#making-mods-general
1 messages · Page 40 of 1
ive never modded before but i want to make an inside joke come to reality (aka annoy my friends)
!cp
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.
You can use CP to edit the data
OOOOH THANK YOU!!!!
i believe there's a mod on nexus for renaming characters in a simple way, isn't there?
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
vs/vsc just / findall and do your edits based on that search 
Hm, do it work though, 2022 was a bit ago
Looks like it still worked in 1.5 but NPC data changed quite a bit between
Depends on how they were doing it I guess
It's a CP mod, eeehhh
Could try it and see if the auto fixing stuff does some heavy lifting lol
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.
I mean the 0 schedule thing would be a significant benefit for mods
HI ALSO is this something you can change
(The 0 schedule fix seems a bit risky this late in 1.6.9 though.)
pathos: 'i'd like to avoid breaking changes'
spacecore: breaks
Clearly. HeldObject -> HeldItem
oh im trying to edit a non vanilla npc
Otoh I do have a suggestion that I'm pretty sure will break zero mods
that's perfectly fine, it's just a nice-to-have since it's only a promise of having to manage less IL and mod conflicts
(Yes it's about rain.)
Stop playing? Oh
would it be possible just to make a script that replaces every instance of one word with another??
BetterCrafting/Menus/BetterCraftingPage.cs
Game1.player.checkForQuestComplete(null, -1, -1, obj, null, 2);
```To```
Game1.player.NotifyQuests((Quest quest) => quest.OnRecipeCrafted(recipe.CraftingRecipe, obj));
you dont wanna do that bc that will change the internal name of the NPC too, which will break So Much
ohhhh ok what would i do instead?
i hope these quest changes mean better Data/Quests format 
forget quests, believe in better recipe format
what was already suggested, which is using CP to edit the displayname of the NPC and any instance where it appears in a translated string
oh alright!!! i'll try to figure that out
what's the term for it? turning it all into lists or something?
i want that for npcgifttastes too but that's an undertaking 
You mean making it more like the modern data model structures?
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
that's it yeah
(nothing broken as far as i can tell
(besides the one function i already knew about from day 1 of the beta anyway))
technically turning strings into data models is deserialisation, but we can go with enmodelling
is the text wrapping like this on all platforms
Data/Quests is still the delimited string format
well not in the current beta version
my hope is that it will become nicer by time of 1.6.9 release
Ah
but hm it would have to be a new asset
isnt the release in like. a week
to not explode everyone's mods
ish
I didn't know it had a date lol
i thought only SVE's 1.15 had a "maybe"
well i figured it'd be before the mobile/console date (November 4th)
besides that no clue
"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
(same time or before anyway)
so i was actin under the assumption that nov 4th is 1.6.9 as well
Like they'll be available when 1.6.9 gets released on consoles
oh wait
yea so before could be anytime between the next second or nov 4th (if not delayed)
button's october was eaten by beetlejuice
honestly just put me in a well i deserve it
november 4th does sound like it should be next week...
October? I think you mean The Second Month of Halloween /j
did we all blot it out of our memory because we didn't want to think of the spirit festival /j
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
(i like October a lot which makes it even worse that i forgot about it)
bring on the plastic junk and seasonal trash 
at least we get a month reprieve between halloween and christmas
Unless you work retail
no, it's only 18 hours before mariah carey comes out of her slumber after halloween
And then the Christmas is already out
Is Beetlejuice good
Halloween gets set, next day Christmas starts arriving
We at least get the Thankgiving set in between those here in the US
It’s also tragic that Christmas eats some of my favorite radio stations
The Mariah memes are on fire this year though
I liked the mod jam last year
do u think i gotta add button for fast exit
Car too old for this to be easy
or just expect ppl to not go on adventures
I think it’s possible but I just want something easy I can forget about when I’m driving
Absolutely make escape close it fully out lmao
upperRightCloseButton is your friend
Bluetooth to cassette adapter
Wikiwalks but lookup anything
(i refuse to believe your average car with a cassette player is still roadworthy)
do i need to call something besides initializeUpperRightCloseButton 
i disagree with this cus esc is back to me
How about... Alt-F4
Hm, I guess that's fair, for SDV I would consider E to be the "pop current window" button
Oh my god are you too young for wikiwalks
E and ESC are both just entries in menuButton option, please don't hardcode them.
