#making-mods-general

1 messages · Page 40 of 1

pseudo bronze
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chat does anyone here know how to make a mod that changes the name of a character

teal bridge
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GetFishFromLocationData is a work of art.

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The Picasso school of art, specifically.

pseudo bronze
rancid temple
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!cp

ocean sailBOT
rancid temple
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You can use CP to edit the data

pseudo bronze
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OOOOH THANK YOU!!!!

brave fable
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i believe there's a mod on nexus for renaming characters in a simple way, isn't there?

rancid temple
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Only concern I would have is if the translated name is used everywhere or if you're gonna have to hunt through all the different places where the names are used and change it in each

velvet narwhal
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vs/vsc just / findall and do your edits based on that search SDVpufferclueless

brave fable
rancid temple
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Hm, do it work though, 2022 was a bit ago

brave fable
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does this still work?

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yep that's the worry haha

rancid temple
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Looks like it still worked in 1.5 but NPC data changed quite a bit between

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Depends on how they were doing it I guess

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It's a CP mod, eeehhh

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Could try it and see if the auto fixing stuff does some heavy lifting lol

ivory plume
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Maaaybe, though I'm trying to avoid breaking changes at this point that aren't needed for a vanilla fix or have a significant benefit for mods in exchange.

next plaza
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I mean the 0 schedule thing would be a significant benefit for mods

brave fable
#

HI ALSO is this something you can change

ivory plume
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(The 0 schedule fix seems a bit risky this late in 1.6.9 though.)

brave fable
#

pathos: 'i'd like to avoid breaking changes'
spacecore: breaks

calm nebula
pseudo bronze
rancid temple
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Ah, well then that mod is out regardless

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I'm still sad about machine outputs

calm nebula
#

Otoh I do have a suggestion that I'm pretty sure will break zero mods

brave fable
calm nebula
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(Yes it's about rain.)

rancid temple
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Stop playing? Oh

pseudo bronze
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would it be possible just to make a script that replaces every instance of one word with another??

