I do still
i contemplated yeeting all of the other language tilesheets and then i got lazy
Of course I'm not working on anything as involved as you
My tests usually end up pretty small scale
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.
I'm trying to avoid asking questions that can be solved by reading code, Googleing, or just opening my EYES. I didn't expect all the people here tobe nice
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
Yeah there's a fine balance between healthy independence and unnecessary floundering lol
I find it finally with opening eyes
i definitely gotta fix my unhealthy independence, it's not helping me at work
Wow the nine slicing is on point in this game though, that is such a small base to stretch into those big frames
actually in cursors ()
Yeah, I recognize the stuff around it
Honestly if you hadn't pointed it out, I would not have recognized it as the same thing lol
hh
i am far better at using content patcher than i was when i first started my mod just because of being in here, so 
Two more signs to draw, then I'm on to the horrible seasonal tilesheet checking
You can do it, I believe 
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?
Do you have the latest version of stardewxnbhack?
I don't believe, pathos send me a link years ago
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
To use this command, type !unpack.
Then get the latest version
Thank you!
Make sure you get the version for the version of SDV you're on
1.1.0 is for 1.6.8 and 1.1.1 is for 1.6.9 beta
1.6.8, thanks for help!
is there a way to take a look at the games code?
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
To use this command, type !decompile.
thanks
Any magical folk know how to animate a moving object in tiled? Say a car or bus for example?
I just remembered that DTZ has moving vehicles but I don't know how they're done.
DTZ's cars are done in C# I believe
Yeah, C#
Thanks for checking roku
The journal is another UI item that's constructed, isn't it?
I think it has a dumb name though
QuestLog
Technically that's fine, but it's never referred to as that so it makes it obtuse to find
FWIW, the way it works I don't think there's any menus that aren't just pieced together that way
I haven't checked how the game normally does buttons, but the way I learned to do them feels wild to me
Your belief was justified
#1256552123202539561 message
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
Which like, I guess it works, but it feels wrong lol
How do you want them to work instead?
I would expect them to be an element that accepts some kind of event from the input device
Hook to the button being clicked event basically
I do not know enough about...things...to properly understand the difference lol
I think performance wise there's probably not enough of a difference for it to matter
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
The event is gonna fire no matter what and the cost of checking if I have that screen open is fairly minimal
The other way, the event will only fire when the button is clicked and then my code is just waiting on that to run
I don't know enough about MonoGame to know if that's even possible to do

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
Lol
Hellp there ! I wanna make a mod that invovles creating a new npcs and new areas so would that involves c# programming ?
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:
-
Tiakall has a great tutorial on making a custom NPC for 1.6:
https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC -
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 -
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. -
Aviroen has put together a template that will allow you to easily create a romanceable NPC:
https://stardewmodding.wiki.gg/wiki/Npc_template
To use this command, type !npc.
Omggg so pany links to check !! Thank you friend !
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
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.
Grass stays in the winter in 1.6
ah
my friend asked me to make a mod that does that, sorry!
the wiki says it goes dormant in winter, will it come back the same when spring hits?
i believe dormant in this context means it just doesnt spread
ok, thank you
Might want to ask #modded-stardew !
(Cute art!)
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
Just updated farmer portraits to 1.2.0
- New feature: Hide your portrait on specific emotions
- Added DDF compat
Thanks = )
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!
you're loading into Mods/ChefsKiss/assets, and the log is referencing Mods/ChefsKiss/assets/sprites/sprite
make sure the names match
so i'd need to update the 'Target' bit?
yes
thank you! trying that now
Anyone know where I can find the fortune teller tv prompts in content (unpacked folder)?
the graphics are in cursors
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
Strings/StringsFromCSFiles
Thank you
would it be better/preferred to just edit an existing sprite set rather than adding in my own? (meaning to "Action": "EditImage")
Not unless your purpose is to edit that existing spritesheet which it doesn't sound like it is
i was thinking i could add to a spritesheet that already has recipes inside of it
that's very much not recommended
you can, but it's safer for compatibility to put new things on your own spritesheet, so you don't collide with other mods
got it. thank you both!
Playing around with a few ideas here; is it obvious to people what this prompt means?
looks like ||hold left mouse button and drag right/left||
Fixed in the next 1.6.9 patch. Thanks for reporting it!
That's pretty much what it's supposed to be, yes.
