#making-mods-general
1 messages ยท Page 46 of 1
And if they want to start it over, that's fine.
I want it to be open to anyone who wants it.
I already have a single config option for buffed and superbuffed.
What's a few more config options?
sorry, i promise im not trying to be annoying here, my dumb brain is just still confused, "whether someone has completed it or not" sounds to me like you want the quest to be given to everyone again even if theyre on like, year 3 and finished the original quest long ago. if thats the case you dont need to check the conversation topic thing with spacecore
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModId}}_Introductions": {
"Id": "{{ModId}}_Introductions",
"Trigger": "DayStarted",
"Condition": "{{Introductions}}",
"Actions": [
"RemoveQuest 9",
"AddQuest 9"
]
}
}
}``` tadaa
Avi, you are a gem.
change the condition to whatever your config is
if the config is just true/false you dont need to do the contains thing either
oh i forgot about that
And Button, no, you aren't being annoying - I just want anyone who wants to be able to use it, to use it.
I don't want to force it on anyone, if that makes sense.
then in that case that trigger action that Avi provided will give everyone the quest as soon as they load their save
provided the config is turned on ofc
so no worries there
Oh, perfect. Thank you both, so so much.
(i am trying to run from my title of portrait clown, i am the trigger action clown)
Just to make sure I'm not confused - I can set this trigger action to a separate config option - like "Start New" or something like that, and it wouldn't be universal?
you'd have to throw the |contains= back in
you can just use When conditions on the whole trigger action block if you want
oooh
true, but sinz said something about when conditions and multiplayer not acting good together, so i've tried to stray from when conditions (WHENEVER) possible
thats only really for certain things
everyone in multiplayer should have the same config anyway
(it could very well only be applicable for events but y'know, burned in memory)
Ok, so a when condition on the trigger block is okay, then?
should be, yeah
just be aware that even if someone turns off the config and then turns it back on later, they wont ge the quest re-added again. thats most likely what you want, but just mentionin it just in case
No, I don't want them to be able to do the quest multiple times.
single use trigger action 
and to save you some potential headache with trigger action stuff, also remember that if it ever runs once, it wont run again, so if you do some testing with it and then it suddenly stopps working on your save... thats why
I don't mind giving a little buff to introverts like me, but I'm not an infinite money machine
(you can un-mark it as complete tho so its fine just a bit annoying)
Got it. So don't save, is what you're saying.
pretty much. you can also make it so the trigger action doesnt get marked as run from the getgo, which i like to do for testing, but it also comes with the chance to forget to remove it before uploading lmao. and for things where you're testing on day 1 on new saves anyway it doesnt much matter
Yeah, I just want to make sure it works - I'm not planning on doing a succession of tests. ๐
can someone explain this bit of vanilla animation? to me it seems that the animation description is referencing the wrong cells, and I don't know how the game knows that this animation is two blocks wide. Trying to do something similar with a two block wide animation.
you'd have to do that with spacecore
i think clint's is hardcoded
base.extendSourceRect(16, 0);
this.Sprite.SpriteWidth = 32;
this.Sprite.ignoreSourceRectUpdates = false;
this.Sprite.currentFrame = 8;
this.Sprite.CurrentAnimation[14] = new FarmerSprite.AnimationFrame(9, 100, 0, secondaryArm: false, flip: false, clintHammerSound);
break;```
OK thank you... don't have any experience with spacecore so that may be something I have to learn
https://github.com/spacechase0/StardewValleyMods/tree/develop/SpaceCore i might have an example of a sound one but it's still applicable
https://github.com/Aviroen/Custom-NPC-Edelweiss/blob/46c09260c5f35c7120ef8422404a5f5c44a88639/data/SpaceCore.json#L66 the entry part of it is you targeting your original animationDescription
thank you for those
hi 2 * 2 * 2 * 2 * 3 * 3 * 3 * 3 * 5, love your work!
every time i talk to you i should come up with a new way to write your name
if you're fine adding even more mini-icons to stuff you could have a partially-grey fruit with a ? in the corner 
but i know your menu's pretty busy already
oooorrrr you could make your own sprite for the 'any x' icon, like for loc i edited the cornucopia-looking sprite from loosesprites/cursors into this for an ingredients icon:
fruit
but the reason why i am move away from picking a repr item is cus i am matching for more conditions now
it'd be annoying to scale with mods i feel
Hellooo
What's this mean? [game] saveTask failed with an exception InvalidOperationException: There was an error generating the XML document. ---> InvalidOperationException: The type CapeStardewCode.CustomLavaLogic was not expected. Use the XmlInclude or SoapInclude attribute to specify types that are not known statically.
looks like you didn't register your class with SpaceCore?
i would like to create some NetMutexes to lock player interactions in multiplayer to one at a time. how should i set them up? do i need to create a NetFields to put them in? do i need one per mutex?
(this is for tossing chickens. farmer children have a NetMutex which is locked when tossing, so i believe i should replicate that)
hm you want 1 per farm animal?
like would 2 ppl be able to toss different animals at the same time
yeah, 1 per animal is likely
or do u only want 1 person tossing any animal at one time
two people should be able to toss different animals at once, yeah
well that sounds close to the chest mutex 
i personally hate netmutex, so i'd recommend the poor man's mutex: add a moddata field with a null value to the animal, and remove the key when you need
that one is tracked on a dict on farmer team
going through moddata might work. at least farm animals already have that
i wonder if you could just temporarily make the animal tile position -1 -1 tbh
so that interact fails for anyone else 
alternatively you can simply call new MultipleMutexRequest(mutexes, success_callback, failure_callback) and it'll be registered with the game from its ctor. just save an instance for later to release the locks
u can put animal position back afterwards
i have never heard of this
it's used for inventories when crafting mostly
hence multiple mutexes, which you might not need
still, nothing stopping you from just passing some [mutex]
don't you need an actual mutex for that
like, one that's ticked
ichor, your other lazy mutex source is probably the global inventories one
nothing really prevents it from being just some Random Ass Mutex
other than, you know, it being infinitely stuck there forever
hmm
casey, is farmerteam seralized? I forget. I think you mentioned it's not?
so is it enough to just create a NetMutex? or does it have to belong to a NetFields (since i see all the game classes doing AddField with them)?