lucid iron
#

BetterCrafting/Menus/BetterCraftingPage.cs

Game1.player.checkForQuestComplete(null, -1, -1, obj, null, 2);
```To```
Game1.player.NotifyQuests((Quest quest) => quest.OnRecipeCrafted(recipe.CraftingRecipe, obj));
uncut viper
#

you dont wanna do that bc that will change the internal name of the NPC too, which will break So Much

lucid iron
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for better crafting 1.6.9

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theres a bunch of deprecated warns that i didnt deal with

pseudo bronze
lucid iron
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i hope these quest changes mean better Data/Quests format DokkanStare

brave fable
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forget quests, believe in better recipe format

uncut viper
pseudo bronze
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oh alright!!! i'll try to figure that out

velvet narwhal
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what's the term for it? turning it all into lists or something?
i want that for npcgifttastes too but that's an undertaking SDVpufferflat

rancid temple
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You mean making it more like the modern data model structures?

latent mauve
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One day I will have the time and energy to finish my personal task of rewriting all the dialogue lines with character names to use tokens instead

velvet narwhal
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that's it yeah

uncut viper
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(nothing broken as far as i can tell SDVpufferparty (besides the one function i already knew about from day 1 of the beta anyway))

brave fable
#

technically turning strings into data models is deserialisation, but we can go with enmodelling

lucid iron
#

is the text wrapping like this on all platforms

rancid temple
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Data/Quests is still the delimited string format

lucid iron
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well not in the current beta version

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my hope is that it will become nicer by time of 1.6.9 release

rancid temple
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Ah

lucid iron
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but hm it would have to be a new asset

uncut viper
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isnt the release in like. a week

lucid iron
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to not explode everyone's mods

uncut viper
#

ish

rancid temple
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I didn't know it had a date lol

velvet narwhal
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i thought only SVE's 1.15 had a "maybe"

lucid iron
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well i figured it'd be before the mobile/console date (November 4th)

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besides that no clue

uncut viper
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"NOTE: The development and release of this patch does not have any effect on the timeline of the console and mobile ports. However, the features of this patch are planned to be available in the console/mobile ports upon initial release. Thank you for your continued patience."
this was quoted @ me when i asked if it lined up with the console port release date, but idk how the features of 1.6.9 could be on consoles at the time of release if it wasnt also released at the same time

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(same time or before anyway)

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so i was actin under the assumption that nov 4th is 1.6.9 as well

rancid temple
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Like they'll be available when 1.6.9 gets released on consoles

uncut viper
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oh wait

lucid iron
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yea so before could be anytime between the next second or nov 4th (if not delayed)

uncut viper
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i deadass forgot about october

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like, completely

velvet narwhal
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OCTOBER, RIGHT

lucid iron
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button's october was eaten by beetlejuice

uncut viper
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honestly just put me in a well i deserve it

brave fable
#

november 4th does sound like it should be next week...

rancid temple
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October? I think you mean The Second Month of Halloween /j

velvet narwhal
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did we all blot it out of our memory because we didn't want to think of the spirit festival /j

latent mauve
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Look, I know October's almost over as far as the store seasonal displays are concerned, but the rest of us still have to live through it. xD

tender bloom
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I’d rather have extra October

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Bring on the candy and costumes

uncut viper
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(i like October a lot which makes it even worse that i forgot about it)

brave fable
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bring on the plastic junk and seasonal trash SDVpufferfush

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at least we get a month reprieve between halloween and christmas

rancid temple
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Unless you work retail

velvet narwhal
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no, it's only 18 hours before mariah carey comes out of her slumber after halloween

rancid temple
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And then the Christmas is already out

calm nebula
rancid temple
#

Halloween gets set, next day Christmas starts arriving

latent mauve
#

We at least get the Thankgiving set in between those here in the US

tender bloom
#

It’s also tragic that Christmas eats some of my favorite radio stations

calm nebula
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Yeah

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Have you considered mp3s

rancid temple
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The Mariah memes are on fire this year though

tender bloom
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I liked the mod jam last year

calm nebula
lucid iron
tender bloom
lucid iron
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or just expect ppl to not go on adventures

tender bloom
#

I think it’s possible but I just want something easy I can forget about when I’m driving

rancid temple
brave fable
calm nebula
calm nebula
brave fable
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(i refuse to believe your average car with a cassette player is still roadworthy)

calm nebula
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Quick

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How many taps from "Rome" to "potatoes"

rancid temple
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Mine has a cassette player, define roadworthy

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It passes emissions :D

lucid iron
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do i need to call something besides initializeUpperRightCloseButton think

lucid iron
teal bridge
#

How about... Alt-F4

rancid temple
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Hm, I guess that's fair, for SDV I would consider E to be the "pop current window" button

calm nebula
teal bridge
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E and ESC are both just entries in menuButton option, please don't hardcode them.

brittle pasture
rancid temple
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I'm too "lives under a rock" for most things

calm nebula
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This was a game for a while

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You try to get your self from one wiki page to another in the fewest clicks

velvet narwhal
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(oh the speedrun to the most famous criminal in the world--that's more my gen)

rancid temple
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They also could have called it "the reason we have so many ads asking for donations on wikipedia today"

teal bridge
#

Ironically that problem was a far bigger problem with TV Tropes than with Wikipedia.

calm nebula
teal bridge
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The word "educational" is doing a lot of heavy lifting in that tagline.

lucid iron
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tvtrops has more edges per vertex i think

teal bridge
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I'm guessing that the reason it's easier to waste 7 hours on TVTropes than on Wikipedia has more to do with familiarity, nostalgia and the gossip impulse than with edges per vertex.

pale star
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Yeah I think I'll probably end up commissioning someone for the portraits, eventually.

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I just spent like an hour recoloring Abby's portraits just as a placeholder only to delete it

velvet narwhal
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well there is

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!commissions

ocean sailBOT
velvet narwhal
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oh embeds aren't laggy anymore SDVpufferparty

rancid temple
lucid iron
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hm LA menus arent child menus so mere exitThisMenu only goes up one

velvet narwhal
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i need to jump on the 6480 train and make actual vanilla trees for my portfolio

calm nebula
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Make a stack

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Lol

lucid iron
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it is a stack

calm nebula
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Just stackystack

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Stackystackysracj

lucid iron
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i gotta like, suppress the restore menu

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exit this menu really hard

pale star
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There's a list on the wiki I'm using for the code

teal bridge
#

You can't just set Game1.activeClickableMenu = null?

pale star
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Only problem is like no money rn

teal bridge
#

exitThisMenu can be overridden, that's probably why it behaves oddly.

lucid iron
brave fable
lucid iron
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i think i can just add a flag on sender for exit harder

lucid iron
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so maybe i just make that the harder exit

velvet narwhal
calm nebula
#

Eh, art is art

hallow prism
calm nebula
#

Some people like non vanilla art

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Also

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Please plant facts

velvet narwhal
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i made an entire mod surrounding mushroom facts, i love plant facts

teal bridge
#

chocolate tree > vanilla tree

hallow prism
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Vanilla is a vine like orchid, that climb on trees

brave fable
hallow prism
#

It also needs manual pollination in lot of place

brave fable
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at the end of the day anyone who uses the word witchy is going to download your mod if it has mushrooms in it so just kick back and rake in the dp 😌