(I know what it is)
I'm too "lives under a rock" for most things
This was a game for a while
You try to get your self from one wiki page to another in the fewest clicks
(oh the speedrun to the most famous criminal in the world--that's more my gen)
They also could have called it "the reason we have so many ads asking for donations on wikipedia today"
Ironically that problem was a far bigger problem with TV Tropes than with Wikipedia.
A game of exploring and racing through Wikipedia articles! Fun and surprise await as you go down the "Wikipedia rabbit hole" and find the "degrees of separation" of sometimes wildly different topics in this addictive and educational game.
The word "educational" is doing a lot of heavy lifting in that tagline.
tvtrops has more edges per vertex i think
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.
Yeah I think I'll probably end up commissioning someone for the portraits, eventually.
I just spent like an hour recoloring Abby's portraits just as a placeholder only to delete it
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
oh embeds aren't laggy anymore 
I spent the better part of three days trying to make a sprite for a fruit tree and it has taken every ounce of my willpower every day to avoid deleting it
hm LA menus arent child menus so mere exitThisMenu only goes up one
i need to jump on the 6480 train and make actual vanilla trees for my portfolio
it is a stack
There's a list on the wiki I'm using for the code
You can't just set Game1.activeClickableMenu = null?
Only problem is like no money rn
exitThisMenu can be overridden, that's probably why it behaves oddly.
pretty sure you still need to include the usual calls in tryhover, update, and draw, but it might already have behaviours in base.onleftclick
i think i can just add a flag on sender for exit harder
Vanilla trees ?
yea but i noticed LA has exit on clicking out of the menu page
so maybe i just make that the harder exit
yeah insofar i've only made mushrooms that uh, do not look like they belong in vanilla 
Eh, art is art
Oh yeah ok, not like a tree growing vanilla then. All good, you can proceed, and avoid plant fact.
i made an entire mod surrounding mushroom facts, i love plant facts
chocolate tree > vanilla tree
Vanilla is a vine like orchid, that climb on trees
to be fair my mushroom mod looked unfitting before and after i remade the sprites, just make funny mushrooms and it'll be fine
It also needs manual pollination in lot of place
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 😌
sweet, sweet halloween mushroom theme mod dp
ah fuck
that BC dependency is looking more tempting by the second
this is much harder than i thought 😭
Last time I dealt with a capture I just declared a local and saved the capture to it
One second
what if you have to patch inside the capture
I've done that toooooo
what's your task chue other one
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???
did you load texture
??
CP edits the content pipeline, you are basically going in after they do their edits and making your edits to whatever they added
Did you unpack?
!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!
i'm using visual studio code, i can see it
Can see what?
Quick question
i can see the lines of code
Do you ever intend on publishing the mod
I assumed they were intending to distribute it to a few others
no, i intend on sharing it with one friend
Hence why I didn't suggest just editing the other mod
Or are you just renaming an npc in an existing mod
Tbh at this point just edit that mod lol
okay that sounds a lot easier
if i wanted that friend to download the mod would i just send them my version of the mod or??
thanks for the help. I didn't quite go with your route (I instead stole the opcode of the relevant ldfld/stfld I want to load from/save to), but it did help me understand what's happening. things seems to work now
@lucid iron do you want an alpha of the fixed EMC soon or are you fine with me procrastinating
yeah, a feature that's honestly on thin ice
yea i support procrastination
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)
Flavored crafting?
love of cooking?