One other possibility I came up with - which is clearer, #1 or #2?
(Hold left mouse button, then rub your mouse with your palm.)
Haha... I take it that means you consider #1 to be clearer?
Yeah, I'd go with #1.
same, unless you absolutely need the horizontal space
(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)
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".
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?
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.
Not currently with any framework
I wonder if East Scarp is willing to publish their bespoke critter spawner component
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.
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
debug mode says "farm" but I thought it had to be the .tmx file name
changing them to Farm, patch reload then sleep does not change behavior
can you exclude a recipe from perfection in current state of the game in CP?
No
thanks
Alternatively, is there a way to automatically mark a recipe as completed towards perfection when learning the recipe?
Is it just a flag that gets added or...?
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
There is a weird technical work around which is that you lock the recipe behind the player knowing it
Dunno if you can do this (easily) in CP though
there are tokens for known recipes
what do you mean lock the recipe though, like delete it with a When condition if not or
Yes
can a cooking recipe be added to the known recipes list ifi t doesnt exist though?
No; but if it's set as a default recipe it'll get automatically added the next day
im not sure how that would be locked behind the player knowing it
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
Otherwise, the recipe doesn't exist and doesn't disrupt perfection
(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)
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
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.
this seems like the same error someone else had a bit ago that i think was figured out?
#making-mods-general message
Hm, so should I use jobReturn instead?
beats me ¯_(ツ)_/¯
i dont know this stuff, just recognized the error from before
worth a shot though i think
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 } }, },
your npc? another one?
"Entries": {
"Default": {
"Id": "Default",
"Location": "Location",
//etc
}
}
i wouldn't change the default
i would make a new entry that is moved before default and have your condition of mail flag being set
cleaner and easier to spot for other mods too (and to have clean compat with if needed)
but if it's your npc don't edit data, just add it before the default
like leo should have in vanilla
do NPC homes have a condition field?
Yes
I can just add that without a TargetField without erasing everything else?
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
I would follow Lumina's advise, I was just correcting your formatting
you need the target field, rokugin just provided the correct formatting for that specific part
well, having a conditional default is risky if there's anything going wrong
So I assume the TargetField itself is correct then. That's all I needed to know. Thanks for the help.
and priority is a thing, so i would use the tools we have
Default should be your "if everything else broke" fallback, if you want multiple entries there
Default2_Final_Finalver
lol
decides this farm event isn't worth the effort and sends a letter from Marlon instead!
this sounds like it would probably be a good way to handle modded cooking recipes learned from custom NPCs
Is there a way to make a character talk while walking in an event?
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
omg thank you it's beautiful and you're beautiful and also the hat beard and shirt still look slightly offset hahah
i'm SURE IT'S FINE AND UNDER CONTROL
anyoen know how to fix this in the build menu? ont he farm its perfect but the build menu has it not aligned correctly
If it's a building, there's a build menu offset field
ive tried that and it moves the entrance graphics too so the entire image moves not just the tree
Oh the issue is the thing to the left?
!json no clue with the current info, you can share your json here
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.
To use this command, type !json.
is it normal for people to just take one of your mods and post a translated version without asking?
like... is that generally accepted in the community?
Fully reposting the whole mod just for translations, no
Usually you can expect to see some i18n's pop up regardless of your wishes
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
like i wouldn't have cared if they'd asked.
You can just report it, you don't have to actually confront them
hmm. that would def be easier. they do credit me and link to my original one. i just thought it was pretty rude
It for sure is, I would also make sure your permissions are clear as to your intent
If you don't like the pre-built ones Nexus provides, you can supply your own
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
You can message them too to say you prefer to be asked
lol
Depend but yes. Just its good to have option
I find report sometime more confronting because people guess/know who reported them then dm you
Its good to be prepared to that possibility
But then you can just block them lol and if they say anything abusive enough you can report that too
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"
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
If it's one of the donation point farmers I would definitely block them asap
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
We know of the one dude named... sora... something... and he just has a massive load of mods
oh shoot it is him
SoraGodFallen
yea
444 mods, wonder if he asked any of these authors
So if I preemptively block that person they can't see my stuff?
i would assume if he didn't ask me he didn't ask anyone else tbh
the same dude did that to css too
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?