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sweet, sweet halloween mushroom theme mod dp

brittle pasture
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ah fuck

calm nebula
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What happened

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Oh I see

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That's a capture lol

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Enjoy!

brittle pasture
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that BC dependency is looking more tempting by the second

pseudo bronze
calm nebula
#

One second

lucid iron
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what if you have to patch inside the capture

calm nebula
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I've done that toooooo

brave fable
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what's your task chue SDVpufferthinkblob other one

lucid iron
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oh its not my task

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selph is fix a transpiler in extra machine config

pseudo bronze
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guys i'm very confused 😭
i'm trying to edit a mod with content patcher but the tutorial says i need a game asset name but i cant find that for the name of the npc???

lucid iron
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did you load texture

pseudo bronze
rancid temple
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CP edits the content pipeline, you are basically going in after they do their edits and making your edits to whatever they added

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Did you unpack?

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!unpack

ocean sailBOT
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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!

pseudo bronze
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i'm using visual studio code, i can see it

rancid temple
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Can see what?

pseudo bronze
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i can see the lines of code

calm nebula
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Do you ever intend on publishing the mod

rancid temple
#

I assumed they were intending to distribute it to a few others

pseudo bronze
rancid temple
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Hence why I didn't suggest just editing the other mod

calm nebula
#

Or are you just renaming an npc in an existing mod

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Tbh at this point just edit that mod lol

pseudo bronze
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okay that sounds a lot easier

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if i wanted that friend to download the mod would i just send them my version of the mod or??

brittle pasture
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@lucid iron do you want an alpha of the fixed EMC soon or are you fine with me procrastinating

lucid iron
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it doesnt break anything for me

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since this is for the flavored crafting right

brittle pasture
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yeah, a feature that's honestly on thin ice

lucid iron
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yea i support procrastination

brittle pasture
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since it doesn't work with YACS (without BC) or Love of Cooking (also without BC), and I kinda don't want to invest in the energy to fix either (when I can just tell people to use BC)

calm nebula
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Flavored crafting?

brave fable
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love of cooking?

brittle pasture
velvet narwhal
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oh no it's back

calm nebula
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You're gonna get parasites and die selph

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In fact

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Get parasites and die could be a fun statis

rancid temple
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Hm, would snails trigger a shellfish allergy

calm nebula
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Make stardew the Oregon trail

velvet narwhal
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minigame "Stardew Trail"

brave fable
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just use a green herb and it should clear up

calm nebula
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What's a fucking green herb

lucid iron
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i need like

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better save files menu

calm nebula
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Also I think some of y'all are too young to know about Oregon trail

lucid iron
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to fit more than 4 things without scrolling

brittle pasture
velvet narwhal
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no i've definitely suffered sitting around in my baby's first computer class, dying of dysentery

pale star
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Yeah I wont come back to this modding project for a while

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I gotta either get good at pixel art or save enough for commissions

velvet narwhal
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will the embed work now

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!anyonecancook

ocean sailBOT
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calm nebula
velvet narwhal
brittle pasture
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it works for me hence the reaction lol

brave fable
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(discord embeds are fickle, i think blamepathos has been broken since governor changed to embeds since videos aren't given to the message api in any usable way)

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(pathos is off the hook for now)

velvet narwhal
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only unless it completely breaks spacecore

calm nebula
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Why do we always blame pathos

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I think we should spread the blame around

uncut viper
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i blame atra, then

calm nebula
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I'm willing to accept blame

velvet narwhal
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looks at the bugreport names yeah i agree with button

calm nebula
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For what am I being blamed for

uncut viper
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ill figure that out later

brave fable
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harmony crimes

calm nebula
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Oh come on I haven't touched harmony in half a year

lucid iron
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do u think the crossed out items should be clickable

calm nebula
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I have zero working c# mods

brave fable
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i rest my case, your honour

calm nebula
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That is unlikely to change in the near future

lucid iron
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i dont entirely understand the crossout logic actually

next plaza
brittle pasture
uncut viper
calm nebula
lucid iron
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no work but maybe aesthetics

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this is the monster drops menu in lookup anything

calm nebula
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But that particular monster will NOT drop that item

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So that TYPE of monster can drop itle

uncut viper
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i see

calm nebula
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But that particular INSTANCE won't

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I'm getting fuckitn boba does anyone want to join me

brave fable
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taro please SDVpufferchickhug

uncut viper
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never had it
(i also vote yes on clickable in that menu then btw)

brittle pasture
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large brown sugar, less ice

lucid iron
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ice is banned

teal bridge
next plaza
#

So like which locations will get you from location A to B

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It fixes the circular routes not always choosing the correct path issue (courtesy of atra)

teal bridge
#

Alright, I think hopefully I didn't break that since I only patched the tile-level stuff.

ivory plume
tender bloom
tender bloom
calm nebula
#

Boba isn't inherently caffeine

tender bloom
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It’s sometimes hard to find something I like though

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Like some places only have 2 things without caffeine and one of them has the dreaded cheese foam

calm nebula
#

What

next plaza
#

Cheese foam?

calm nebula
#

Does hibiscus have caffeine

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southern

brittle pasture
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I've heard of it. Havent tried though

tender bloom
tender bloom
calm nebula
#

Also we are wayyyy off topic sorry Pathos

brave fable
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off-topic posters used to fear me SDVpufferpensive i had such power

calm nebula
#

I never feared you blueberry

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Heck I'm not sure I'm afraid of Pathos anymore

gaunt orbit
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oh hey blueberry

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pathos is too friendly to be afraid of

vernal crest
rancid temple
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I wish it was more consistent, but it's my preferred method

silver pelican
#

should the lockedwarp and addwarp be different in how they are called? i wanted to add another action property in the first photo (logname: supply shop warp) perhaps a Warp action.
the bpmcave is one of my references. so im kind of confused.

velvet narwhal
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addwarp is a touchaction-style warp, aka, you step on it you get yeeted

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lockeddoor requires interaction of that tile for it to do anything

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you can put them in the same edit since they're different levels (for the same map)

gaunt orbit
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oh lawd mobile 1.6 is comin
gonna be a whole new round of mobile support. hopefully it's on core instead of xamarin

silver pelican
#

yes but im wondering if they should be coded differently. i was planning to do something like

"MapTiles": [
                {
                    "Layer": "Buildings",
                    "SetProperties": {
                        "Action": "LockedDoorWarp 6 17 Novaphene.SunnyfieldShops_InsideSupplies 0700 2100" },
                        "Action": "Warp 13 20 Novaphene.SunnyfieldShops_Map" },
                }
            ]

but that ends the block in red.

velvet narwhal
#

that's because you're trying to edit the same position tile

uncut viper
#

well thats probably red bc you have an extra }

velvet narwhal
#
  "5 24 {{ModId}}_ArtificialBeach 23 13"
],
"MapTiles": [
  {
    "Position": {
      "X": 12,
      "Y": 3
    },
    "Layer": "Buildings",