it's not enough to create a netmutex, but the function I just linked to sets them to a NetDictionary
or maybe there are even more steps i'm not aware of to get the bits to shuttle between players. i am a babe in the woods
if it's in FarmerTeam.globalInventoryMutexes it should work
at least, it's working for VMV ender chests
ok, good enough for me. thanks atra (et al)
No, it isn't
I tuned in at just the right time ๐
Nice! I'm doing okay, trying to figure out what to do with the rest of the evening
Getting close ish to go to bed time
i vote sleep
I think I give up on the rest of today and will just go to bed as soon as my hair is dry enough
hey are there any unforeseen potential consequences i might not be thinking about when it comes to letting CP mods access other CP mods dynamic tokens with this mod im working on that would make that particular feature not worth it to implement
you mean besides the general illegalness of accessing implementation detail right
yeah ignoring the fact that im just sneaking in through the back employees only door after waiting for someone to leave it open in order to do this
as long as the mods are dependent on the other mod i think its ok
if anything breaks when someone uses it ill let them know it got the chu go-ahead then thank u 
i am numb to your footgun shenanigans button
(i also think its ok tho but ive missed obvious t hings before so)

that said i always thought there should be way to share configs between cp mods
and cp -> c#
this mod'll do that too so theres that
Does anyone know how to add a paint mask to my [AT] Buildings? Is it as simple as doubling the texture width and slapping the paint mask over on the side?
oh not for C# mods tho
well u r half way there right 
Hi, there. It's me again. Back with a question about the trigger action I'm trying to implement. The code Avi suggested contains a token for the condition, which if I'm understanding it correctly, is a GSQ. Does that mean I need to have a custom GSQ to implement the token? #making-mods-general message
i guess it wouldnt be difficult to add an API for C# mods too
nope! you can just write "TRUE" or "FALSE" (well caps dont matter) as a GSQ
and since your config token is just gonna be true/false anyway, the token will just be true or false
so it will end up as e.g. "Condition": "true"
which works
But the config token can't be the same name as the condition token, right?
I might be overthinking this
the name of the config token can be whatever you want
as long as the possible values are true or false
the Condition field doesnt take a token it just takes a string
and Content Patcher will turn your config token into a string
before thw game reads it
Ok. I think I understand. So I need to define {{Introductions}}, which will be the result of the True/False config option.
as far as i understand it if you have a config schema with a "Introductions" config option, that is what defines the token
inadvertently i can retype my original where it had the |conditions=whatever, and you can have it be any whatever text
Ah, I think what confused me is this line in the CP docs: Dynamic tokens can't have the same name as an existing global token or player config field.
And I thought {{Introductions}} was a dynamic token.
"Format": "2.3.0",
"ConfigSchema": {
"Introductions": {
"AllowValues": "true, false",
"Default": "false"
}
},
this would let you use the {{Introductions}} token anywhere
and it will be replaced with either true or false
(configs are secretly dynamic tokens)
Thank you for spelling that out because I was talking myself into figurative circles.
(told you...baby modder)
dynamic tokens are a separate thing defined elsewhere but behave similarly (just arent user changeable)
(and allow when conditions)
alternatively if you didn't want it to be true/false and say you had it as "New Quest, Old Quest"
"Condition": "{{Introductions |contains=New Quest}}",
that is also an alternative
and both of those are also just alternatives to having no condition but using When conditions instead
since you dont need to use the GSQ condition field for this
it is easy tho

Leave it to me to make things infinitely harder than they need to be.
tbh thats every modders experience at least once twice many times
the only reason why i know how to do config tokens is from reading other mods, so y'know, it's just experience
Usually when I'm trying something new. I can make rugs no problem. 
dont tell anyone but my books mod still doesnt actually do config right bc i didnt realize there was a specific way to do i18n in config
and ive just been too lazy to change it when it works for now
the game of telephone for gmcm i18n is how i even realized it could be a thing
I know a lot of meat-y stuff, like crops and NPC dispositions, gift tastes, but tokens and GSQ and some of the newer functions will have me walking in circles.
(don't tell anyone i still refuse to use input separators cause i don't know how they work and that i'd much rather use BETAS for my extra dialogue)
Thank you for making feel less like a bumbling bumbler. 
#making-mods-general message re button hand holding me 
(the urge to just take the "vectorized" beard i got off of redoing marlon's portraits as banner icons)
hm the gmcm button i yoinked from ichor doesnt work with gamepad
oh that's probably my fault for only checking for clicks specifically
(in my defense, that is dev-branch unreleased code)
(in mitigation, the rest of nightshade doesn't work with a gamepad either)

i dont play stardew with gamepad anyways
it will eventually, if i ever finish the update. it (the update) got big and now it's too intimidating to work on
but i been influenced to test gamepad compat 
(i thank you for it)
(and I am a controller player - I just have a mini keyboard handy at all times now)
if nothing else i will fulfill this channel's role as a modders (almost) worst compat nightmare, as someone who plays exclusively multiplayer and only with the gamepad
so logo how do you use gmcm 
the only way i could be worse is if i did split screen
this is outside of scope of my mod ofc, but it is rather difficult to click anything
it's okay i'll annoy the piss outta you when i fulfil controller support for karaoke 
Oh, I also have a trackpad handy at most times.
Just have a portable lap desk for my set up

meanwhile content patcher putting its entire screenmanager with all its token info and whatnot into a PerScreen
well using Game1.IsMasterGame should be fine right
maybe my saveData thing needs to be in a perscreen
but only the host is allowed to edit
among other things nonsense in this game - the backing fields for a lot of the assets/pinned spritesheets ARE separated for splitscreen, but the backing content manager IS NOT
so you have Game1.objectData rapidly swapping in between two instances of the same dictionary
the weird is more about the ui though, the focus search thing in focustense's ui library doesnt like being in splitscreen very much
oh, well, ui is above my pay grade
over here at Atra Industrials, we believe in being actively user hostile
does joining split screen trigger peer connected 
Heey. I read the wiki page about i18n, why need double { to format strings? Can I use String.Fromat() directly with single { ?
are you in C#
i mean sure you can edit the string any way you want after the translation helper returns it but why not just follow the format and let smapi do it for you
heeeey quick question, how do you make a machine that doesn't have any unlock requirements? I know it's the last field in the bc recipe entry, just not 100% sure what to set it to. Is it just default?