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
is there a hater after you 
plus i mean, nothing is stopping someone from having a dummy account
no chu/e it's the soradragon dude
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
oh right those guys 
i feel like i saw a script to do this somewhere from pillow
cant find it rn tho
oh yea thats true
(i got an update on that custom_highlandsoutpost person these are all after i've blankloaded low data/events/custom_highlandsoutpost
https://smapi.io/log/4c1376a70b0f4bacadd1390369fd6e38
https://smapi.io/log/0b343a585d4945efab64a876d1f2b776
https://smapi.io/log/6fe1f046aeb0410b8b75362f4f3ff4fc)
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.
is the thing at the top the thing thats being repositioned?
like.. i'm looking through other categories and stuff and there are tons of them that he's posted.
well considering nexus is changing their dp system, idk how they handle the dp farmers
Yes, that's right.
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.
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
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.
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
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.
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)
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.
this is all i meant
Oh. Because of the mouse prompt above it.
The combination of keys + mouse are vertically centered.
yeah, it wasnt comin across to me as the mouse and WADS icons being part of the same group
but thats not like, important
If I make the corners much more transparent they become kind of invisible/hard to read.
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
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?
start with content patcher
but doesnt that only replace already in the game items?
you can add stuff now
1.6 yay
there are also guides on the wiki covering specific kinds of data
I can go a bit dimmer if I invert the font color, this is somewhat legible again.
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!
To use this command, type !unpack.
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
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.
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 
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!
will this let ppl edit all hud elements?
I like that style of key sprite better but I just don't have them. If there's a pack out there with open perms, I could switch to that instead. I'm using the same pack as the one with the gamepad button prompts.
or specific one from your mod
s'not like im one either! but i def think it looks fine and understandable
It's going into the UI library so... it will let any author set this up to reposition their own HUD elements with a minimal amount of code.

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.)
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
what do you mean about the keybindlist thing? one of my mods has a keybindlist config
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.
so u know how gmcm only let you bind 1 set of keys
And you've never noticed that GMCM only lets you set one keybind on it?
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
but my rock paper scissors mod does that
it has a controller keybind and a keyboard keybind
Do you mean you can't mix the two together?
i cant say it came up much for me tho, if i really need it i just go edit config.json
That would be two separate keybind fields in the mod config.
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.
yeah, thats what i use
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.)
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)
shenanigans huh
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?
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
Oh, haha, so it doesn't work in GMCM, you just hacked around its limitations.
i mean, i used GMCM's setValue function
well its nice to have something with explicit key graphics
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.
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;
}
I don't think I added a property for it, but it'd be trivial enough to write.
(i dont remember what the deal is with the None check dont ask—)
the other maaaybe useful thing is layer depth
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.
i thought i needed it but later i just made sure my Images are ordered correct in Panel
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.
oh i can use that for the tab buttons then 
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.
are there really no seagulls in the game? i can't find any in the sprites
critters
ohh thanks, i found loosesprites/birds and figured they were all there
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...
ConsoleCommands is a mod, it's not part of SMAPI.
It is! Which I have open in front of me.
OOHHHHHHHHH THIS
do you just want to add your own console commands?
Oh wait, maybe I'm thinking of Console Code
oh
no consolecommands is indeed just a mod
console commands is also a mod that comes with SMAPI
I do not want to add my own console commands
but you can also just delete it
but yea please tell us more about what you need from there
SMAPI has ways to add console commands though but not through that mod
It... doesn't really work that way, you can't access arbitrary methods from an arbitrary mod in your own mod.
I see
most of console cmmands is just simple wrappers around some game methods
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?
Thanks! I didn't know that console commands was implemented as a mod instead of base material
@next plaza: look into marriage shcedules with your 0 schedule fix (24h ago)
its sort of a "hey make sure smapi works by checking me" type of mod
Oh. I just want to reuse the class method ItemRepository.GetAll()
with some useful debug functions
I could probably just copy the source code
Remind me in 6 days to look into marriage schedules with my 0 schedule fix
sure thing, chief (#6244142) (6d | <t:1726962642>)
if you copy the code, you'll need to use the same license
oh if this is about the listing context tag stuff
i think u can just use item query ALL_ITEMS
you can also just loop through the object data cache
yea but u do want to actually make the Item/Object
yeah, i just meant to get the item ids to create em
(with linq you can also probably do ItemRegistry.ItemTypes.SelectMany(type => type.GetAllIds()); to the same effect)
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.
they want the context tags for every single item in the registry, so im not sure theres much better ways
Question is, why?
helping to sort chests, i think, if i recall correctly?