    "SetProperties": {
      "Action": "LockedDoorWarp 2 9 {{ModId}}_EdelweissAttic 600 2600 EdelweissSeung 2500"
    }
  },
  {
    "Position": {
      "X": 11,
      "Y": 17
    },
    "Layer": "Buildings",
    "SetProperties": {
      "Action": "Door EdelweissSeung"
    }
  }```
silver pelican
#

oooh thanks a bunch! 76756catlove

silver pelican
velvet narwhal
#

"Position" is for map A's coordinates, lockeddoorwarp is for map B's coordinates if that makes more sense

silver pelican
#

I see! it doesss 76756catlove thank u so much! i thought they were referencing in the same position/map.

old edge
#

SDVpuffernerd After many days of trying the lava logic seems to be applied now!

velvet narwhal
#

i wonder what it's cycling to, to bring up the pipe

old edge
#

You can see the video clip of the animation?

velvet narwhal
#

yeah i downloaded it

old edge
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Is it the drawWaterTile method

velvet narwhal
#

i'm trying to figure out what that sprite even is

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for those that don't wanna download the video-- lmao

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lemme see what the drawwatertile even does

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oh but this is with your working watering can -> solid foundation, right?

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lemme dig into volcanodungeon

velvet narwhal
#

yeah i'm... not quite sure SDVpufferthink the only thing i'm seeing is that mapBaseTilesheet is pointing to VolcanoTemplate

latent mauve
#

that tile makes me think of the oven/chimney pipe in the island farmhouse but I'm not actually sure where that asset is even stored, since the oven is not in the map file and gets added later.

velvet narwhal
#

yeah i've dug into every tilesheet/png under mines and i can't find anything similar

old edge
#

How do I shorten animation?

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Does it look like part of a sentry monster?

latent mauve
#

hmmm

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I just doublechecked in game, it's not the oven pipe

old edge
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What's the path tile that looks like a monster

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I think I could just animate the lava tiles in tiled also lol

latent mauve
#

I think I found where that tile is from xD

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in furniture of all things

old edge
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I tried copy pasting what was in the caldera.cs file but it only grabs that tile for some reason

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And doesn't animate anything

wispy bramble
#

generally speaking, how worth it would it be to i18n a mod that is just replacing vanilla lines and not adding any new dialogue?

uncut viper
#

well, how much do you care about making it easier for people to translate your replaced lines

vernal crest
#

My mod included replacing a few vanilla lines and I have had two wonderful people translate it for me (easily because I used i18n)

latent mauve
old edge
#

Yeah I thought the drawWaterTile method handled the animation and the tilesheet

wispy bramble
uncut viper
#

people translate new, small mods all the time, really, if they support i18n

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and adding i18n support is very trivial

dusty scarab
#

can someone please explain what I'm looking at? this is my Tiled Map Properties for the Warp custom property. I was wanting to add my bus stop entrance, backwoods entrance, forest entrance, and farm cave entrance warp points, which I thought should be a simple x y coordinate, but the map I started from seems to be using two x y coordinates for some things, and I'm not sure why that is.
I also see that there are already seperate properties in the Custom Properties list that are seperately labled for the backwoods, bus stop, farm cave, and forest. are these going to risk over-writing each other, or is one of these lists from something like 1.5 and thus now deprecated?

uncut viper
#

the Warp property takes two coordinates, the x and y of the tile you warp from, followed by the area you want to warp to, and then the next two coordinates are the coordinates you warp to in that area

tender bloom
#

it's documented here

uncut viper
#

150 18 BusStop 11 23 means that tile x150, y18 will warp you to tile x11, y23 in the BusStop location

latent mauve
#

Those are the pre-existing warps for the farm map exits, yeah

dusty scarab
#

ahhhh, okay, thank you. that makes a lot more sense

old edge
#

I think this is where the tilesheet is being pulled from idk? cs CustomLavaLocation.mapBaseTilesheet = Game1.temporarycontent.Load<Texture2D>(map.TileSheets[0].Image source);

dusty scarab
#

this is the string for a custom property simply labeled Spouse. I always skip marriage, so I have no idea what this is, or what it relates to. I don't see anything that's just labeled as Spouse in the modding maps section of the wiki, either

velvet narwhal
#

what .tmx is this

faint ingot
#

it looks like a schedule

dusty scarab
#

farm map

faint ingot
#

every 3rd number is 0-3 which is a facing direction

dusty scarab
#

ok, so it's six sets of facing a certain direction? and the first and second numbers are xy coordinates, I assume?

velvet narwhal
#

alls i know is, that's probably just unused data

dusty scarab
#

fair enough. I'll leave it alone, then, and see if anything explodes

faint ingot
#

kind of looks like it was designed as a classroom or something, like tuesday aerobics. everyone is facing down except one is facing up

velvet narwhal
#

doThis, doThisGooder
or all the times where i left comments while coding my events like //don't forget to change portraits, you forgot to change portraits didn't you

old edge
#

Update: SDVpuffersalute I think I've done it. Instead of animating the lava tiles in c# I removed the code from the drawWaterTile and animated the lava in tiled.

#

Indistinguishable from the real thing

tiny zealot
dusty scarab
velvet narwhal
#

it's the secret note, the x/y coordinates and the directions you should be facing

#

i would actually be kinda pissed, cause it does follow the 0=north, 1=east, 2=south, 3=west format

old edge
#

Thanks to who helped I will think twice if I need to implement any more c#. Bit difficult so far

brave fable
#

you really do need to learn to look at it a certain way before it makes sense. i feel like while technically it's easy to put together a project quickly, actually understanding how everything interacts in the project and in the game is a whole new task in itself

dusty scarab
velvet narwhal
#

oh i was kidding

#

but now i'm tempted

dusty scarab
#

XD

unique sigil
#

hello modding people. quick question: how do i add warps where the warp destination coordinates change depending on what mods you have (for compatibility purposes)? i.e. if i don't use SVE the destination is X, Y but if i have SVE it becomes X1, Y1.

do i do this in the tiled map properties or the content.json?

latent mauve
#

You can do it in the content.json to make it conditional

#

Just make sure you have SVE set as a false dependency to load your changes after it, if part of your goal is to use the SVE maps to warp to

unique sigil
#

alright. thanks! SDVpufferthumbsup

latent mauve
#

That might help with implementation if you wanted an example

uncut viper
#

do you even need a dependency if you just use the HasMod token

#

i don't remember if that would also make your patches apply after the mod in question has theirs applied

latent mauve
#

False dependencies are easy enough to set up, so why risk it?

uncut viper
#

because they'll need the HasMod condition anyway since they only want to change the warp if that mod is installed. if it works then it's not a risk at all. im just asking if it works

latent mauve
#

I mean, you're free to science, I just didn't see a point in testing it myself at the moment. 🙂

uncut viper
#

luckily i was not asking anyone to test anything and was simply posing a question to the channel at large SDVpufferthumbsup

icy viper
#

Was there ever a framework that lets you place an item on top of a placed object and then it becomes another object, like sprinkler attachments? I think I remember seeing one but I don't exactly remember what it is called.

brittle pasture
#

Hmm I don't recall one ever existing

lucid iron
#

sprinkler attachments (like enricher/pressure nozzle) dont turn the sprinkler into another object

#

they just become heldObject

#

same with items on tables

icy viper
#

I'm aware of that, sorry it was a bad example of what I was trying to say.

#

Ahh, it was Item Extensions but I guess I misremembered that it worked on placed objects. Oh well, that will still do the job tho.

jolly tulip
#

Is there a mod that sabotages the player?

frigid hollow
#

there are a few

#

all weather mods seem to add at least some hazardous weathers, and then there's that crow mod that spawns a crazy amoutn of crows every day

#

there's also the 1.6 json shuffle mod, to simulate the good old days

brittle pasture
#

(but this is the wrong place to ask, unless you're looking to make one)

tropic owl
#

hi its been a bit since ive played and i wanted to ask what mods should be removed due to deprecation or just general alternatives being better

brittle pasture
faint ingot
#

so... earlier today I was asking about a piece of spouse patio code I was trying to get work, specifically: { "LogName": "Animate Russell spouse patio", "Action": "EditData", "Target": "Data/Characters", "Fields": { "Russell": { "Size": { "X": 32, "Y": 32 }, "SpousePatio": { "MapAsset": "sdvwarhead.LawAndOrderSV_OutsideArea", "MapSourceRect": { "X": 4, "Y": 0, "Width": 4, "Height": 4 } } } }, "When": { "LocationName": "Farm", "DayOfWeek": "Saturday", "Season": "Spring, Summer, Fall", "Weather": "Sun, Wind" }, "Update": "OnLocationChange" }

#

somebody said basically, CP can't do that, the game handles spouse patios differently, what your'e trying to do can't be done

#

however, if I comment out everything BUT the dayofweek condition, IT DOES work

#

So, can someone tell me if I have a syntax or capitalization error in my when conditions?

brittle pasture
#

idk what's wrong, but you probably don't need LocationName?

tropic owl
#

oh god i realized what i did just now... i guess they moved the channel recently enough from being in the game modding section to under stardew valley. sorry yall!

latent mauve
#

The base game sets spouse patio usage to Saturdays when it's not raining and not winter, I'm not entirely sure if it will override your conditions here or not.

brittle pasture
#

they were trying to make the patio look different only when the spouse is using it on non-rainy, non-winter Saturday, hence the conditions

latent mauve
#

Right, but if they comment everything out but the day of the week condition (which is still Saturday), they're just restoring conditions to vanilla logic.

faint ingot
#

no, because the patio is still there on friday, but now it looks different

#

i'm not updating the NPC, I'm updating whether the grill is animated

#

it seems to be the weather line that is messing it up

latent mauve
#

okay, so the condition is not the spouse using the patio, but the patio appearance changing, I see.

#

the seasons do tend to want lowercase but I'm not sure how picky it is

faint ingot
#

OK I am trying lowercase now i was following the online doc which had them start capital

uncut viper
#

the value of a condition is also not case sensitive

latent mauve
#

For the weather, have you tried using "weather: current" or "weather: valley" instead of just "weather" for the token/condition? (assuming the patio is at the main farmhouse)

#

Just throwing out the idea as a possibility because of the note in the content patcher docs about the update rates for weather

uncut viper
#

Weather is a CP token, it doesnt evaluate to things like that, it only evaluates to strings of the weather types

latent mauve
#

ah, gotcha

faint ingot