oh no it's back
You're gonna get parasites and die selph
In fact
Get parasites and die could be a fun statis
Hm, would snails trigger a shellfish allergy
Make stardew the Oregon trail
minigame "Stardew Trail"
just use a green herb and it should clear up
What's a fucking green herb
Also I think some of y'all are too young to know about Oregon trail
to fit more than 4 things without scrolling
A staple healing item in many survivor horror games, capable of healing any ailments up to and including missing limbs
no i've definitely suffered sitting around in my baby's first computer class, dying of dysentery
Yeah I wont come back to this modding project for a while
I gotta either get good at pixel art or save enough for commissions

it works for me hence the reaction lol
(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)
(pathos is off the hook for now)
only unless it completely breaks spacecore
i blame atra, then
I'm willing to accept blame
looks at the bugreport names yeah i agree with button
For what am I being blamed for
ill figure that out later
harmony crimes
Oh come on I haven't touched harmony in half a year
do u think the crossed out items should be clickable
I have zero working c# mods
i rest my case, your honour
That is unlikely to change in the near future
i dont entirely understand the crossout logic actually
Your pathfinder lives on in SpaceCore though!
i vote yes unless it requires work
what menu is this in
The monster can drop that item
But that particular monster will NOT drop that item
So that TYPE of monster can drop itle
i see
But that particular INSTANCE won't
I'm getting fuckitn boba does anyone want to join me
taro please 
never had it
(i also vote yes on clickable in that menu then btw)
large brown sugar, less ice
ice is banned
@ivory plume hello i am submit PR for new feature of links in recipe/fish ponds/drops fields, do you think it should have config to enable/disable
PR: https://github.com/Pathoschild/StardewMods/pull/1038
Spacecore changes pathfinding? NPC pathfinding?
The macro pathfinding, not the tile-to-tile level
So like which locations will get you from location A to B
It fixes the circular routes not always choosing the correct path issue (courtesy of atra)
Alright, I think hopefully I didn't break that since I only patched the tile-level stuff.
Thanks! I'll take a closer look when I work on mod updates again, but I don't think we need a config. (At least not for the first version, until we see how people like the change.)
If we turn almost everything into links, it might make sense to rethink the link style so it's not just a sea of blue of text. We can ponder that separately after the PR is merged though.
Depends on the allergy. They don’t trigger mine, but I’m only allergic to crustaceans
Yes but it’s too late at night for caffeine 
Boba isn't inherently caffeine
It’s sometimes hard to find something I like though
Like some places only have 2 things without caffeine and one of them has the dreaded cheese foam
What
Cheese foam?
I've heard of it. Havent tried though
No but it’s also very uncommon in the northeast at least
I don’t know what it is but I know that I don’t like it
Also we are wayyyy off topic sorry Pathos
off-topic posters used to fear me
i had such power
I didn't even know you could use E to leave menus until you said it a few days ago
I wish it was more consistent, but it's my preferred method
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.
addwarp is a touchaction-style warp, aka, you step on it you get yeeted
lockeddoor requires interaction of that tile for it to do anything
you can put them in the same edit since they're different levels (for the same map)
oh lawd mobile 1.6 is comin
gonna be a whole new round of mobile support. hopefully it's on core instead of xamarin
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.
that's because you're trying to edit the same position tile
well thats probably red bc you have an extra }
"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"
}
}```
oooh thanks a bunch! 
if i had the position the same with the x y coordinates as the lockeddoorwarp, need i still put the position key?
lockeddoorwarp is for warping into the new map, so it needs to go <x of map you plan to warp to> <y of map you plan to warp to> <location you plan to warp to>
"Position" is for map A's coordinates, lockeddoorwarp is for map B's coordinates if that makes more sense
I see! it doesss
thank u so much! i thought they were referencing in the same position/map.
After many days of trying the lava logic seems to be applied now!
i wonder what it's cycling to, to bring up the pipe
You can see the video clip of the animation?
yeah i downloaded it
Is it the drawWaterTile method
i'm trying to figure out what that sprite even is
for those that don't wanna download the video-- lmao
lemme see what the drawwatertile even does
oh but this is with your working watering can -> solid foundation, right?
lemme dig into volcanodungeon
yeah i'm... not quite sure
the only thing i'm seeing is that mapBaseTilesheet is pointing to VolcanoTemplate
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.
yeah i've dug into every tilesheet/png under mines and i can't find anything similar
What's the path tile that looks like a monster
I think I could just animate the lava tiles in tiled also lol
I tried copy pasting what was in the caldera.cs file but it only grabs that tile for some reason
And doesn't animate anything
generally speaking, how worth it would it be to i18n a mod that is just replacing vanilla lines and not adding any new dialogue?
well, how much do you care about making it easier for people to translate your replaced lines
My mod included replacing a few vanilla lines and I have had two wonderful people translate it for me (easily because I used i18n)
well, I don't think the tiles are animated themselves in the Caldera-- I think there might be a separate property acting there, as none of those lava tiles in the sheet are animated
Yeah I thought the drawWaterTile method handled the animation and the tilesheet
I would be very surprised if anyone does
people translate new, small mods all the time, really, if they support i18n
and adding i18n support is very trivial
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?