Better Chests lets you sort by context tags or something
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.
i think bc you'd want to set the filters beforehand
i think they just want to export a csv
so that things dont go into the chest when you dont want them to
Haha. Thanks everyone. Focustense answered my question by explaining that console commands is a mod
for reference use outside of game
Can't you get a list of context tags without getting a list of all items?
Static tags yes. But autotags no
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
Gotta instantiate each item while the game runs then get tags
tbh if u are not releasing this anyways
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.
Oh is it? And yeah im not gonna release
maybe just modify consolecommands a little for your own usage
Hmmm. Good point
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
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).
sure you can, that is reflection/harmony 101.
Technically true, also taking the comment out of context.
its an internal class, so even if it was in smapi, reflection was needed anyway
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".
that's fair, i figured it'd be something like that. thanks again for the fix! you have earned one (1) image of what dumb stuff i'm doing with it (later)
Hello, does anyone know how much a map weight if you aren't there? Like, it just existing can make things heavy?
what do you mean by "heavy"?
hm there's different kind of slow down
i dont think theres one answer that fits all maps
for loading, having more stuff = you take longer to load
there's nothing that really 'slows down' the game unless you have multiple 'ontimechanged' update conditions
even if you havent been to the map
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.
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
Nope, locations are created independently of you visiting them (except special cases like temporary mine levels and event maps).
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
So, like, if you have 50 maps with 100x100 but they are just grass, trees and monsters that spawn when you step on it
It is technically possible to put the pathfinder into a pretty bad state but
Don't do loops and that won't happen
there are some mods with huge maps if you want to stress test your machine
(I think loops are handled better in 1.6, or is that still an issue?)
Better in that it won't die
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 
Bad in
- NPCs will not take the shortest route
Hmm so its safe then
are you asking because you are making maps in a mod?
It's DFS, not BFS. They will take the first route seen, which is likely the longest
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
There was a person who had a bunch of greenhouse maps all connected to each other and the pathfinder was stalling
Yes, like A LOT of them
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?"
No clue how to do pathfinding so I'm guessing the maps doesnt have any
I remember that too, I think it had something to do with warps.
(as opposed to just the sheer size of the map)
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
Also, performTenMinuteUpdate is run for every location no matter whether or not they are "active".
Personally if you give me 50 giant boring maps I don't want to play that
So adding a crapton of locations puts a bottleneck in there.
I would rather have a handful of nicely designed maps
But atra, huge empty maps is what all the AAA studios are doing!
It's like, open world and stuff!
(Excuse me, we're doing AAAA now.)
Huge empty maps are what the battery thar powers my mouse is doing
remember to add some yellow climbable paint wall sections
Sorry. The battery that powers my keyboard
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.
Whoops, sorry, I forgot, it's AAAA. The studios run on 1.5 volts.
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
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
Delores might actually have somewhere else she's supposed to stand, looks like she's not an updated NPC so her schedule isn't compatible with 1.6
The bus stop got bigger and it ate a bunch of old schedules
Like with portals right?
Uh, with all warps, every connection between maps is just a warp
Frankly I'd just ban the maps frkm the pathfinder if no npcs walk there anyways
Yes, warps, thats the names
I'm realizing my maps are nuclear, although no npc would step there
Oh, I can do that? Fantastic
Yeah that was the fix for the greenhouse mod too
If you tell it no NPC's allowed there, the pathfinder will ignore it
Does monsters would get locked too?
Oh, I see... Yeah, I have a few mods that are not updated that are playable to a point... like the boarding house, refugee and I believe Catfe and Riley (which Smapi says her house doesn't work.. but is in fact... working :/)... You can imagine what my Smapi looks like :D. I kept most of them in my game hoping they would be updated soon and I won't lose progress on them.
I imagine it would make me physically shudder lmao
lol tmx errors go BRR 🙂 😛
I'm not really sure, I wanna say they would be fine since they're fine in the mines
all because of refugee
do you want people to build in your maps?