All the ones I've made before have been either purchase the recipe or unlock via level requirements and I can't find the page on the wiki that explains how to do it
doing it with the typical token format helps make it clear to translators too that its a token and not to be translated
there's also the strongly typed API if you use the SMAPI method, but that's slightly more advanced
that also still expects double braces
yeah I was saying that's an advantage of the double braces
should have clarified lol
https://stardewvalleywiki.com/Modding:Recipe_data has the relevant info
default makes it automatically known yes
tyty you're a lifesaver as usual Selph ^_^
is there a console command/mod that shows all viewed events?
Iirc no
does patch summary all do it?
i know event lookup shows per character events
i dont think so, just ones that can check specific ones
patch parse {{HasSeenEvent}}, but it's not pretty
I just patch parse tbh
cool thanks
For mod authors: you can now download the source code for every open-source mod again! The former repo dump is now a script you can run locally.
that's a lot of repos!
time to run every C# mod that ever existed 
Agree. But I load all files in ModEntry.cs and pass them to other cs files like Menu.cs . I m trying to isolate data loading and data processing, so in menu.cs there is not Imodhelper interface
I thought about it, it's not worth changing common rules for code structure
just make your modhelper a static field on your modentry
(If you want the actual mods, see the link at the bottom of the monthly stat posts ([last one](#making-mods-general message)) for a download containing every Stardew Valley mod on CurseForge, ModDrop, and Nexus.)
good magic, thx you Frieren
Hey guys, im gonna hurt my brain and begin working on texture mods. I used to do alot of pixel art but I have never had stardew experience and as a new modder I wanna know where to start ๐
like what programs to use, im just going to be starting with sprites as of now
it would be nice if there was a script for ppl to curl and run
And as ill be starting with buildings, what size are the coop and barn sprites
thats where im gonna start
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!
you can then find the base coop/barn exterior sprites and work off them
Thanks โค๏ธ
Do you have any programs to suggest that are free for making the new sprite pixel art ๐
I dont have access to my old art school programs when I did adobe pixel art
!software
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
I think most people here use Aseprite, though it isn't free
(unless you build it yourself)
I personally use GIMP
I see,
Good Governor, I will never feed you pants TAT
To be fair, I probably could cash in on it. The sprites ill be making will not only be seasonal but probably have mild animations if the game even allows that
example, chickens being visible in part of a coop
frameworks can let you have animated textures so that's not a problem
its sale soon right
dunno if aseprite ever gets discounts
unsure, i think it was on sale on steam at some point
it do go on sale but not everytime 
Well I just bought it ๐
spacecore allows you to animate any texture in the game
as long as u draw them and stuff
yep thats easy enough
that said for coop people would have chickens already
just takes time
It's out. Thanks @velvet narwhal @uncut viper and @hallow prism
https://www.nexusmods.com/stardewvalley/mods/28251
thankfully frameworks exist to do the ugly code bits so you dont have to
(i think you @'d the wrong avi)
yep
ooops
LMAO
what I meant is having an indoor and outdoor part to each coop like vanilla and animating chickens moving in and out occassionally
dammit
whoeverthatbe, sowwi
hello to avcxie whenever you arrive in here
but they do that already?
or being seen moving in the indoor parts like windows
yes but doing the same in my modded textures
for map animations you dont need additional framework actually
because ill be doing different designs to vanilla
if you want them seen in the windows of the coop though thats not a .tmx thing that will be back to animated textures
whole maps yeah, but i assumed they wanted buildings-- yeah which is spacecore
mhm ill be doing stuff like that, ill be doing animated buildings along with spring/winter texture changing
to clarify, the tiled editor is for when you want to change the coop interior map layout
Ill be starting with exterior only and then making interior's to then match it but my goal is make it fit with vanilla so people can still play vanilla gameplay with it
yea just warning u that editing building exterior and editing map is different 
Once ive made all my textures I can figure out how to actually make it work in game :DDDDDD
thats future mes pain
i recommend getting some placeholder textures into game first actually 
so that you are aware of the format and limits
@pine ermine Hi! I just saw your new Yet Another Content Patcher mod. I'd much prefer if the name wasn't confusingly similar to Content Patcher though (e.g. implying it's an alternative or upgraded replacement for Content Patcher). A clearer name like 'YAML for Content Patcher' or something would be fine though.
(That's just my preference though; you don't have to change it if you really want to keep it as-is.)
YAML Adapter for Content Patcher has the same acronym.
I'll update the the name on the readme and on nexus, probably won't change any of the ID's though
Thanks! 
i hit these dead links while running the dump script
remote: Repository not found.
fatal: repository 'https://github.com/DecidedlyHuman/DialogueTester.git/' not found
remote: Repository not found.
fatal: repository 'https://github.com/DecidedlyHuman/GiveMeMyCursorBack.git/' not found
remote: Repository not found.
fatal: repository 'https://github.com/DecidedlyHuman/PlayerCoordinates.git/' not found
remote: Repository not found.
fatal: repository 'https://github.com/NolanEastburn/ProjectS.git/' not found
remote: Repository not found.
fatal: repository 'https://github.com/purrplingcat/PurrplingMod.git/' not found
remote: Repository not found.
fatal: repository 'https://github.com/rokugin/StardewMods.git/' not found
Yeah, some of the repos were deleted/merged/renamed since the last update. The script will be updated for those tomorrow as part of the monthly modding stats update.
opening the dumps folder in vscode was bad idea 
hey guys I am trying unpack stardewxnbhack, im doing what it says and it gives me a error when opening and also only shows 1 file
what am I doing wrong here, sounds like a dumb question but im very much struggling
gotta remove the stuff inside the xnbhack folder and then run it * move it next to stardewvalley.dll
you got the right version?