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
150 18 BusStop 11 23 means that tile x150, y18 will warp you to tile x11, y23 in the BusStop location
Those are the pre-existing warps for the farm map exits, yeah
ahhhh, okay, thank you. that makes a lot more sense
I think this is where the tilesheet is being pulled from idk? cs CustomLavaLocation.mapBaseTilesheet = Game1.temporarycontent.Load<Texture2D>(map.TileSheets[0].Image source);
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
what .tmx is this
it looks like a schedule
farm map
every 3rd number is 0-3 which is a facing direction
ok, so it's six sets of facing a certain direction? and the first and second numbers are xy coordinates, I assume?
alls i know is, that's probably just unused data
fair enough. I'll leave it alone, then, and see if anything explodes
kind of looks like it was designed as a classroom or something, like tuesday aerobics. everyone is facing down except one is facing up
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
Update:
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
what if this is the last secret thing that ape said no one ever found and doesn't even mean anything anymore
that would be extra-strange, considering this was a farm map and not, like, a replacement for Pierre's shop or anything
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
Thanks to who helped I will think twice if I need to implement any more c#. Bit difficult so far
congrats! glad you got it working at last
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
ooooh. that's weird! I'm just gonna leave it alone, haha
XD
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?
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
alright. thanks! 
That might help with implementation if you wanted an example
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
False dependencies are easy enough to set up, so why risk it?
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
I mean, you're free to science, I just didn't see a point in testing it myself at the moment. 🙂
luckily i was not asking anyone to test anything and was simply posing a question to the channel at large 
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.
Hmm I don't recall one ever existing
sprinkler attachments (like enricher/pressure nozzle) dont turn the sprinkler into another object
they just become heldObject
same with items on tables
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.
Is there a mod that sabotages the player?
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
(but this is the wrong place to ask, unless you're looking to make one)
#modded-stardew is for discussing mods
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
Once again, try #modded-stardew 😅
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?
idk what's wrong, but you probably don't need LocationName?
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!
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.
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
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.
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
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
OK I am trying lowercase now i was following the online doc which had them start capital
just to be certain, you HAVE checked that it does actually still work properly if you progress the days, and didnt only check it when loading the save for the first time on a saturday?
the value of a condition is also not case sensitive
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
Weather is a CP token, it doesnt evaluate to things like that, it only evaluates to strings of the weather types
ah, gotcha
It just needed to be lowercase!
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" }
congrats!
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
Is it possible it was working and you just hadn't reset properly? >_>
I'll try it again with uppercase to humor you because i'm in a good mood now
but knowing that it wants lowercase for weather is good to know if it's confirmed
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
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.
It's the classic tech problem: It just wanted more eyes on it before it started to cooperate.
alls well that e nds well 
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.
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)
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.
eco-friendly behaviour
beef tartare
Where can I report typos for the patch?
forums probably your best bet
Can content patcher be used to create custom shops? or can someone recommend a tutorial somewhere?
thank you these look great
it's got the bare minimum that you need, other fields are up to your discretion
ah yes sdv 1.6.9 beta update
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 🔥 
(i don't remember the manifest.json layout off the top of my head, but it's possible you could increment a value in CJB's manifest to get it working (assuming the beta hasn't broken it outright.. which is a coin flip, as far as i've seen
))
It probably has because of the quest changes
eugh
there's always console commands, i guess?
(which are what I always use for testing, mainly bc i forget CJB exists)
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
ah ok, sorry! i had figured it was SMAPI checking for version compat
I did bring it up to Pathos one time, that the message is generally very confusing
Luckily the error log gives you more info about what's actually broken
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
I saw someone elsewhere saying that you can only have one additional farm map per game. is this true?