#

so this is the working code now thanks everyone for your help { "LogName": "Animate Russell spouse patio", "Action": "EditData", "Target": "Data/Characters", "Fields": { "Russell": { "SpousePatio": { "MapAsset": "sdvwarhead.LawAndOrderSV_OutsideArea", "MapSourceRect": { "X": 4, "Y": 0, "Width": 4, "Height": 4 } } } }, "When": { "DayOfWeek": "Saturday", "Season": "Spring, Summer, Fall", "Weather": "sun, wind" }, "Update": "OnLocationChange" }

latent mauve
#

congrats!

uncut viper
#

are... you sure it didnt work before? it shouldnt need to be lowercase... in fact Weather is one of the ones on the docs where the values are listed as starting capitalized

latent mauve
#

Is it possible it was working and you just hadn't reset properly? >_>

faint ingot
#

I'll try it again with uppercase to humor you because i'm in a good mood now

latent mauve
#

but knowing that it wants lowercase for weather is good to know if it's confirmed

uncut viper
#

just make sure to test it with a hard restart of your game just to be sure

#

if it does actually require lowercase, i would say that is a bug in content patcher

faint ingot
#

i've been hard restarting

#

well now I don't know what to say because you were right and Uppercase at the start is working as well. Apologies to anyone I've confused. I assure you I've confused nobody more than myself

#

the important thing (to me) is that it's working.

latent mauve
#

It's the classic tech problem: It just wanted more eyes on it before it started to cooperate.

uncut viper
#

alls well that e nds well SDVpufferparty

faint ingot
#

it may have been what you said about loading a save that was already on Saturday. I guess I assumed it would run the change as long as I did a hard restart of the game even if I hadn't progressed it.

uncut viper
#

if you were loading it on a saturday specifically, its possible that those tokens (weather, dayofweek, etc) just werent initialized by CP before the game copied the patio to the map, and if a token isnt initialized then content patcher counts then whole When condition as being false, and thus not applied
cant say for certain tho but it would be my hunch. if you wanted you could check if it stops working again if you load in on a saturday, but if that IS the case im not sure theres much to do about it

#

(and the tokens can be not initialized bc some tokens ofc dont make sense to have a value before a save is loaded to get the value from)

faint ingot
#

at this point even if it works 'most' of the time I'll be happy. He can serve burger off a cold grill once in a while.

uncut viper
#

eco-friendly behaviour

dusty scarab
#

beef tartare

surreal dew
#

Where can I report typos for the patch?

velvet narwhal
#

forums probably your best bet

faint ingot
#

Can content patcher be used to create custom shops? or can someone recommend a tutorial somewhere?

faint ingot
#

thank you these look great

velvet narwhal
#

it's got the bare minimum that you need, other fields are up to your discretion

brave fable
#

ah yes sdv 1.6.9 beta update

#

SDVpuffergus do you smell that? it's the [Love of Cooking] System.InvalidProgramException: Common Language Runtime detected an invalid program.

#

it's the CJB Cheats Menu 1.37.0-beta.20240818 because it's no longer compatible. Please check for a new version at https://smapi.io/mods.............

#

(recipe)

#

the secrets of fire and light are mine to use as i choose 🔥 SDVdemetriums

gilded comet
rancid temple
#

It probably has because of the quest changes

gilded comet
#

eugh

#

there's always console commands, i guess?

#

(which are what I always use for testing, mainly bc i forget CJB exists)

brave fable
#

no longer compatible generally means the mod's referencing something in the game that no longer exists in that capacity

#

so no, manifest version won't help haha

gilded comet
#

ah ok, sorry! i had figured it was SMAPI checking for version compat

proud wyvern
#

I did bring it up to Pathos one time, that the message is generally very confusing

rancid temple
#

Luckily the error log gives you more info about what's actually broken

brave fable
#

i think the message is fine. if the mod's referencing nonexistent game code there's not much more you can say imo, it's for a previous version and no longer works

dusty scarab
#

I saw someone elsewhere saying that you can only have one additional farm map per game. is this true?

rancid temple
#

Not sure what they meant by that, if you wanna add more farms you just add them to Data/AdditionalFarms

dusty scarab
#

I'm not sure what they meant either, but it seemed like they were saying only one extra farm can be added to Data/AdditionalFarms

proud wyvern
dusty scarab
#

also, the icon necessary for the new farm is a 16x16 png, right?

rancid temple
#

Apparently 22x20

dusty scarab
#

ah, neat! thank you

hallow prism
rancid temple
#

I'm so confused by this adding "ModFarm_" to the front of the farm type ID and then later getting a substring by basically removing it

#

Like, why add it in the first place lmao

dusty scarab
frigid hollow
#

why oh why do farm animals leave their buildings "centered" but enter them on the leftmost tile SDVpufferpensive

dusty scarab
#

because Slither Wing does not want you to ever know peace. it wants problems, always.

rancid temple
#

They're just trying to use the side of the door to scratch

#

Like a really big cat

little crag
#

Regarding "Conditions" and the target player, if it's set to "current" for example something is locked until a player has learnt like a crafting recipe; does that mean if Player A has learnt that recipe the something is unlocked and Player B that something is still locked?

uncut viper
#

yes, Current always refers to the local player i.e. the person looking at the screen

little crag
#

Okay, thank you; my brain was having a smooth moment

dusty scarab
#

for map data, DefaultArrivalTile is where you appear when Robin is introducing you to Lewis during the opening cutscene, correct?

rancid temple
#

DefaultArrivalTile is a failsafe for if you manage to teleport to a location without coordinates

dusty scarab
#

ah, okay. thank you

rancid temple
#

Looks like that intro where you talk to the Robin and Lewis is an event from BusStop

dusty scarab
#

if I have both Custom Map Properties set in Tiled, AND properties set in the Content Patcher content.json, will they conflict with each other, even if the coordinates are the same? for example, if I had GreenhouseLocation set in both Tiled Map Properties and in content.json?

rancid temple
#

The content one would overwrite the Tiled, since loading the map has to come first meaning changes made to it from content will happen last

dusty scarab
#

ok. I'm mostly hoping to cover my bases here and have it in there as redundancy protection, so if I miss a property in one file, it will still be covered in the other

dusty scarab
#

what does the superscript 2 next to the T mean?

brave fable
#

it means there's a description further down the page marked 2 SDVdemetriums

dusty scarab
#

oh. derp. x.x

rancid temple
#

Usually indicates that there's extra notes that pertain to multiple things so instead of copy pasting it everywhere it matters there's just one note down below

dusty scarab
#

normally there's a hyperlink for documentation like that, so I wasn't sure

rancid temple
#

Yeah, I dunno if you can create links to random spots on pages like that

#

At least not for the SDV wiki

#

I know you can create links to like headers and stuff

brave fable
#

my powers restored SDVdemetriums absolute dominion

dusty scarab
#

the light! it both burns AND is glorious!

brave fable
#

after all.... why can't i create my own light

#

what's to prevent me from becoming a god

dusty scarab
#

hmmmm. so when I load my map, I am stuck out of bounds in the farm house area, and cannot leave. attempting to leave just teleports me back into out-of-bounds in my (undecorated) farmhouse, and I cannot open any menus/hitting escape does nothing and I need to force-quit the program. (needless to say, the portion with the Robin/Lewis introduction did not play after the previous portion of the intro cutscenes)

#

and selecting Skip Intro on the new character creation screen does not skip the intro

#

it does not like the waterfalls, it looks like

rancid temple
#

Well, turns out span id's could be used to make all these little note indicators into links, but uh, I'm not sure if that's worthwhile lol

#

The superscript is so small, I can't even tell it's a link

#

The shift of color from black to blue is so subtle at that size it may as well not be there

unique sigil
#

ohh my god finally an FTM file that works correctly right off the bat. my ancient enemy has been defeated

rancid temple
#

I guess it doesn't help that it's not actually using superscript, it's just a very tiny 2

#

Spring_Objects has a link, Fall_Objects doesn't, look completely the same to me lmao

vernal crest
dusty scarab
rancid temple
#

You didn't embed the tsx in the map

vernal crest
#

Ah yeah that makes sense. I suggest embedding the tsx.

brave fable
#

you don't have to embed a tsx file though SDVpufferthinkblob

rancid temple
#

You can technically ship it with the tsx next to the tmx, but you can just embed it to avoid that

brave fable
#

i'd open the tmx file in a text editor and check to be sure it isn't referencing an absolute path

vernal crest
#

No blueberry the problem was just that they had the tsx in a different folder

dusty scarab
#

embed the tsx?

vernal crest
#

But tsx files are messy and unnecessary so why not embed it

brave fable
#

tsx files are neat and helpful SDVpufferthinkblob they save on duplicated or mismatched tile properties

vernal crest
#

Little button under the tilesheet that you click to make the tsx part of the map

#

Keeping them separate even when you release the mod is neat and helpful?

brave fable
#

won't you update your mod? why would users care if i embed it or not

#

it's neat ✨

rancid temple
#

I mostly would like to avoid it because of how I edit my maps

#

The more stuff I have to shuffle back and forth between my unpacked folder and mods folder the more likely I am to see red

vernal crest
#

I still don't see how having them separate is helpful but maybe we just do different things with maps so I've never run into a need for separate ones

brave fable
#

again, it saves on mismatched or duplicated tile properties when i'm reusing the same tileset between maps. if you're just working with one map or not reusing it then you won't notice any difference really

unique sigil
#

tsx makes me mess up way too often so i just make a template farm map that has all the tilesheets (animated) i could possibly need and delete as needed SDVpufferthinkblob

rancid temple
#

@dusty scarab It's the second button there, screenclip is annoying for not showing my mouse or the stupid selection box

brave fable
#

i guess that raises the question of why did i even bring it up when he's only working with one map and one tilesheet, but i have to defend my beloved tsx

vernal crest
#

Ah yeah I haven't reused tilesets between maps except for vanilla ones that I haven't edited anyway

vernal crest
#

I wonder if re-embedding a tsx updates the tile properties or animations if they've changed.

dusty scarab
#

so far, so good! I see a couple spots where I need to move some stuff like the pet bowl over by one tile because it didn't work the way I thought it would, and there's a weird blocked area in one part that might be because I put grass on the Building level instead of Back level, but the grass all digs, the warp points to leave the farm work, and so far it's looking good

unique sigil
dusty scarab
#

thank you :D that will be helpful

brave fable
#

underappreciated tiled shortcut is ctrl+mouse2 with Stamp tool to eyedrop the tile on the highest layer and select that layer. my beloved

#

well technically you can ctrl+m2 with any tool but i basically only use stamp anyway so

vernal crest
#

Thanks blueberry I didn't know about that and could definitely make use of it because I'm frequently forgetting which layer I put knick-knacks on.