Great
Initially yes but now I'm thinking on making it much smaller
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
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
my sense of direction is ass i get lost in rsv woods
In different games, I like exploring big open wilderness. SDV's time management is really offputting for that
Yeah, slowing time like the skull caves is always an option
Hmmm
As long as you're fine with ignoring multiplayer lol
I can't remember exactly how it works in MP
I mean, the point is really getting lost and not being able to cross it in one day
But even if it does work, that really throws the whole time management balance into disarray
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
you can use tile action for that
Yeah but it still have the lid flying
Although i tried it months ago and was getting burnout already
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
I'm saving that, definitelly going to try tomorrow
since it is your own custom tile action its convention to prefix with mod id
Any mods that have custom tile actions? I might need to give it a look on how to do
I'm aware, already did a bunch of c# (still not good tho)
a minimum example 
Good enough, just want to make it launch the script
Hm, the Index page isn't built from a template so I could actually just rename Blueprints to Buildings lol
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.)
Also just play in your maps yourself for a while
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)
I certanly did it a lot, but the fun of messing around with your own stuff and messing around with someone else stuff is VERY different
20 is astronomical hours for this channel
(Under that rule a lot of people could never release a mod lol.)
That's why I said "I never" and not "you should never" 
could try beta'ing and give out a zip if you're burned out on your own mod as well
i never release a mod until i've seen the game still launches with it installed (optional)
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
its called giving yourself early access
"I never release a mod unless it compiles" - probably even that is too much for some
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"
You know the mod is good when theres a lot of people posting bug reports and cute comments like "this **** doesn't work"
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 "
i had pen pals for like 3 in game weeks but i keep forgetting about it
(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.)
mainly cus im almost done with friendship though 
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.
Pen pals?
But I dreaded the idea of starting a new save without some QoL improvements to fishing, and so here we are.
(3 weeks later)
i did think it'd be nice if you could open it with item grab
i.e. your inventory as the footer
Maybe I should let random people play my mod for a while to get feedback. i have like, 3 maps mostly done anyway
Yeah maybe a V2. Too much work trying to integrate with Stardew's vanilla inventory menu system.
you could definitely throw it into the sea of modded farmers and let them know to ping you 
its like the gifting part of mail service but the menu is nice and shiny
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.
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
Oh right yes I know this I just didn't know its name
I have a feeling that those sorts wouldn't be the best beta testers.
Depends on what kind of info you're looking for
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
They mostly want early acess than beta test
Everyone can play a role in testing something, sometimes it's just to see if anyone can figure it out
What would you consider a good beta tester
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.
I think ideally you get a mix of people
my good egg who purposefully creates bug reports on my mod rather than posting a comment, i like that one
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
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.
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
I still don't use them...
Well that is y u just ship it on nexus and fix later
SinZ ran into it because he was on steam that thing and couldn't debugging warp
Oftentimes I'll forget those things exist and just walk everywhere lmao
I like the birdies but yeah I would probably use them more if they r just minecart lol
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.)
(Fwiw, I do that work sometimes. Pretend I'm a brain dead systems engineer and ask all the dumb questions of a new design.)
Adoption fees not being allowed to be for profit is a fairly new thing in AZ
Theres a channel here for people that want to test mods, right? Been a while but I remember someone saying that there is
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.
#modded-stardew technically?
Yeah, pretty sure you just ask there
you could put it in the biggest font, red color and put it on nexus and say "this is a beta"
I would only do that if you don't care about your initial release
That is such a bad idea
I would just host it elsewhere initially
You completely burn your hot mods window
Github for example
The first comment: "why is the top map empty???:
For the crowd: you have one week after release to make it onto hot mods
I'm never gonna make an NPC or art mod, so I'll never achieve that anyways :P
that's fair, i guess i don't really pay attention to the hot mods section 
This makes a massive difference in whether or not you get initial downloads, which snowballs into whether or not you get downloads over time
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...
(its not always those! sometimes its books. though in that case it did get a boost from hopping on the post-launch hype of a new feature, i imagine)
In effect, you get one week to make a good impression
Then basically you need to either be good at writting or drawing?
My hottest mod is the compatibility update for Atra's mod. 
Art mods are the most popular category cus ppl do enjoy cosmetic stuff very much 
My best mod is one I've abandoned because the author for the original came back lmao
I'm just happy some people like my (literal) trash. I didnt need hot trash
roku make the marnie shop dehardcode and you'll be popular
I don't even know what that's supposed to be :P
And ofc most new content mods need some level of art
And I never released a stardew mod lmao
(animals, animals everywhere 👐 )
The numbers can be a good metric, but honestly I just wanna make stuff people will actually want to use lol
Canon npc expanding mods r also popular in same way fanfic is, people have preexisting attachment
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! 