Not sure what they meant by that, if you wanna add more farms you just add them to Data/AdditionalFarms
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
or it's for a newer version. or it's not made for Android. multiple reasons for this error
also, the icon necessary for the new farm is a 16x16 png, right?
Apparently 22x20
ah, neat! thank you
likely not for what you ask. What they meant may have been true in the context of what they wanted to say, but you can have several custom maps
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
alrighty then, cool. I've already got one additional farm in my modlist already, didn't want to accidently ruin things for my own save files by adding in my new farm map that I'm still working on
why oh why do farm animals leave their buildings "centered" but enter them on the leftmost tile 
because Slither Wing does not want you to ever know peace. it wants problems, always.
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?
yes, Current always refers to the local player i.e. the person looking at the screen
Okay, thank you; my brain was having a smooth moment
for map data, DefaultArrivalTile is where you appear when Robin is introducing you to Lewis during the opening cutscene, correct?
DefaultArrivalTile is a failsafe for if you manage to teleport to a location without coordinates
ah, okay. thank you
Looks like that intro where you talk to the Robin and Lewis is an event from BusStop
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?
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
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
what does the superscript 2 next to the T mean?
it means there's a description further down the page marked 2 
oh. derp. x.x
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
normally there's a hyperlink for documentation like that, so I wasn't sure
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
my powers restored
absolute dominion
the light! it both burns AND is glorious!
after all.... why can't i create my own light
what's to prevent me from becoming a god
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
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
ohh my god finally an FTM file that works correctly right off the bat. my ancient enemy has been defeated
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
As in your log is saying you did something wrong with your waterfalls tilesheet?
this is what it was saying before I put the waterfalls tilesheet into the assets folder alongside my mod. it doesn't load pretty, but it loads now
You didn't embed the tsx in the map
Ah yeah that makes sense. I suggest embedding the tsx.
you don't have to embed a tsx file though 
You can technically ship it with the tsx next to the tmx, but you can just embed it to avoid that
i'd open the tmx file in a text editor and check to be sure it isn't referencing an absolute path
No blueberry the problem was just that they had the tsx in a different folder
embed the tsx?
But tsx files are messy and unnecessary so why not embed it
tsx files are neat and helpful
they save on duplicated or mismatched tile properties
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?
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
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
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
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 
@dusty scarab It's the second button there, screenclip is annoying for not showing my mouse or the stupid selection box
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
Ah yeah I haven't reused tilesets between maps except for vanilla ones that I haven't edited anyway
Shoulda pasted into paint for that sweet paint red rectangle
I wonder if re-embedding a tsx updates the tile properties or animations if they've changed.
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
tip: you can check which tiles are in which layer by pressing H in tiled 
thank you :D that will be helpful
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
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.
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?
@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
no, there's no custom properties or tile data on those tiles
Check for invisible tiles on the building layer
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.
the entire area highlights with both tools
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.
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
It doesn't say empty? It has numbers in there? That means invisible tiles.
(you have to have the Buildings layer selected while checking if you haven't already)
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
no wait, I'm a moron who didn't have Buildings selected when checking with the bucket
you may need to refer to the Big Problem info board
(you can hide all the layers except the one you have selected by pressing ctrl shift h)
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
we always make sure to ask the obvious & silly questions when troubleshooting 😌
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
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)
CA loves the 20 tile thick map borders
i love that the meadowlands map is like 100x75 but the border area you cant use is just. a lot lol
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.
I still don't think of stuff like that, I just start erasing like crazy lol
i usually just check with the select same tile tool (S)
same tile tool my other beloved
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
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
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.
that's brilliant. i shall steal that idea if i ever want to make custom tilesheets
I have no idea how I used invisible tiles in the first place XD
i do this as well, but i use invisible tiles as a quick way to stop players from being able to step into water and stuff
setting tile data takes a bit too long lol
Like next to bridges or something? Because I use the banks of the river for stopping people walking on water.
plank bridges, yes
not town bridges
aw yeah my map patches work perfectly. moving on to the next stage
Any chance I could get some assistance?
https://smapi.io/log/4b2d085302ee49488d501a36cb724f2a
https://smapi.io/json/none/b08b00c2913e4d129366f5837ab51592 Line 114 onwards
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
!tilesheetclimbing for one of them
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"/>.