I installed the latest version yeah, and I have the latest version of smapi
Did you copy the file into your game folder, and run it from there?
need 1.1.0 if 1.6.8, 1.1.1 is for beta
Currently there's a beta for SDV 1.6.9 so you need to make sure you have the right versions for the version of the game you have installed
Ah yeah let me check game versions that might be it
Yeah, that's the version issue.
what is the standard version if not in the beta, 1.6.8 correct
Current, non-beta latest is 1.6.8 yes
If you're on 1.6.8 you need SMAPI 4.0.8 and StardewXnbHack 1.1.0
If you're on 1.6.9 you need SMAPI 4.1.0 and StardewXnbHack 1.1.1
Pathos, if I primarily work with CP, would accessing the repo have benefits, too?
This isnโt just addressed to him though, I assumed Iโd never touch C# anyway.
if you know how to read code, it's still very useful
i should request access now 
It can be handy to check the decompile if you wanna know how some things are handled
If you aren't going to use the debugging from the repo, I'm not sure if there's any real benefit over just decompiling it yourself?
(for example, did you know that special orders that last a month will not be given after day 16 of a season?)
(I just learned that today after debugging why one wasn't showing up lol)
Though, I want to be able to look at older versions, so there's that
but yeah you can also decompile yourself
the repo is a convenience, not a strict necessity
The repo is for when I am on me phone
should I commence my 'GitHub mobile sucks' rant
For some reason the repo version fails to link correctly for vscode intellisense 
While decompile which just ref the dlls from game folder is fine
(um actually it's after day 15 smh)
/lh
(also Button can I ping u at my thread if i experience any hiccups with BETAS)
you can ping me for literally any reason i like being addressed
Anyways you can just snipe nerds here who will look at decompile for you 
this is true, i actively find excuses to open the decompile
case in point, me going to look at the special orders stuff entirely bc selph offhand mentioned it
SDV is not exactly best way to learn good coding style
I do ask Avi for most stuff but I thought it wouldnโt hurt to ping you if theyโre away
and bc Iโm still figuring things out
One benefit of the repo for content pack authors is being able to compare content files between two versions. For example, to see what changed in a specific asset in 1.6.9. (But that's also something you can do manually, the repo is just a convenience.)
github's desktop web interface is also bad, so ยฏ_(ใ)_/ยฏ
wdym you don't search files longer than 350kib, which is like 1600 lines raaah
like look at this, https://docs.github.com/en/search-github/github-code-search/about-github-code-search#limitations
all that Microsoft money for an indexer that's worse than AskJeeves
Incidentally is there some kind of big folder indexer for linux
The default search on dolphin is basically useless
I use recursive grep and let my NVME SSD do the heavy lifting
it's about 5 seconds to search through my entire 1GB mod list for a string
grep my beloved
apparently this is also a thing: https://en.wikipedia.org/wiki/Recoll
What you mean?
if your class will be serialized to the save, you need to register it with SpaceCore so it doesn't blow up your save
https://github.com/spacechase0/StardewValleyMods/tree/develop/SpaceCore
search for RegisterSerializerType for instructions
there's a helpful example in atra's repo here: https://github.com/atravita-mods/StardewMods/blob/2017c2ce5f804d706db34f9a5cbdf00e3c7c4fe1/GrowableGiantCrops/ModEntry.cs#L121
Like this spacecoreApi!.Register SerializerType(typeof(CustomLavaLogic));
yes
Why is that error happening then?
did you also add the XmlType attribute
No haven't
You mean this part [XMLType($"Mods_CapeStardewCode_CustomLavaLogic")]?
Am I doing something incorrectly?
did you also annotate every new fields
Hmm annotate new fields?
Going to test myself
Not sure what new fields...I tried saving it says savetask failed with an exception. Code cannot be serialized because it does not have a parameter less constructor.
just something like this should work I think: https://github.com/atravita-mods/StardewMods/blob/2017c2ce5f804d706db34f9a5cbdf00e3c7c4fe1/GrowableGiantCrops/Framework/InventoryModels/InventoryGiantCrop.cs#L84
Question: is there a way to quickly mark a large section of day/night tiles on a custom map, or am I better off doing a when condition and attempting to target night time with a patch to the tilesheet instead?
Use case is for a panorama style background on a custom map that would have a day or night sky
Okay yeah stardew valley pixels are big, I think im gonna have to relearn pixel art before I even go near stardew
Depends on what you're working on, but most tiles are 16x16
the coop alone is 128 by 96 pixels
yep their in 16x16 but the buildings are where it gets complex
for me its the scale
16/16 standard sprites im fine with
combining chunks of 16/16 to make massive sprites not comfy with
Are you planning to draw entirely new buildings instead of editing the vanilla ones?
If you look at the maps in Tiled, you can see how the buildings are broken into the 16x16 tiles, which may help it feel less daunting?
yeep that was the original plan, just use the measurements of where doors are but overall fully original shape
You could try a baby step of beginning with a vanilla building and making some tweaks to it.
That's how I draw buildings (map buildings, not farm buildings).
I mean it's the same principle anyway. You make a copy of the tilesheet, open it, start making edits. Up to you though.
mhm itll just take time for me I guess
considering its been 5 years since ive gone near pixel art, I used to be super good but I guess not practicing at all inbetween that time has made it really overwhelming
You can do it! I had never done any art of any kind before May. Breaking it down into little steps helps with overwhelm.
You will start remembering things and getting back into the groove pretty quickly I think, since you already have the skills there.
not gonna lie I dont have colour palette skills, I mainly was a shape designer
so I got really good at making cityscapes etc
since you're doing buildings you could just rip it apart into, walls, door, windows, roof 
You can always mix and match vanilla colours.
thats what im thinking and im starting a plan for a coop right now, its just still daunting
mainly daunting because I am a perfectionist
which is the worst thing you can be as an artist'
Because you always think everything you do is bad ๐
Yes, perfectionism is very bad. My rule for fighting it is that if I think something is wrong but I can't figure out how to approach a fix for it (or even identify exactly what is wrong) then I'm not skilled enough to deal with it yet so continuing to pick at it won't help. Better to say "that's good enough for now" and move on, do some other stuff, gain more skills, and come back to it later.
i get my approvals from #making-mods-art then i say "good enough"
you need something like this:
public CustomLavaLogic() {}
its only purpose is to exist for the serializer
Hmm I deleted that for some reason
https://www.nexusmods.com/stardewvalley/mods/1293#:~:text=Optional Rars contain both the Eemie and vanilla versions in noticed these three mismatched tiles with the White Water Farm map, where do I find the files to manually recolour those three tiles?