It's true, I'd technically rather have 500 users who really like the mod than 10,000 who download it and go "eh".
How I got Nexus lifetime premium
Spacecore be like:
Ah, doing "impact hacking", are we?
QoL mods can become popular sometimes but it's rarer for sure 
is that what thats called?
one day, secret note framework will have another consumer, and then i'll really make it big /lh
Heh, I don't know how many here have heard of it, but it's sort of a thing in the tech corporations.
that makes it sound so nefarious, when really im just creatively incompetent!
To get promoted you need to demonstrate "impact", and having a bunch of people depend on your project inflates that massively.
listen, if i can push all of my framework brain problems onto someone else, i will gladly set it as a requirement
the creative accounting of mod making, sorta
Oh I assumed you meant the art of making other people cite your paper
or well, of impact measuring i guess
Or in a "you cite me I cite you" way
I sort of did. It's the same underlying mechanic - peer review.
the art of being the left-pad of your field
re: Marnie's shop; is there a previous discussion about what's wrong with it currently?
Yeah. I get why it happens though.
Atm it's just auto populated right
i know theres stuff with Marnie's shop id like changed but i dont know what was meant specifically
You can't have a second animal seller
oh selph was making a comment a long time ago about dehardcoding it so that it could be used for content patcher
to have more animal sellers, yes
you also cant charge different currency for pets
Did bfav have this type of feature
(Fwiw, I'm also not a fan of gaming the hot mods list. Or looking too closely at download numbers.)
You can't? It's just a vanilla shop that sells "pet licenses" right?
its one "PET_LICENSE" item query
Ah okay I rember now
Aren't those different shops?
and Pet breed data itself only allows you to set a price, not a currency
two different shops yes
So the pet adoption shop still can't set a different currency?
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
Somewhere between "please, try to make a good impression" and "please God SEO is beneath my pride."
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
Okay, first thing this mod would need is a better naming structure for these shops lmao
first thing it needs is an acronym
was the build shop dehardcoded?
I'm so bad at naming my mods lmao
This is why I don't do DP. Changes incentives.
Immersive Better Pet Shops
actually swap the first two, then you get BIPS, which is fun to say
No More Marnie Monopoly
bips is definitely more fun
NMMM aka Nexus Mod Manager Manager
if you bips clip into the shop you can shave minutes off your stardew speedrun
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
Robin is the only one allowed to wield a hammer in the valley
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
...
Another maybe worthwhile framework is extra building configs
To deprecate solid foundation for good
i dont even know what solid foundation is
It's the PFM/BFAV to building data basically
This mod adds invisible fish tanks specifically cus u can't make buildings be light sources in cp
(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)
So there's a need lol
Iirc it also had support for night time look to avoid time update
rokugin and mindmeltmax already has like 2 building framework mods between them, maybe they can consolidate and make the SF killer
I thought this was the default behavior for every shop to be honest
it is, but other shops let you also require other items to be traded in too
Like the trade item's I see is available per item, but currency is a shop setting
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
Got it
That shop is casino coins now
really makes sure you are the kind of responsible person who should own a pet
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"
},
]
}
@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
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
Oh yeah could be EditImage too
i don't think patch reload ever did dynamic tokens?
I just did Load because I was doing cheap and nasty testing lol
even if you are replacing the entire image changing to EditImage is at least a free "not going to totally fuck over compat" change
As far as I’m aware it says in the help it only does patches (at least in the upcoming version)
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?
just about everything is there, its just probably not going to look like you expect as its probably a nine slice element
patch reload only reloads patches; it has no effect on config, dynamic tokens, (legacy non-patch) custom locations, etc.
Thank you!