dusty scarab
#

so I can't walk past this point, and when I go to try moving a building on top of that area, this is what gets revealed as blocking as the path. when I look at my Build layer, there's nothing there that would indicate a blockage, nor is there any tile data in that area except for the one block at Grandpa's Shrine. any ideas?

unique sigil
#

@dusty scarab do you have tile data on the back layer that has the Passable T property? or Buildable F?

#

Passable T on the back layer makes the tiles implaceable/impassable

dusty scarab
finite ginkgo
#

Check for invisible tiles on the building layer

dusty scarab
brave fable
#

if you highlight the area around there with the Bucket tool (F) or the Magic Wand tool (W), do you notice anything odd?

#

you may have invisible buildings tiles.

#

if you see any islands of non-tiles in your map, hover over them and check the number in [] brackets in the bottom-left of the window. if it's not [empty], there's an invisible tile there.

dusty scarab
vernal crest
#

Another thing you can do is just with the stamp tool if you hover over the affected tiles it should say "[empty]" down the bottom left next to the tile co - yeah what blueberry said.

dusty scarab
#

it doesn't say 'empty', but none of my tiles do unless they're in the void area where I haven't put down Back layet tiles yet

vernal crest
#

It doesn't say empty? It has numbers in there? That means invisible tiles.

brave fable
#

(you have to have the Buildings layer selected while checking if you haven't already)

dusty scarab
#

this is what I see next to tile coordinates, and it says 175 for every light green grass tile

yes, my Building layer is the one that is currently selected

unique sigil
#

if you're unsure, deactivate other layers

#

(before checking the buildings layer)

dusty scarab
#

no wait, I'm a moron who didn't have Buildings selected when checking with the bucket

brave fable
#

you may need to refer to the Big Problem info board

vernal crest
#

(you can hide all the layers except the one you have selected by pressing ctrl shift h)

dusty scarab
#

after scrubbing that spot with my eraser, that funny shape is now gone when I highlight over it with the bucket

#

...it's nice when the errors are just with me, PEBCAK is easily fixable XD

brave fable
#

we always make sure to ask the obvious & silly questions when troubleshooting 😌

dusty scarab
#

and I appreciate it. I'm still so green you could mow me when it comes to this stuff, what's obvious to you is not to me, so any attempts to pick my brain helps

vernal crest
#

You come across invisible tiles in vanilla maps too, especially because CA has a bunch of tiles that have stuff on them in summer but no other season (so annoying)

rancid temple
#

CA loves the 20 tile thick map borders

unique sigil
#

i love that the meadowlands map is like 100x75 but the border area you cant use is just. a lot lol

vernal crest
#

I had never heard of invisible tiles or using the [empty] info when I first came across them, so I gutted my map layer by layer and then ran around it in game until I found the layer the invisible tiles were on and then just went ham with the eraser until it worked.

rancid temple
#

I still don't think of stuff like that, I just start erasing like crazy lol

unique sigil
#

i usually just check with the select same tile tool (S)

brave fable
#

same tile tool my other beloved

unique sigil
#

but from now on before i deliberately add any invisible tiles i add something that's very visible (like the red roof tiles from marnie's shop exterior) before using S and replacing them with invisible tiles

brave fable
#

if i'm using custom tilesheets i usually have an obnoxious 🚫 sprite in whatever tile index i'm using for invisible tiles, and when i'm exporting to test ingame i can hide that layer in the psd for the tilesheet image

#

no trouble, no side effects

vernal crest
#

I intentionally do not use invisible tiles at all. I'd rather have a grass tile on the buildings layer to mark the edge of a map than an invisible tile.

unique sigil
dusty scarab
#

I have no idea how I used invisible tiles in the first place XD

unique sigil
#

setting tile data takes a bit too long lol

vernal crest
#

Like next to bridges or something? Because I use the banks of the river for stopping people walking on water.

unique sigil
#

not town bridges

#

aw yeah my map patches work perfectly. moving on to the next stage

pine elbow
ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 11 Home, with 8 C# mods and 7 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

rancid temple
#

!tilesheetclimbing for one of them

ocean sailBOT
#

When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.

If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.

vernal crest
#

Tilesheet climbing in your map. You can't use the furniture tilesheet as-is - you have to load it into Maps.

rancid temple
#

Maps/Custom_SV_MargoWillyRoom

pine elbow
rancid temple
#

For the spouse patio, probably need a screenshot of the folders

pine elbow
#

I'll get you that once I've fixed this :3

vernal crest
# pine elbow Let me try this! Ty

That fix is probably not going to work as-is in your situation since you haven't loaded the vanilla furniture.png - unless you want to include the vanilla furniture.png inside your maps folder but then it can't be affected by recolour mods.

rancid temple
#

Also, FWIW the validator site lets you click on the line number and it'll change the link you can copy to link directly to that line

unique sigil
#

is there a way for me to make a custom minecart warp, but only available when the community center minecart bundle is complete without using another framework mod? i checked the GSQ page but there's only IS_COMMUNITY_CENTER_COMPLETE

#

i dont want players to have to do the entire community center before being able to access this secret area in my farm

pine elbow
rancid temple
#

Not everyone wants to load stuff into the content pipeline

#

Plus CP doesn't really know where stuff is without you explicitly telling it

#

Otherwise there would be just a whole lot of load time devoted to it iterating through every single folder and guessing what it should and shouldn't load

vernal crest
pine elbow
#

So I did the file climbing fix, should I still load the furniture sheets in?

rancid temple
#

You'll have to for anything that's not normally in Maps

pine elbow
#

Sorry if I'm missing the obvious here - I'm a little rusty w_uhh

rancid temple
#

Or I guess keep it directly with your tmx?

vernal crest
#

I wonder if it's a good idea to load furniture.png into Maps as-is with a low load priority rather than renaming it

rancid temple
#

I'm not sure I'm following what's going on with this project lol

vernal crest
#

Hmm if it's loaded in some way or another, regardless of name, another mod can then target it to recolour it. If it's not, then there's no chance of it being recoloured if your permissions don't allow modification. Roku is my thinking right there?

rancid temple
#

Of course the wiki slows down now

tiny zealot
rancid temple
#

Oh yeah, because you can't even access the network until then lol

tiny zealot
#

(i don't think that's the case with custom/other networks, but i haven't fiddled with it at all so i don't know)

unique sigil
vernal crest
# pine elbow So I did the file climbing fix, should I still load the furniture sheets in?

Basically you can choose between two options: 1) keep the furniture.png inside your mod's maps folder and don't Load it. Your map will use the file that's inside your maps folder. 2) load the furniture.png into the Maps folder in the game contents and don't include it inside your mod's maps folder. This will allow other mods to target the file inside the game's Maps folder for recolours or other edits without violating your mod's modification permissions - downside is that if lots of people are doing this, there's lots of different copies of furniture.png inside the Maps folder (though I don't know if there's any actual problem with that).

unique sigil
#

and then i use Action MinecartTransport on the map?

rancid temple
#

If you're making a separate network, the GSQ is PLAYER_HAS_MAIL Any ccBoilerRoom

unique sigil
#

dang i didnt know that page existed. thanks guys!

rancid temple
#

I can't remember if everyone gets the flag, but if you check Any it won't matter, the CC using mail flags still is wild, should be a world state

pine elbow
rancid temple
#

Only if you have a folder named Maps with that png in it, you probably have them backwards

pine elbow
rancid temple
#

You would still keep the png in your folders, just not in the same folder as your tmx

#

And then your FromFile is wherever you're keeping it in your folders

#

Target would be Maps/furniture though I definitely suggest throwing a {{ModId}} token in there, after the /

#

But I guess you would have to rename the tilsheet?

#

So that it had the right reference in your Tiled too

pine elbow
#

😵‍💫

rancid temple
#

I'm way too tired to be detailing this lmao

#

Sorry, really scattered

vernal crest
#

I am slightly confused about the Target. If the game doesn't actually use folders, is the reason that it needs to have "Maps/" because the asset needs to contain that name?

rancid temple
#

The asset has to start with Maps yeah

#

That's how it knows you're loading it into the Maps content

vernal crest
#

But it could be like "Maps/{{ModID}}/furniture" maybe?

rancid temple
#

So actually, scratch the ModId thing

#

Just set the priority low

#

That way if someone else loads it with the same name it won't matter

vernal crest
#

Unless they load an edited version that they have for some reason not renamed

rancid temple
#

Oh yeah, well fuck

vernal crest
#

Then Sage gets a weird edited copy in Margo and Willy's house

rancid temple
#

Yeah, the only way to make sure you're loading yours would be to rename the tilesheet and make sure the tmx gets the correct reference

vernal crest
#

@pine elbow I'll show you what I have done

pine elbow
#

Yeah I'm...a little lost ahah

rancid temple
#

Really, the only reason to load the tilesheet is to make it so people can recolor it

#

If you don't care/don't want that, you have to keep the png in your folders either way so that's not really part of the consideration

vernal crest
#

Tilesheet load json - which I am doing because I want people to be able to recolour it

        // Load vanilla furniture.png tilesheet because I use it inside the campervan
        // Note for recolours: I have not changed anything on this tilesheet so it's fine to just replace it with a recoloured vanilla furniture.png
        {
            "LogName": "Load vanilla furniture tilesheet",
            "Action": "Load",
            "Target": "Maps/Aba_vanilla_furniture_tilesheet",
            "FromFile": "assets/maps/tilesheets/Aba_vanilla_furniture_tilesheet.png"
        },
#

Tilesheet name (inside "assets/maps/tilesheets" in my mod folder)

rancid temple
#

There's also no way to completely stop people from doing recolors, if they want to they can just patch your map with their own recolored furniture lol

vernal crest
#

Tileset properties in my map that uses the tilesheet

vernal crest
#

Oh by doing an actual map patch

rancid temple
#

Yeh

vernal crest
#

That'd be a lot of work haha

rancid temple
#

Only a little bit more really

#

I think doing all the art work is more work than just stamping a couple things in a tmx

pine elbow
#

So I tried it with the pngs just in my folder, but I'm still getting the same error

vernal crest
#

Yeah but they couldn't just release a copy of Sage's map that they have changed furniture of because that'd go against permissions (assuming Sage wouldn't allow modifications)

pine elbow
#

I think it's a little early for me to be doing this ahah...forgot how stressful coding is PandaOhNo

vernal crest
vernal crest
pine elbow
vernal crest
pine elbow
rancid temple
#

Sounds like your tilesheet wasn't in the same folder as your map

#

Any time you open a map without the tilesheets in the same folder you'll get a bunch of red, all you have to do is move the tilesheet and reopen it