XNB mods often break the game and are not recommended. See Modding:Using XNB mods for more info (and a list of Content Patcher alternatives), and you can reset your content files to fix problems caused by XNB mods.
For mod creators, see Modding:Editing XNB mods for help unpacking & editing them (including for use with Content Patcher).
oh i think that's a tilesheet replacer
some kind of tilesheet recolor doesn't have that one 
What recolour mod are you using?
I'm using vibrant pastoral, it's mainly compatible with the farm but the variants available were default or eemie for the farm replacer
so it's not exactly out of the box compatible with my recolour mod
So you think those tiles might be custom ones made by the farm maker rather than vanilla tiles?
does the cp mod load it's own custom tilesheet? kinda looks like it since it has the little bulbs
If you grab the mod Lookup Anything and turn on tile data in the config, you should be able to use it over those points on the map and it will tell you the tilesheet and tile index for each layer. That should be able to narrow down your options for files to then open up and have a look at.
could be, it's replacing river farm
the preview has the discolor in it too
yeah I think it does
less noticable in the preview tho since they're using eemie's recolour there so the cat boards are theh same colour just not the corner of the ground
You can also just open the map up in Tiled and find them that way - if you have Tiled.
ok I'll try that, or Tiled which one is better? I don't think I have either of those mods
Tiled is a program, not a mod. It requires careful handling so I recommend trying the Lookup Anything mod first.
ok I'll try that one, if I can't figure it out I'll just hope growing giant trees makes it less noticable lol
Its a bad decision but I have kind of realised im not cut out for pixel art so im probably going to give up, try get a refund on what I paid
!anyonecancook
Its more I personally dont think I can. I tried. Wasnt working for me :/
I wasnt having fun either
It was just stress and sad
that's valid, as someone currently going through burnout, i've definitely went "yeah i'm done with this mod until i feel like it's necessary to touch it again"
also, modding is a hobby, if it ain't enjoyable it ain't a hobby
yeah my previous modding experience is minecraft lol
and it was not texture creation
yeah I tried making some fashion sense clothing a few months ago, all the different sprites and everything overwhelmed me
My irl profession is working on cars, im not in the creative department
that part of my brain is :cobweb:
I'm only in college still but plan on entering psychology, so nothing like modding stardew ๐
I studied psychology at uni ^_^
Let me know if you can't figure it out and I'll download it and have a go. I feel pretty confident about my ability to get it sorted.
help! How can I do this? I made a static interface public static IModHelper Helper1(get internal set) and what value should I assign to it
just assign Helper1 = helper in your Entry() function
they might not be giving a refund because I was 8 minutes over their 2 hour playtime policy on steam so i pray their lenient
lookup anything told me the tiles are from vibrant pastoral's fall outdoors tilesheet
its what I get for leaving the game open in the bathroom, I actually checked minutes. its 5 minutes over
which is odd, you'd think it would match the proper colours then
ou I see, there has been a helper class. But Non-nullable variable must contain a non-null value when exiting constructor. Consider declaring it as nullable.
public static IModHelper? Helper1'
I'll download the mod and have a quick look at it in Tiled.
And then other places it'll complain that you have a possible null dereference or something like that, you can make it shut up by using Helper1! but you risk not know where your null reference exception is coming from then
But warnings are just warnings, they won't stop you from compiling
Ooh fancy Pathos is the one who updated to it to CP
nah, Dereference of a possibly null reference
I think the technically correct way is to mark it nullable with ? and then check if it's null before using it
thats not a nah thing thats just your IDE giving you warnings that are actually true. from the compilers POV, it might actually end up being null
you can do the ! thing like roku said
or just public static IModHelper ModHelper = null!; is what i do
My method tends to be "assume it was set properly earlier, be surprised when I get a NRE"
it's a consequence of the Entry function being, for most intents and purposes, the class's actual constructor
your Helper likely won't be null if you assigned it in Entry, but the compiler doesn't know that
thanks! I took a look myself but couldn't see any default coloured tles
(luckily I don't actually get NRE's that often lol)
great! actually I asked some days ago about it but didn t get reply
Which variant are you using?
That'll happen, it can be worthwhile to wait a few hours and ask again
Assuming chat has actually moved in that time anyways
the ?? operator says "if whatever is to the left of me is null, then assign whats to the right of me instead"
so it makes the error go away bc if your helper was actually null, it'd assign it the new helper instead
! in this case just makes the compiler not give you the null warning
yep I know It didn't work for today's question, so I asked again
Did you place those little white flower(?) things at either side of the waterfall? I'm not seeing them on the map itself.
Already watching! thank u all
wdym just vibrant pastoral and orange fall, if you mean the farm map default variant
yeah those are the tree seeds
to try and hide the mismatch
And doesn't it really cause a problem not initializing a variable in the constructor? Entry will always be executed before everything?
yeah as mentioned, it would cause problems if there are code that runs before Entry. but usually there aren't any
learned a c# class today
Yes I did mean the map variant, thanks. The reason the tiles are strange near the waterfall is because they're coming from the tilesheet called "fall_extrasTileSheet" that's a custom one made by the mod author (and the other season variants). You could make them match by opening those tilesheets inside your White Water Farm folder and recolouring them to match VPR.
I'm less sure about the water bowl. That appears to just be pulling from the game's tilesheets so it should be coloured correctly. I don't know why it isn't.
meanwhile im over here doing reflection crimes so bad that i accidentally broke Content Patcher from my own mod without Harmony
sunday is the day where i forget what a { is and what a signature is, aka, i have let my brain rot making memes and playing other games
The bowl problem might be because the game doesn't actually include the pet area in the map anymore. I'm not sure how the game sets the pet area though.
iirc that's a map property
It's not in the vanilla maps
That's from Farm_Ranching
It might have a default in the code if one isn't set
So the old vanilla farms probably just use hardcoded defaults
Okay so fixing that in White Water Farm probably includes removing the pet area from the tiles of the map and adding the map property instead.
Can you move the bowl with Robin?