Tilesheet climbing in your map. You can't use the furniture tilesheet as-is - you have to load it into Maps.
Maps/Custom_SV_MargoWillyRoom
Let me try this! Ty
For the spouse patio, probably need a screenshot of the folders
I'll get you that once I've fixed this :3
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.
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
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
Sorry for the stupid question but why do I need to do that? Not that I'm complaining I'm just curious as to why the game doesn't handle that itself
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
It's not a stupid question :) But rokugin answered it better than I could lol
Ahhh I see I see
\
So I did the file climbing fix, should I still load the furniture sheets in?
You'll have to for anything that's not normally in Maps
Sorry if I'm missing the obvious here - I'm a little rusty 
Or I guess keep it directly with your tmx?
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
I'm not sure I'm following what's going on with this project lol
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?
You can check a mail flag
Of course the wiki slows down now
what rokugin said about the mail flag, but i think also if you add the warp to the default network then it is automatically gated behind unlocking minecarts generally via the CC/Joja
Oh yeah, because you can't even access the network until then lol
(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)
using EditData on Data/Minecarts?
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).
and then i use Action MinecartTransport on the map?
If you're making a separate network, the GSQ is PLAYER_HAS_MAIL Any ccBoilerRoom
yes. you'll do that anyway. for details: https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6#Custom_minecarts
dang i didnt know that page existed. thanks guys!
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
So, I'm deciding to load it because I'm uncomfortable having the pngs in my folder - is this correct?
Only if you have a folder named Maps with that png in it, you probably have them backwards
Oh, so I'd want to load it into my house folder?
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
😵💫
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?
The asset has to start with Maps yeah
That's how it knows you're loading it into the Maps content
But it could be like "Maps/{{ModID}}/furniture" maybe?
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
Unless they load an edited version that they have for some reason not renamed
Oh yeah, well fuck
Then Sage gets a weird edited copy in Margo and Willy's house
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
@pine elbow I'll show you what I have done
Yeah I'm...a little lost ahah
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
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)
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
Tileset properties in my map that uses the tilesheet
How would they do that, given that the map will use the file inside the mod folder before anything else?
Oh by doing an actual map patch
Yeh
That'd be a lot of work haha
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
So I tried it with the pngs just in my folder, but I'm still getting the same error
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)
I think it's a little early for me to be doing this ahah...forgot how stressful coding is 
Did you do the tilesheet climbing fix? That has to be done in addition to what we have been discussing. I probably worded it poorly before and made you think you didn't need the tilesheet climbing fix at all, sorry.
It doesn't have to be stressful! It's your self-talk that makes it stressful for you. Just take it slowly and be kind to yourself and you will get there.
Ohh okay...but when I tried the tile fix, it kinda broke my map and had all those ❌
You shouldn't have been able to see the map when you did it - you open the map in a text editor to do the fix. Did you do that and then open the map without furniture.png inside your map folder?
Yes, opened it in VSC. And I'm not sure if I did that - all I know is I clicked back into Tiled and the big scary reds were there ahah
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
And remember not to make any changes to your map when there are red Xs present
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
Okay. I will reattempt after I take my morning shower and do my laundry 
I disappear to the land of sleep, but I believe in you, you can do it
Sleep well, Roku!
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.
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?
Is it a machine
Yes
You can use quantity modifiers in the output
Which is?
I understand that you can use 0,1,2,3 (I think) to change the quality of the output
ah it was called StackModifiers my bad
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
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
Thks I will try it out
so u could do [0, 1, 1] for 66.6% chance to add 1 more
Vanilla Loom 🙃
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.
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
Yes that's the only part I get 😅
I don't understand " the key being an object's unqualified item ID,"
It's basically like Data/Objects
unqualified item id means not including the (O) part
{
"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
},
}
}
},```
thanks so much! this clears it up very well 
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
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?