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
how about the wooden pannel backing and portrait frame?
it's that tiny little orange/blue box in cursors, right?
there is actually just a big ol portrait box in cursors.png, but its not separated from the wood panel backing
these things?
cursors? I definitely dont have all the unpacked stuff then. I just have content(unpacked)
yes, its in there in LooseSprites/cursors.png
cursors is inside of loosesprites
ah tysm
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
yeah i think you're right it's the wood panel box for dialogue
yeah thats them, they just have a middle line stretched out to fit the ui size
got it ty, I was blind
it auto resizes with the game code, so you'd definitely have to test that out
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)
i believe you need C# for this
oh no ;_; i have never used...
need to patch AnimalHouse.resetPositionsOfAllAnimals
i do wonder why your animals are bunched up, maybe they are unable to path out of there?
they have space in other stalls, and will appear there too, but all together at once
sometimes one at a time
actually, maybe the func to patch is FarmAnimal.setRandomPosition
to make it not truly random 
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#
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
To use this command, type !startmodding.
(C# will be a lot different than json since its actual programming, fair warning)
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
open wiki, forget why you opened wiki
man i should prob consolidate random map related mods huh
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.
iirc farm caves arent tiled to farm, its shared
It's to look at the pets page
[[Pets]]
The best page
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
To use this command, type !decompile.
Is there a "IsOutdoors" json command for editing maps? It is raining in the farm cave.
hmm it is not set that way in tiled
farm cave leaky 
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
you sure you dont want isfarm
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
StardewValley/Crop.cs
if you want actual crop data you need to unpack instead
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
To use this command, type !unpack.
decompile is c#, unpacking is json
decompile is how the game actually runs, and json is what gets pulled for the game to read
not really
you can get away with making only art if you can find a partner to do json for you, vice versa
i think i can handle the json if there is a wiki i did stuff with json for another game before
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
To use this command, type !cp.
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 
phew. Little bit more testing and finetuning to do but the custom farm is pretty much done.
does content patcher allow you to edit only certain files without needing to unpack the entire content folder?
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
you can effectively edit any piece of the game with content patcher,
https://stardewvalleywiki.com/Modding:Index
content patcher allows the edits to be visible ingame but, why cant you do this normally?
the game reads .xnb files, not json normally
content patcher repacks them as pseudo .xnbs so you don't have to do that process
so you'd need to repack the json files?
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.
you don't have to anymore, and it's generally frowned upon to repack as an .xnb since that causes mod incompatibility
I think it also has a really low chance to brick your save
so content patcher not only makes it easier but decreases odd for incompatibility?
also content patcher can do more versatile things and has compat with other content patcher mods, it's strictly superior to messing with XNBs.
well you can cause incompatibility in any sense if you're replacing anything of the vanilla game
but .xnbs increase that tenfold
also does everything use number ids?
just use content patcher
There's also not really people who are XNB modding on here, so you can't really get help with them
no its all string id
Old ID's are just strings of numbers because changing them would cause breaking changes to everything
if you have a specific mod in mind we can help better
like do you want to make a crop?
not really i just want to see if can take a look at the potato crop code
All the code essentially boils down to "check the data, create something based on what it reads there"
i was gonna say-- everything has the extra harvest chance now 
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
do you want cinnamon to work like moss
its not really fully fleshed out but its something that i thought would work after watching yt
no, i thought it would be easier for the bark to be made from the wood item not the trees since i thought that would be easier
this just let u add moss
aka "thing that appear on trees and fall off on hit"
if you meant stripping wood like minecraft style, that'd be a c# thing
hm did item extensions let you add more thing that drop from tree chop
or does vanilla have that already
no tree chop drops is vanilla
you can just edit trees
yay
you can totally add a tree that drops cinnamon wood bark when chopped
yeah thats why if i were to make it id it tied to the item instead of the tree
Data/WildTrees.json
hell WAG has that
it does??
chop any wild trees in winter
oh right 
doable, my nighttime trees drop radioactive ore at a .01% chance 
so yea as long as you dont want like
a new tool just for stripping bark
it should be just content patcher 
i dont want it to affect the tree directly as i think that would be hard
(shh, and if you do want a new tool for bark stripping this can help:
https://www.nexusmods.com/stardewvalley/mods/22975)
i was gonna say is there a command for emc yet
(surprise, that wasnt emc)
i was preemptive, i was thinking about the cinnamon
yeah but if i were to add a machine it'd need to also kill the tree
its a vanilla feature to drop certain things when tree is chopped
u just need to edit Data/WildTrees
debarking a tree is like flaying an animal so it would probably be best if it were just a drop
the statement is, you can mod game in order to produce objects besides wood when chopping (killing) a tree
yeah ill look into that, thanks
if you want to separate the step into some machine that's fine too
also is it hard to make the item input'able into a dehydrator?