(i fixed it
turns out you should not grab CP's PerScreen manager before it gets the chance to grab it itself. gotta wait for its conditions API to be ready to grab it. i will use the API to hack into the API. i feel no remorse in this)
Ah yes you can move it
You can move it now, I'm not sure about that specific farm
Since it's literally just tiles pasted onto the map, you definitely can't. But I don't know if it actually even functions as a pet bowl in that instance.
I might as well check since I have it in my mods folder
Yeah I was thinking it might just replace that bowl until you try to move it
And then there would be the bowl moved by Robin and a non-functioning bowl in the old location that's actually just tiles
Okay I can fill it, so it is functioning. Let's see if that's because the real pet bowl is there too.
One real and one fake pet bowl
Now only one functioning pet bowl remains
Lol, the shadows being part of the bowl area is interesting
Yeah it's a bit weird. Remnant from when it was just in one place or something?
isnt it just the pet bowl's shadow 
If you guys want to learn pixel art best advice is start sketching everyday like anything
It's like the right half of the tile is darker with jagged lines
It's squared off and going in the opposite direction to the light source so I suspect not.
All along the pet bowl area
Plus the bowl does have its own tiny shadow to the left/bottom-left
Roku and I are talking about this bit
Best to not stare at the shadows in this game for too long, the world starts to come apart at the seams when you look too close
I want to confirm if this means ModHelper = null and tell the compiler that I did it on purpose, don't warn. And SomeClass!.someMethod means null.someMethod is expected
I've spent so long agonizing over how pixels aren't lining up very well
And then go look at vanilla and it's like everywhere
It is good to stare at when you're being critical of your own art though because it helps to realise that actually...you're doing fine.
i will not agonize over my own tilesheet
My problem is that my first thought isn't "oh, I guess I'm fine" it's "why is this still broken in 2024?"
"Someone should fix it, but looking at my garbage, it sure won't end up being me"
@pine elbow Okay so the pet bowl thing is probably because the pet bowl shouldn't actually be baked on to the map like it is. To fix that, you will probably want to actually edit the map itself in Tiled or I can write you some json to put in the content.json file so you can avoid the risks of breaking the map that come from editing maps when you're not used to it. However, it's probably going to look a bit messier with the json approach because the whole area's tiles kind of need tweaking rather than just the four tiles that make up the pet area itself (as seen in screenshot).
Every time I go to criticise things like that (like how many weird sharp edges there are on cliffs, for example, and how few variations are possible with them) I try to think about how I would do better and then I stop criticising haha
I actually had that problem on an old map, too. it was a 1.5 map that didn't make the transition to 1.6 cleanly, and left some old stuff like the tile-based pet bowls behind. you need to assign the pet bowl a place to be via map properties now, instead of putting down tiles for it
Drawing tilesets that are both interesting and highly mix-n-matchy seems impossible.
the old tile-based one couldn't be moved or interacted with, either, so it was just a big 4-tile dead space in what was otherwise a good spot to sock away a pet bowl
In this instance the pet bowl doesn't even need a property because the map author appears to have just plopped it into the same spot that it is hardcoded to default to. So just the tiles need removing.
hah, at least it's easy to fix, then, so that's good
speaking of maps and mods, is anyone available to please post my two new mods to the mod showcase? I finally got done with the tweaks and polish!
I was going to say that if you put a post into modded-farmers I can publish it for you but I don't actually know if you can publish someone else's messages
cannot
you need to post the message yourself
Stinky
so they can just give you a link and text to say and you can just post for em
Okay in that case if you want to tell me what you want, I will post in modded farmers for you
I need to work out a better way of doing it than the way I did it for joejames38 because I had to go back and forth copying and pasting about 4 times
https://www.nexusmods.com/stardewvalley/mods/28250 here's my farm map mod
https://www.nexusmods.com/stardewvalley/mods/28253
and here's my buildable greenhouse mod. the little blurbs in their About This Mod spot are fine to use as the description for the showcase
A farm with large, grassy fields for planting crops and ranching animals. Comes complete with configurable fencing, crop layouts, and other features!
thank you :D
All done!
thank you very much!
You're welcome :)
guess lookup anything gave me the vibrant pastoral one instead of the farm bc I'm using a recolour, I'll try recoloring the extras tilesheet but it seemed to be more plants than ground when I looked at the png
I've just noticed the shipping basket has the same thing actually, less noticable bc the replacer I'm using rn is the same size as the default basket
so remove the tiles for the shipping basket and the pet bowl in Tiled, then recolor the fall_extras_TileSheet for the map?
The tiles are just at the very left on the tilesheets. I've put a red rectangle around them to show you.
Yes that's right. And to edit the map, you will need to copy the vanilla tilesheets into the mod folder so it looks like this. Otherwise the map will break. If you try looking at the map in game while the vanilla tilesheets are in the folder, you will notice that you recolour isn't working on the map anymore - that's okay, it's just temporary while you're fixing the map. Once you've made sure it definitely works, take the vanilla tilesheets back out and your recolour will work again.
Have you guys ever wanted an airport ๐ซ in stardew Valley
Could be cool, given the size of the town maybe a seaplane?
ty, I've noticed some collision problems too in certain areas and places that are walkable that shouldn't be. Anyway I can fix that in Tiled too?
Or even a more rural type of landing strip
Zuzu has an airport, no? 
(actually haven't tried Zuzu, basing this on content I've seen)
I was gonna say, a big city like Zuzu is usually what people in rural areas have to travel to to reach a larger airport
You can make sure all the shorelines are on the Buildings layer and that they don't have Passable TileData
Though I'm surprised the water tiles used there are apparently missing the data that makes them impassable
Yep. Tiles placed on the "Buildings" layer have collision by default. Tiles on the "Back" layer but with the tile property "Passable" set are also not walkable.
How did you get on to the water in the first place? Your video made it look kind of like you jumped. Usually most water tiles are walkable because there's no point going through the effort of making them unwalkable when no one can get to them anyway.
Roku usually only the water tiles used next to bridges have the Passable tile property
I ended up sitting down then when I stood boom on the water and couldn't get to ground
Ah the sitting glitch
chair
So I guess those tiles are probably all correct
How were you sitting down? There's no ChairTiles set in the mod.