Not sure how you detect tool upgrades outside of c#
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.
Maybe you have a second farm cave event
so map patch like, make an Extras tmx, do an overlay onto the farmcave, but setting the condition... how to do that without C#.
Which sets mail flag to apply map patch
Might not even need to be event, could just be mail from demetrius
how fast do people usually get 25k in earns
pretty fast with fishing
ig perf wise it's prob better to do it in reverse 
1 map thats the unlocked farm cave
and map patch that blocks you
true true
the condition is just cp When HasFlag
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?
There's a few mail htings that he sends
it would feel very Demetrius to send multiple mails in a row, so I wouldn't have to edit the base game mail.
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
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"
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.
oh perfect
if you like the looks of the waterfall over the pipe you could even have it be a broken mechanism that she fixes
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.
for my farm maps I made a hotspring and have the water as a waterfall coming out of this fishes mouth lol
that's hella cute
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
I will have to look at all the other tilesheets in more detail.
Oh, i made that one
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"
},
},
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?
Hi, does Pierre's shop modify seeds prices automatically?
I added Strawberry Seeds into Pierre's for 150g, and it's charging 300g?
what is the "SpousePatio": stuff at top?
there is a built in 2x buy price for shops
Ah, okay thank you; I was like "what the flip Pierre" XD
i do think there's a field to override that somewhere? i mean there's joja sunflowers for whatever reason
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
Do you want it to work like coal for furnace? The AdditionalConsumedItem field has to apply to all outputs
Oh no, that's not my intention thank you for the clarification. I want to have a keg take a modded item and hops
If that's not exactly doable I might just have it take two of the modded item
Would it be written like this?
"IgnoreShopPriceModifiers": true
anyone?
im pretty sure
check cursors
You can't do this with vanilla alone. Need Extra Machine Config to add fuels that only apply for specific recipes
i forget what the stardew menu looks like one sec
wheres that at?
thanks I'll keep that in mind
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?
im glad that file was brought to my attention tho. it needs work to fit the mod
np! hope it works
what about the background tho? i thought it was stardewPanorama but it wasnt it
Machine rules evaluate top to bottom, the first eligible one gets picked. MoveEntries is so that rules like "Hops into Pale Ale" trigger before "Any vegetables to Juice"
The title is in minigames
Otherwise you get Hops Juice
The spouse room asset is dead and now is in data/characters
Good morning everyone
Good afternoon
good morning atra :) hope you're doing well
I see thank you! so is just moving it to top fine?
top is fine yeah
Ok thank you so much! The people in this discord are the best!
seems like there's clouds in minigames as well. same genre of file
i already worked on that and it didnt have the clouds, bushes or background. its only the game title and buttons
okay the clouds from winter_boat werent it
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
in the loosesprites folder there's a Cloudy_Ocean_BG could that be it?
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?
i've just seen that bit of code in other mods when trying to learn how to add a patio, should that not even be there?
nah those arent it either. ive tried
ah
this in mini games might be it
i will try it rq
wow thats not it either
so weird
i am def stumped
what are you looking for?
the clouds, bushes, and sky background for the intro screen
i want it to be gloomy to match my mod theme
you may have copied it without the relevant parts that will make it work
you sure it's not Clouds.png?
those are indeed clouds.png from minigames
i tried it just now and it didnt change anything ;o
100% is because i did make an UI where I edited that part too
okay let me see if i have it coded in right then
go look at my weird UI is youre stuck
ahhhhh
ok! so the sky part is a very thin line in cursors, i wanna say this one?
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
yes, for the mountains
yeah
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
did you check the one i pointed out?
where? sorry, may have missed it
here
yeah thats the one i edited
ok
all those blue and yellow lines
im curious as to what urs looks like
Did you get the one that's by the fishing mini game thing in cursors?
thos tiny lines are easy to miss
nice!
can i post short videos in here of my progress?
hell yeah
: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.
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Ralo's Twitt...