vernal crest
#

And remember not to make any changes to your map when there are red Xs present

pine elbow
#

So let me review and see if I've got this straight:

Do climb fix
Keep pngs in my folder
??
Success?

#

I'm sorry if I'm running in circles here

vernal crest
#

Correct

#

This stuff trips a lot of people up, don't worry.

pine elbow
#

Okay. I will reattempt after I take my morning shower and do my laundry wiggle

rancid temple
#

I disappear to the land of sleep, but I believe in you, you can do it

pine elbow
#

Sleep well, Roku!

vernal crest
#

Okay, loading a tilesheet into "Maps/{{ModID}}/tilesheetname" did work. I am unsure of the utility of doing so, but there it is lol

#

It was much more fiddly than just loading a tilesheet into "Maps/tilesheetname" so I do not recommend it.

hearty tide
#

Hi I was wondering what code needs to be used to execute the action “when item is this quality has chance to increase output” for content.json?

lucid iron
#

Is it a machine

hearty tide
#

Yes

lucid iron
#

You can use quantity modifiers in the output

hearty tide
#

Which is?

#

I understand that you can use 0,1,2,3 (I think) to change the quality of the output

lucid iron
#

ah it was called StackModifiers my bad

hearty tide
#

thanks. I know of it since mods like machine progression system use it but I don’t recall any mods using the “use input quality to modify output” besides retaining quality

lucid iron
#
item.StackModifiers ??= new List<QuantityModifier>();
item.StackModifiers.Add(new()
{
    Condition = "ITEM_QUALITY Input 2 2",
    Modification = QuantityModifier.ModificationType.Add,
    Amount = 1
});
item.StackModifiers.Add(new()
{
    Condition = "ITEM_QUALITY Input 4 4",
    Modification = QuantityModifier.ModificationType.Add,
    Amount = 2
});
#

this is a C# example but just data modification, which u can do in CP

#

besides using Amount there's also RandomAmount which takes a list of values

hearty tide
#

Thks I will try it out

lucid iron
#

so u could do [0, 1, 1] for 66.6% chance to add 1 more

hearty tide
#

Fair enough

#

Forgot about that interaction honestly

floral canyon
#

Hi guys, I wonder if someone knows how object extensions work with spacecore? The documentation says "Vanilla Asset Expansions

Objects - These are in the asset spacechase0.SpaceCore/ObjectExtensionData, which is a dictionary with the key being an object's unqualified item ID, and the value being an object containing the following fields". I don't understand what this would look like in the code and I have not been able to find examples yet.
brittle pasture
#

so you know how you target Data/Objects or Data/CookingRecipes to write new stuff to it? In this case you write to spacechase0.SpaceCore/ObjectExtensionData

floral canyon
#

Yes that's the only part I get 😅

#

I don't understand " the key being an object's unqualified item ID,"

brittle pasture
#

It's basically like Data/Objects

#

unqualified item id means not including the (O) part

hallow prism
#

        {
            "Action": "EditData",
            "Target": "spacechase0.SpaceCore/ObjectExtensionData",
            "Entries": {
                "Lumisteria.MtVapius_OwlCarving": { // The object ID
                    "TotemWarp": {
                        "Location": "Lumisteria.MtVapius_Hamlet",
                        "Position": "16, 61",
                        //"Color": { "R": 0, "G": 0, "B": 255, "A": 255 }
                    }
                },
                "Lumisteria.MtVapius_JunimoCarving": { // The object ID
                    "TotemWarp": {
                        "Location": "Lumisteria.MtVapius_ForestTrailPond",
                        "Position": "26, 31",
                        //"Color": { "R": 0, "G": 0, "B": 255, "A": 255 }
                    }
                }
            },
            "When": {
                "HasMod": "spacechase0.SpaceCore",
            }
        },```
#

        {
            "LogName": "Custom Categories",
            "Action": "EditData",
            "Target": "spacechase0.SpaceCore/ObjectExtensionData",
            "Entries": {
                "{{ModId}}_BlackChanterelle": {
                    "CategoryTextOverride": "{{i18n:MtVapiusMushroom}}",
                    "CategoryColorOverride": {
                        "R": 120,
                        "G": 56,
                        "B": 0,
                        "A": 255
                    },
                },
                "{{ModId}}_Porchini": {
                    "CategoryTextOverride": "{{i18n:MtVapiusMushroom}}",
                    "CategoryColorOverride": {
                        "R": 120,
                        "G": 56,
                        "B": 0,
                        "A": 255
                    },
                },
                "{{ModId}}_WoodgoatMushroom": {
                    "CategoryTextOverride": "{{i18n:MtVapiusMushroom}}",
                    "CategoryColorOverride": {
                        "R": 120,
                        "G": 56,
                        "B": 0,
                        "A": 255
                    },
                },
                "{{ModId}}_Basil": {
                    "CategoryTextOverride": "{{i18n:MtVapiusHerb}}",
                    "CategoryColorOverride": {
                        "R": 129,
                        "G": 125,
                        "B": 4,
                        "A": 255
                    },
                }
            }
        },```
floral canyon
#

thanks so much! this clears it up very well SDVpufferheart

royal nimbus
#

hey if i want to edit the intro background to be gloomy, what files do i need? i found and edited stardewPanorama in loosesprites but that didnt seem to be the right file

plucky reef
#

is there an early-game, non C# method of temporarily blocking a tile on a map? Like how there's the tier 2 (steel) logs/rocks that don't regenerate after they're broken, but maybe just tier 1?

lucid iron
#

Hm I don't think anything exists for t1 bolbthinking

#

But u can just do map patch

calm nebula
#

Not sure how you detect tool upgrades outside of c#

plucky reef
#

well like, my farm map, I put a T2 stump blocking a bridge, and a T2 rock blocking a pathway, so it's like you get to unlock areas of the farm as you upgrade tools. But I was looking for something to block the entrance to the hot springs in the cave that is not T2, something the player could unlock in spring.

lucid iron
#

Maybe you have a second farm cave event

plucky reef
#

so map patch like, make an Extras tmx, do an overlay onto the farmcave, but setting the condition... how to do that without C#.

lucid iron
#

Which sets mail flag to apply map patch

#

Might not even need to be event, could just be mail from demetrius

plucky reef
#

how fast do people usually get 25k in earns

lucid iron
#

pretty fast with fishing

#

ig perf wise it's prob better to do it in reverse think

#

1 map thats the unlocked farm cave

#

and map patch that blocks you

plucky reef
#

true true

lucid iron
#

the condition is just cp When HasFlag

plucky reef
#

demetrius event, he sends a mail afterward saying "I set up the stuff and also I fixed that thing [TBD] blocking your hot spring".
Does he send a mail normally?

noble jolt
#

There's a few mail htings that he sends

plucky reef
#

it would feel very Demetrius to send multiple mails in a row, so I wouldn't have to edit the base game mail.

noble jolt
#

you can just add mail, wouldn't have to change any letters

#

he sends mail asking for apuffer fish, a melon, a recipe, the blueprint for a farm computer, and letting the player know about the moonlight jellies. So it wouldn't be off for him to send the player a letter about checking on the cave for his studies and finding some thing that he took interest in and uncovered a hotspring.

#

or something along those lines

plucky reef
#

hmm if I went back to the spout instead of the mini waterfall that would be great, no blocker needed, just do the map patch of water and the mail says "while I was setting up the cave I noticed a broken pipe/valve, replaced it and your hot springs works now"

noble jolt
#

Depending on your goal, you could have Maru be the one to do it. She seems more like the kind to fix something. like "Dad sent me to collect/check samples, and I noticed a broken pipe. I've fixed it for you." Demetrius seems like the type to tunnel vision, and unless it really caught his interest he wouldn't notice it. At least that's what I think.

plucky reef
#

oh perfect

noble jolt
#

if you like the looks of the waterfall over the pipe you could even have it be a broken mechanism that she fixes

plucky reef
#

at the time it was more that it was easier to make fit the aesthetic within the vanilla sheets.

#

I'll play with it. Need to get a better swimsuit change vision blocker than the bush too.

noble jolt
#

for my farm maps I made a hotspring and have the water as a waterfall coming out of this fishes mouth lol

cobalt anvil
#

that's hella cute

latent mauve
#

Depending on the hot spring aesthetic, could use one of the larger rocks (like the summit Rock) and just have the player walk behind it to change

plucky reef
#

I will have to look at all the other tilesheets in more detail.

noble jolt
#

Oh, i made that one

jolly bane
#

hiya! so I'm making a Kent marriage mod and have gotten the spouse room to appear but not the patio no matter what I do. Here's all the patio related stuff I have in my content.json, is there just something really obvious I'm missing? thank you!

#

"SpousePatio": {
"MapAsset": "Kentspousepatio",
"MapSourceRect": {
"X": 0,
"Y": 0,
"Width": 4,
"Height": 4
},
},

            {
        "Action": "Load",
        "Target": "Maps/Kentspousepatio",
        "FromFile": "assets/Maps/Kentspousepatio.tmx"
    },

  {
        "Action": "EditData",
        "Target": "Data/SpousePatios",
        "Entries": {
            "Kent": "Kentspousepatio"
        },
    },
tranquil socket
#

Hi I have a question about machine processing with CP, If I want a recipe to take two different items, I see on the wiki there's a field for AdditionalConsumedItems. If I want to use this, do I have to add that field to the TargetField entry. and how exactly would I format that?

little crag
#

Hi, does Pierre's shop modify seeds prices automatically?

I added Strawberry Seeds into Pierre's for 150g, and it's charging 300g?

hallow prism
gilded comet
little crag
gilded comet
#

i do think there's a field to override that somewhere? i mean there's joja sunflowers for whatever reason

hallow prism
#

there's way to add modifiers

#

and ignore some shops modifiers

#

but since this one is built in, it may not be ignored by that

#

best way is to test and see

gilded comet
#

seems like there's an IgnoreShopPriceModifiers which might work to bypass that 2x?

lucid iron
tranquil socket
#

If that's not exactly doable I might just have it take two of the modded item

little crag
gilded comet
#

im pretty sure

gilded comet
royal nimbus
#

cursors has this but not the clouds

#

or the bushes

gilded comet
#

hm

#

temporary_sprites_1 ?

brittle pasture
gilded comet
#

i forget what the stardew menu looks like one sec

royal nimbus
tranquil socket
royal nimbus
#

oh i see

#

it doesnt have it tho

gilded comet
#

it's not the right file

#

yeah

#

ugh

tranquil socket
#

Also this might be a stupid question, but I'm noticing in a lot of Machines.json files that they have a Move Entries section, I'm assuming that's important but how do I go about implementing that section. Like to I just move the IDs to the top or to a specific place. And what is the exact need for it besides preventing id related errors?

royal nimbus
#

im glad that file was brought to my attention tho. it needs work to fit the mod

gilded comet
#

Ralo it is winter_boatJourneyMap.png

#

in loosesprites

royal nimbus
#

okay

#

oh interesting

#

i will try editing it and see. ty

gilded comet
#

np! hope it works

royal nimbus
#

what about the background tho? i thought it was stardewPanorama but it wasnt it

brittle pasture
calm nebula