I don't think there's anything you can do to stop the sitting glitch
CA has deemed sitting a reasonable glitch
Other than don't sit near anything lmao
You can't just...sit anywhere can you?
you can with outdoor seats
That's not a thing I have just failed to know about for 4 years
Probably with a different mod you could
Yes but Avi there is no seat there in that video
I pressed a accidentally and it just sat me on the edge of the shore facing the river
oh a 'sit anywhere' mod
In that case my recommended fix is just don't sit there lol
i wonder if setting an extra layer of water as 'buildings' would yeet you backwards
I don't think I have a mod like that from what I can see in my mod folder lol
Because it's the sitting that's causing unexpected behaviour, not the farm map itself.
yeah true I wasn't expecting it to even be sittable there
By "A" I assume you're using a controller or something?
how about this is it from the map
yup gamepad
Hmm if you don't have a sit anywhere mod then maybe it is a farm map problem after all. I'll hop back into my copy and see.
Yes that string issue is the farm map's fault
I'm hoping I can fix it somehow in one of the json files?
You can just fix it by clicking on the pink Buildings layer, then clicking on the little box with the words "TileData" over the top that's in that spot on the shrine and replacing Message Grandpa's Shrine with Message "Farm.1"
Yeah I actually don't see any updated mods for sitting anywhere
unless it's included in another mod and I haven't noticed, but I'm testing around the rest of town. I can sit on chairs, the high parts of bridges, the pool table, and the edge of rivers but that's all
There's an old one that expanded the stuff you could sit on
in Tiled?
Yes, in Tiled
name? I'm searching but none of them are showing that I downloaded it on nexus
if it fits I sits
Not sure why "it" and not "I"
Expert Sitting also expanded some of the sitting locations
Both are pretty heavily out of date
Clearly "it" is the standard farmer unit tester /j
If gamepad "a" is the equivalent to mouse right-click, I just ran around that whole area trying to sit and couldn't
turns out I do have that whoops
Oh yeah sitting on the edges of rivers
i'm not crazy
at least it works? if i don't sit near rivers haha
That's not vanilla lol
I'm sorry, I wish I understood the joke
It's probably also fine if you sit on the left or ride side of water
so much Tiled work to learn and hopefully not mess up tonight ahhhh, I'll have to backup the mapmod
Yeah you're probably going to be able to jump into lots of bodies of water with a mod that lets you sit on the edges of rivers
and probably the top too
Smart to back it up, yeah
It's because the jump up animation makes you be on the tile above where you were sitting
yeah those are fine facing toward the water messes things up though, praise be to noclip to fix that
I'm honestly actually surprised that it works at all, they're so out of date lol
I suggest you have a read through of this page to help you as well https://stardewvalleywiki.com/Modding:Maps
Some of those tiles in the water weren't walkable, maybe those were actually on the Buildings layer instead of just having Water data
(too lazy to download map)
All the lilypads are on Buildings
I'm surprised my game works at all I have 32 mods that need updating that I've been too lazy to
And if the map maker uses any of the water tiles that do have the Passable tile property, they also won't be walkable
smapi does do a lot of work if the c# was easily re-writable
Eh, I usually don't bother updating my mods until I hit over 80 that need updates
I've always got a minimum of 30 needing updates
i cannot live the life you do
If I see purple for more than 3 launches I have to update
With the number of mods I have, at least one mod gets an update almost every day
I am not bothering with that
And that's usually only because I'm too busy testing something to stop and update the first time I see it lol
me, getting annoyed that stardrop isn't recognizing my own manifest updates
For just 1.6.8?
I assume that was to me, not Avi. Yes, 1.6.8.
Nah it was for Avi, since the 1.6.9 beta does some funny stuff with update notifications
Ah, okay
oh- idk stardrop is acting strange cause sometimes it's like "hi, welcome to the 1.6.9 beta" and then i turn off my computer and it goes, "HEY WE'RE BACK TO 1.6.8 NERD"
I don't use nearly as many mods as you, but I can see how having so many could cause an unending cycle of updates
shrimply, we must become lifetime premium, aba
Yeah, I don't really know how well Stardrop works for the beta
But it doesn't sound like very well lol
exactly it
s hard to keep up
mainly cooking mods that need updating like the barista ones
Lol I am not expecting to ever get that many downloads
looks at bluebs
i mean you are thinking of very good ideas for hiria, i can see it
Yes but polarising ideas haha
modded-farmers loves polarizing average modder likes outside of the box mechanics
I mean I didn't either and now look at me, lifetime premium and all, you'll get there too 
Are you only on 1.6.9 now or do you have two copies of the game?
i have two folders and stardrop is definitely set to 1.6.8, but i think it's acting strange cause i debug on 1.6.9 with vs22
i've given up figuring out the cause
So are you trying to use Stardrop with both 1.6.8 and 1.6.9?
Because it shouldn't be able to even see your 1.6.9 folder if you only have it looking at the 1.6.8 one
Maybe you need to doublecheck your settings for it
In case one of them is accidentally pointing to the 1.6.9 folder
Well yh but it's really buggy especially for mobile and the airport can be to go to ginger island ,the desert ๐ etc...
I mean, mobile is just kind of not supported at all right now
Well... if it's android modding, then 
...why is this throwing an error
But also two cakes anyway. If you want to make an airport, go for it!
A functioning airport opens up ideas like...making the entirety of Te Ikaroa so players can go there with Hiria 
That's not scope creep at all
Thanks but I can't I'm still learning how to make an npc and edit a map
It was just an idea ๐ก
Ah, I see.
i forgot the dumb %% in my mail sendout
in one of my simulreleases, not the other
i hate this
why did i do this to myself
also yes, apparently stardrop's "installed mods" folder was reassigning itself to my standard folder (which is the 1.6.9) and was screaming
Ah ha
Weird that it was doing that by itself
I have a weird third-understanding of Stardrop (in that I understand a third of it) because I don't use it to install mods, I don't use it to choose profiles, I only use it to update mods.