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
I found this searching the discord. It might mean that you can give a custom NPC a resort animation if you give them the appropriate dialogue key and the right entry in Data/animationDescriptions. #making-mods-general message
sorry, was busy editing sprites lol. mines this one https://www.nexusmods.com/stardewvalley/mods/17154

Have you been looking at the NPC page of the wiki as well to show you what fields to include for a spouse patio? https://stardewvalleywiki.com/Modding:NPC_data#Social_features
so i recorded the intro bits but im not sure if im gonna upload it because im seeing it still needs work
Thank you I will poke around with that info
turn CA into a goth
If you search this channel for "resort animation" there are a couple of other results that might be helpful as well.
nah i dont feel its right to mess with his logo lol
he'd be a cool rober smiths tho
Is there a debug commad that will help me test my NPC at the resort by sending them there that day or the next?
oops dropped the t
i made a robert smith snowman ;p

omg
i wonder how many ppl will kno its him
i have another band snowmen too. let me go grab
my computer crashed while watching your video, right at the mention of ||Edgar Allen Poe|| Ghost lol
awe rip xD
I blame the ghost.
o.o
try not to edit more than you need
recolors 
unless u just make ur own recolor ofc, have fun
ive done a ton of color renders, minor tweeks and my own art
recolors as in the mods that tweak how tiles look across the game
yes
im also trying to learn how to make custom tiles for spesfic rooms that wont be shared for the rest of the map
Do you make your rooms with Tiled?
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
i see
i don't know of one. for my testing i had to just wait for a day that they were randomly chosen to go.
i think i remember some output in the SMAPI console on day start, so you might be able to check very quickly
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)
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.
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
Yep, SeasonOffset is a Point value, which has X/Y fields. I just checked the Git history and it used Point since that field was added, so it doesn't seem like it ever worked with Width/Height? Glad you found the issue though!
Maybe I'm just going crazy but I swear it worked for me the wrong way earlier 🙈 In any case, sorry for the disturbance, now I understand how it actually works!
Is this during the intro sequence?
yes
The whole intro sequence is a hardcoded minigame
well a lot isnt as ive edited a bunch already. u can see via the video i posted a while ago in here
The fences are in Maps/spring_outdoorsTileSheet but the sky is just a color supplied through C#
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
Changing the fence would be easier than changing the sky color
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
It's not in the tilesheets anywhere
It's literally a couple lines of C# code in the base code
i think goths deserve sunny skies too
x'D
tbf some of us hate the sun lol
I'm not goth and I hate the sun lmao
curses. is there a quick bit of code i can add then to my content json for it?
No, it would require a full on C# mod
Probably just have to leave it all blue
(or beg ask one of the lurking C# modders to whip up a quick mod)
thatd be nice but i dont wanna bother anyone as idk how complex it is to do such a thing
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
case in point: slots minigame doing its logic in draw lol
Train drops are in the drw function
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-
That would require more code than just changing the color
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
if it helps id be surprised if someone doing a modded playthrough didnt skip the intro
Wait it's literally a rectangle of blue
Nah, the minigame color is hardset in the code
its not a rectangle you can change
The normal sky is on cursors
without C#
its not this one
But that isn't used
goth valley
so many things that arent used. idk why they're in there still
i dont see anymore blue on cursors
most things in cursors are used
That section she changed to gray is only used to make the clouds lol
its goth friendly. somethings are but not everything
hell yeah
so where on cursors?
(genuine question would you say stardew valley was inherently goth unfrendly before?)
Zinna pointed them out earlier, normal sky colors are those thin lines
i found like 3 bits that i all changed to grey scale
an enemy of the goths perhaps
in fact at a quick glance i dont think i see anything in cursors that isnt used somewhere
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
the one next to the fishing minigame sprite
got em already
might be out of luck then
This is hilarious
tbh i didnt edit the intro since everyone including myself always skips it lol
i think the only ones who don't are like, the sub 40 mods kinda people (not mod authors, we all skip it)
Scoot the stamina bar, stretch it to fill an area and recolor it
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
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
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
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
yknow i should read the docs on the footgun since my brain doesn't wanna write dialogue
i have no idea how the harmony thing would help with dialouge
half tempted to make the sky cursed since i cant fix it xD
footgun?
but good luck
i just want a distraction cause anything is better than thinking of dialogue