nope!
great
Data/Machines
https://stardewvalleywiki.com/Modding:Machines
i want to use the 🚫 icon from cursors but its too heavily associated with error item in my brain
I actually did that with my mod I'm going to be publishing soon, lol. just need to find some people willing to test it/give it one last look-over before I put it up on Nexus
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
do u think the ❌ is bit too much
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
@dusty scarab You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
honestly i think just the blacked out looks pretty solid 
the red X makes it a little hard to see the silohouette on some of them
depends what it's conveying? looks like 'disabled' to me. the base game usually just does something like color: Color.Black * 0.75f for hidden/unavailable items
good luck, personally i find making assets the hardest
could you make it semitransparent? maybe 50%?
thats for context tag already
yeah, I spent, like... 50.4 hours on my assets, according to my time played on my pixel art program? and I still am not happy with half of them, but that's just how life is sometimes, I guess
i dislike doing art because im almost never satisfied with anything i make
i think that it doesnt look good enough but luckily its better in pixel art since i consider it easier to draw in
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
i dont think people will be that harsh on something you make unless its either really bad or really controversial atleast for stardew valley
just dont let that scare you into not making the stuff you want to make
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
Just Post™️
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
well i looked it up and it is a german plant and also it looks like onion but green
it's a cabbage grown for its swollen stem. think broccoli stem, but a little sweeter and shaped like a turnip
on that note, good gods, the unspeakable things we've done to the wild cabbage in the name of horticulture...
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
(surprisingly also includes mustard
)
see what I mean? XD
I know what they are! but only because I had weird organic vegetables from a community support agriculture box growing up
aww, that sounds sweet
yes! XD
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 🙂
When are you trying to access translations
The language is set fairly late, the best thing to do is to access your translations as late as possible
(You shouldn't be have to read your translation files manually)
did you rebuild your project?
I need help finding a coder for my mod. Does anyone know where I can go to request a commition?
!commissions
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
To use this command, type !commissions.
Thanks!
Its accessing translations throughout the mod, from game launched to during gameplay.
GameLaunched is too early
I did, I confirmed this through the logging example I mentioned
That makes sense, but it is still giving default translations much later (for example when taking damage in the mines a message can pop up from the mod)
Can we see your code
Also. Apologies, but I do need to head off to work, I'll reply when I see it (likely hours from now.)
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)
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
It is true by default
is it? because looking at the .targets file on github for SMAPI.ModBuildConfig it looks to be false by default
nvm
okay uhh hmm, idk why, gonna look into this more
I am dumb i forgor something
forgot about the ~/stardewvalley.targets
thanks tho
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.
Do you mean your mod gets extra bits if a user has someone else's mod installed too?
they would all be my own mods to reduce the chance of breaking on someone else updating their side
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.
Well, people regularly do it (including with other people's mods) so you'd be in good company if you did it.
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.
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.
where would the images from the beginning cutscene be located? i have something to mod the grandpa into lol
Minigames/jojacorps
lol yes. ty xp its gonna be so cursed
Shame that the Custom Obelisks framework does not work anyone. It is hard to make warp scepters now.
you don't need framework to do that anymore
I tried using spacecore for it but the totem would always be consumed when used (not like a warp sceptre)
I think you can set a trigger action to add a fresh totem to farmer inventory on totem used
Isn't that still a SpaceCore thing?
yes
can't you already make custom obelisks though? they just still get sold by the wizard?
I would say SpaceCore is still a framework lol. Also didn't I suggest this before? Maybe it was to a different person
i think chu means you don't need a framework to make an obelisk-like building that warps you to <insert location>
Custom Obelisks is slightly misleading in that it also adds custom warp totems lol
they wanted a warp scepter-like item
Which let you create totems that weren't consumed
oh if it's a warp scepter i think that's hardcoded, obelisks aren't though--
(i'm lost now)
They want an item like a warp scepter
Both totems and the warp scepter are hardcoded, but in different ways
Warp scepter is a tool, so all it's logic is very specific
Totems are hardcoded to consume one on use
yeah you would need C# of some persuasion to get a new scepter-like item
Technically the horse whistle works like a totem but another one is added to your inventory when you use it
You can achieve a similar result using SpaceCore
To add another totem to your inventory when you use it
from a framework or from your own thing. it's very little code tbh