#

The title is in minigames

brittle pasture
#

Otherwise you get Hops Juice

calm nebula
#

The spouse room asset is dead and now is in data/characters

#

Good morning everyone

#

Good afternoon

gilded comet
#

good morning atra :) hope you're doing well

tranquil socket
brittle pasture
#

top is fine yeah

tranquil socket
#

Ok thank you so much! The people in this discord are the best!

gilded comet
royal nimbus
#

okay the clouds from winter_boat werent it

gilded comet
#

there's spring/summer/fall/winter variants of the file in minigames? i'm looking through the other folders

#

oh there's a Clouds.png in minigames that i somehow missed

#

i would edit that first

noble jolt
#

in the loosesprites folder there's a Cloudy_Ocean_BG could that be it?

faint ingot
#

about the island resort - some of the vanilla NPCs have a custom sprite for like the towel spot, is there a content patcher method to do that for a custom NPC?

jolly bane
royal nimbus
noble jolt
#

ah

royal nimbus
#

this in mini games might be it

#

i will try it rq

#

wow thats not it either

#

so weird

#

i am def stumped

ornate trellis
#

what are you looking for?

royal nimbus
#

the clouds, bushes, and sky background for the intro screen

#

i want it to be gloomy to match my mod theme

hallow prism
royal nimbus
#

oh?

gilded comet
#

you sure it's not Clouds.png?

ornate trellis
#

those are indeed clouds.png from minigames

royal nimbus
#

i tried it just now and it didnt change anything ;o

ornate trellis
#

100% is because i did make an UI where I edited that part too

royal nimbus
#

okay let me see if i have it coded in right then

ornate trellis
#

go look at my weird UI is youre stuck

royal nimbus
#

ahhhhh

noble jolt
#

ok! so the sky part is a very thin line in cursors, i wanna say this one?

royal nimbus
#

i had it set to loosesprites -o-

#

needs to go in mini games

#

lets try again rq

#

and this on the cursors png should be it too

noble jolt
#

yes, for the mountains

royal nimbus
#

looking closer at it.. i think this is the sky ;o

#

the lines

#

o.o

noble jolt
#

yeah

royal nimbus
#

k ima try this all out rq

#

that was it! so cool. i just need to tweak it more ;oooo

#

the blue lines may not have been the sky as it's still blue. so i need to see if i can find it else where

#

i got the clounds changed to dark but it looks bad with the blue sky xD

noble jolt
#

did you check the one i pointed out?

royal nimbus
#

where? sorry, may have missed it

royal nimbus
#

yeah thats the one i edited

noble jolt
#

ok

royal nimbus
#

all those blue and yellow lines

royal nimbus
noble jolt
#

Did you get the one that's by the fishing mini game thing in cursors?

royal nimbus
#

no!

#

ty i will do it now

#

didnt see it

noble jolt
#

thos tiny lines are easy to miss

royal nimbus
#

im excited for this to work

#

fr

#

it worked!!!! it looks amazing

noble jolt
#

nice!

royal nimbus
#

can i post short videos in here of my progress?

plucky reef
#

hell yeah

royal nimbus
#

:D

#

heres one from a couple days ago or so https://www.youtube.com/watch?v=7o7jlHYU-Co

Grandpa has been turned into Edgar Allan Poe ghost from South Park as I didn't know what else to do with him.

Ralo's RLC Art Shop:
https://www.gaiaonline.com/forum/rlc-shops/ralo-s-everything-rlc-art-shop-open/t.114071919_1/

Ralo's Discord Server:
https://discord.gg/ZyUzddA2PK

Facebook Page:
https://www.facebook.com/Ralodosmovo

Ralo's Twitt...

▶ Play video
#

im recording the updated intro now showing what ive done today

#

its so funny with the precious little music they have. im only just now hearing it xD

vernal crest
ornate trellis
royal nimbus
#

its beautiful ;o;

#

so magical

ornate trellis
vernal crest
royal nimbus
#

so i recorded the intro bits but im not sure if im gonna upload it because im seeing it still needs work

faint ingot
royal nimbus
ornate trellis
#

turn CA into a goth

vernal crest
royal nimbus
ornate trellis
#

he'd be a cool rober smiths tho

faint ingot
#

Is there a debug commad that will help me test my NPC at the resort by sending them there that day or the next?

ornate trellis
#

oops dropped the t

royal nimbus
#

i made a robert smith snowman ;p

ornate trellis
royal nimbus
#

let me go grab it rq

#

this mod has a TON of easter eggs, some goth some other

ornate trellis
#

omg

royal nimbus
#

i wonder how many ppl will kno its him

#

i have another band snowmen too. let me go grab

noble jolt
#

my computer crashed while watching your video, right at the mention of ||Edgar Allen Poe|| Ghost lol

royal nimbus
#

x'DD

noble jolt
#

I blame the ghost.

royal nimbus
#

its been fun making little easter eggs

#

oh and theres this lol

noble jolt
#

o.o

lucid iron
#

try not to edit more than you need

#

recolors blobcatgooglyblep

#

unless u just make ur own recolor ofc, have fun

royal nimbus
#

ive done a ton of color renders, minor tweeks and my own art

lucid iron
#

recolors as in the mods that tweak how tiles look across the game

royal nimbus
#

yes

#

im also trying to learn how to make custom tiles for spesfic rooms that wont be shared for the rest of the map

noble jolt
#

Do you make your rooms with Tiled?

royal nimbus
#

i have tiled yes but its tricky for me

#

i ended up making one room with it but it messed up because it clashed with another mod so im needing to make it compatable with that mod

#

its a headache

#

this will def be one of the last things i work on

noble jolt
#

i see

royal nimbus
tiny zealot
noble jolt
#

would this work?

#

probably not right, it just makes them stand by you i think?

tiny zealot
#

also @faint ingot, here's a discussion of resort keys and animations #making-mods-general message
(my NPC Lacey has a towel animation, if an example will help you)

floral canyon
#

I figured out what changed (at least for me). Before "SeasonOffset" worked with Width/Height values. Now it works only with x/y values that have same values as w/h (not sprite index values). Idk if there's just something messed up with my rig specifically that causes this.

royal nimbus
#

i want to find where this fence image is xD

#

oh so broken lol. still needs work. i need to find the rest of that happy blue sky xD

ivory plume
floral canyon
rancid temple
royal nimbus
rancid temple
#

The whole intro sequence is a hardcoded minigame

royal nimbus
#

well a lot isnt as ive edited a bunch already. u can see via the video i posted a while ago in here

rancid temple
#

The fences are in Maps/spring_outdoorsTileSheet but the sky is just a color supplied through C#

royal nimbus
#

ahhhh

#

okay so cant touch the fense then unless i do more complex stuff which i dont care to

#

rn im testing to see if i fixed the last of the blue in the sky

rancid temple
#

Changing the fence would be easier than changing the sky color

royal nimbus
#

well i dont want to change it for the rest of the map

#

yeah i still have the blue sky even tho i edited the sky here on the intro png and stardewPanoramapng. its another cheeky blue line im missing im sure. i just need to find it

rancid temple
#

It's not in the tilesheets anywhere

#

It's literally a couple lines of C# code in the base code

lucid iron
#

i think goths deserve sunny skies too

royal nimbus
#

tbf some of us hate the sun lol

rancid temple
#

I'm not goth and I hate the sun lmao

royal nimbus
rancid temple
#

No, it would require a full on C# mod

royal nimbus
#

rip

#

so not worth it x__x

#

it looks so bad rn tho. idk what to do

rancid temple
#

Probably just have to leave it all blue

royal nimbus
#

</3

#

it baffles me as to why that part would be code while the rest is texture

brittle pasture
#

(or beg ask one of the lurking C# modders to whip up a quick mod)

royal nimbus
#

thatd be nice but i dont wanna bother anyone as idk how complex it is to do such a thing

rancid temple
#

Minigames are generally a "got it to work, never touching it again" feature of the game

#

They're all insanely hardcoded and have some of the most first-answer-best-answer energy ever

brittle pasture
#

case in point: slots minigame doing its logic in draw lol

royal nimbus
#

lol wow

calm nebula
royal nimbus
#

would there be an easier way to fix the sky rather than having to get complex code? like say make a spesfic texture for it and get some minor code to make it take it? -o-

rancid temple
#

That would require more code than just changing the color

royal nimbus
#

lol wow

#

im dead in the water with this it seems

#

stuff like this is deeply annoying. its like something so minor and an asset thats only used once

uncut viper
#

if it helps id be surprised if someone doing a modded playthrough didnt skip the intro

calm nebula
#

Wait it's literally a rectangle of blue

rancid temple
#

Nah, the minigame color is hardset in the code

royal nimbus
#

O___O

#

gimme

uncut viper
#

its not a rectangle you can change

rancid temple
#

The normal sky is on cursors

uncut viper
#

without C#

royal nimbus
#

its not this one

rancid temple
#

But that isn't used

patent atlas
#

goth valley

royal nimbus
#

so many things that arent used. idk why they're in there still

#

i dont see anymore blue on cursors

uncut viper
#

most things in cursors are used

patent atlas
#

it's like stardew valley

#

but goth

rancid temple
#

That section she changed to gray is only used to make the clouds lol

royal nimbus
#

its goth friendly. somethings are but not everything

patent atlas
#

hell yeah

royal nimbus
#

so where on cursors?

patent atlas
#

(genuine question would you say stardew valley was inherently goth unfrendly before?)

rancid temple
#

Zinna pointed them out earlier, normal sky colors are those thin lines

royal nimbus
#

i found like 3 bits that i all changed to grey scale

patent atlas
#

an enemy of the goths perhaps

uncut viper
#

in fact at a quick glance i dont think i see anything in cursors that isnt used somewhere

royal nimbus
#

yeah

#

maybe ive missed some tho

#

i got these

#

and by the fishign game

#

maybe this??

#

no idea what that is but its prob for the water

ornate trellis
#

the one next to the fishing minigame sprite

royal nimbus
#

got em already

ornate trellis
#

might be out of luck then

rancid temple
#

This is hilarious

ornate trellis
#

tbh i didnt edit the intro since everyone including myself always skips it lol

velvet narwhal
#

i think the only ones who don't are like, the sub 40 mods kinda people (not mod authors, we all skip it)

rancid temple
#

Scoot the stamina bar, stretch it to fill an area and recolor it

uncut viper
#

tbh id probably just do that too during development, its not like a game is usually made with "how easy will it be for someone 10 yrs in the future to edit this texture with a mod?" at the forefront of the mind

royal nimbus
#

right yeah its def not the most important thing but i like to include it. i made the whole edgar allan poe grandpa stuff anyways so xD

#

i wish there was a guide that tells u what all the textures are

rancid temple
#

Yeah, the saltiness of having to deal with it much later down the line aside, I can't blame CA at all because I do this shit all the time myself

uncut viper
#

this isnt really even a texture its just a box used for many many things

#

like its literally a texture

#

but it wouldnt get just one label

#

more importantly though its not a texture you could edit even just for the intro, not with CP

velvet narwhal
#

yknow i should read the docs on the footgun since my brain doesn't wanna write dialogue

uncut viper
#

i have no idea how the harmony thing would help with dialouge

royal nimbus
#

half tempted to make the sky cursed since i cant fix it xD

rancid temple
#

footgun?

uncut viper
#

but good luck

velvet narwhal
#

i just want a distraction cause anything is better than thinking of dialogue

uncut viper
#

thats what avi calls my feature for BETAS that lets you add simple harmony prefixes/postfixes with CP

#

bc you can asily shoo yourself in the foot with it. and also bc a footgun is a real thing or something i dont quite remember but i think focustense posted a picture of one