So mine always behaves itself very nicely (although I don't know what it does with the zip files. Does it delete them after it's finished with them? I've never been able to find them)
i've changed my stardrop around because it was pulling from the standard /mods folder as well as it's own /installed folder, so i said, screw that, put everything into the installed folder
I did the opposite. I have an empty installed mods folder
i contemplate reopening comments on my mods but i'm also like
Hmmm I think you will probably get frustrated again
there is a valid question, if my stuff is compatible with expanded gift reactions, to which i say, iunno, maybe?
i am not in the mood to debug that, huh
Hey, could I get a mod maker to showcase this at some point? Feel free to use this line:
This is a tool for map makers to determine if a player can go out of bounds on their maps. Curious players are also welcome. It adds a command escapemap to be used in the SMAPI console. https://www.nexusmods.com/stardewvalley/mods/28257
same as description? nevermind i see the edit
thank you!
oh it ate the tilde 
gotta remember that copy paste hates me
Looks like copy paste doesn't preserve backticks
Is there only a GSQ to check for (1.6 spoiler) ||green rain on the next day||?
theres a GSQ for WORLD_STATE_FIELD which can check WeatherForTomorrow in general
Hm, I really only need to check for today, but in the code it seems to only check tomorrow
oh if you only wanna do today then why not just WEATHER
it should be able to check for GreenRain too
(can confirm GreenRain does work for the weather gsq, I've tried it myself before)
Sweet, thanks, save me some day hopping lol
the temptation to make a green rain totem
Stardew Predictor is handy for helping with testing weather stuff
make a storm totem to go with it!
i thought there was already something out there that makes a storm totem
but it doesn't come packaged with a green rain totem, and it would be convenient to have both of them together in one mod
oh. well then, lol
i must now look up if there's a fertilizer dehardcode
not really a dehardcode, atra's always great to study on though
Maybe I should just rename my map actions mod and expand its scope...
i swear whenever im actually playing the game and want rain, it never rains. but when im testing a mod and just want peace and quiet when testing things over several in game days without muting my whole game, it rains every fuckin chance it gets
RNGesus playin' games
me, testing that customfield for pregnancy/adoption question, also me, getting trolled
I swear that there needs to be a totem that makes your day a super-lucky day, too, just to go with the rain and storms. nothing is sadder than 20 lightning rods and a terrible-luck day. get maybe two batteries out of it, it always feels bad
Ah spell check, if only I paid attention to it
i need a spellchecker for my dialogue
If you're using VSCode you can install one
@vernal crest hey where would I happen to find the Tiled program to download? Looked up 'stardeew valley Tiled download' but just got nexus tilemap mods
!mapmaking
If you want to make mods that add or edit maps:
- Use Tiled (https://www.mapeditor.org) to edit .tmx or .tbin files.
- Refer to the Maps wiki page (https://stardewvalleywiki.com/Modding:Maps) for details on how maps work in Stardew Valley.
- Use Content Patcher to load in new locations (https://github.com/Pathoschild/StardewMods/blob/stable/ContentPatcher/docs/author-guide/custom-locations.md) or make specific map edits (https://github.com/Pathoschild/StardewMods/blob/stable/ContentPatcher/docs/author-guide/action-editmap.md).
Hmmm, I wonder if the bot has permission to use markdown links... The way these embeds look bothers me too much I guess lmao
how am i going to mixmash this map edit using smapi and content patcher
Updating the NPC command was 90% trying to make it look good lmao
only for me to yeet it because pathos moved everything but dialogue over
I would use CP to add the map and then SMAPI to edit whatever you need C# for, though I'm not sure what that would be lol
yeah i'm just trying to understand the dependencies of what the heck is going on with my mod
The mapmaking command needs editing for content anyway because it's linking to custom locations
welp roku- time to test if the bot can use markdown
how do you edit bot commands anyway bc id be wary of you getting flagged for trying to use markdown when editing it
It's got a window that pops up in discord
#governors-mansion and i think just the / command
Do you use /define?
Button doesn't have permission, she was asking conceptually how it's done since if you're sending those directly into chat it would auto flag you
But I'm not really sure for the define command how it would handle... flagging (I can't remember the word)
ill see you after your 10 minute timeout
Lmao
Anyways, I hadn't seen the updated NPC command but I think you did great maintaining the layout
can you react with emojis if you're timed out. maybe avi can send us a message from the great beyond via emojis
Somehow, I've never been timed out, so no clue lmao
Lol or she can just DM me if she's desperate to communicate
why would using a bot command put you in a timeout?
I will be her spirit medium
aren't the bot commands meant to be used?
You're not allowed to use markdown hyperlinks
because you're not allowed to use markdown links but the goal is meant to see if you can make the bot do markdown links
She's not using one she's trying to change one to use a thing that normally gets you bonked
and bot commands are made by hand
Mostly would just love to clean up some of these heinous bot commands lol
Links that span across 3 lines is buck wild
ah, I'm assuming that that's so you can't use the markdown links to send people to, ah... nefarious places, or somesuch?
Pretty sure you can hover over markdown links to see the the original address
that is the intent though yes
Also there's a warning on discord itself before following links usually
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
you would 100% know if you got bonked
Oh my god, that's amazing 
You have made roku's day ๐
Now to see if a mod is gonna get mad lol
i'mma go put it in suggestions before i get yelled at
Should we ping bouncer and ask?
Though I dunno if any are lurking atm
why would a mod get mad
Can't hurt, probably should have asked first lmao, I wasn't planning on dealing with it tonight
Technically it's circumventing the rules
it's circumventing, but we also attain a certain degree of "professionalism" that we're not scammers
Not even mod authors are allowed to use markdown links, but there's a lot of wacky commands they've been allowed to make
XNB mods often break the game and are not recommended. See Modding:Using XNB mods for more info (and a list of Content Patcher alternatives), and you can reset your content files to fix problems caused by XNB mods.
For mod creators, see Modding:Editing XNB mods for help unpacking & editing them (including for use with Content Patcher).
True, not sure if there's a way to check who made a command originally/who updated it
i take responsibility for the bonkening if it's not allowed, but if it is-- we're going to fix the npc one later
it does show me using define in gov mansion though, so maybe?
Oh yeah, I guess that's a decent-ish way to check
I give up. All I could find is that it was created by a moderator and can only be edited by one and that it has existed for at least two years.
Avi you posted in the tech support thread not the server suggestions forum lol
i will never properly format my wiki.gg template to have a decent looking layout though, i'm lazy-
F
I have created a few map data, but if anyone has any knowledge of the mystery that I have encountered for the first time, please provide the relevant wiki and directions.
I have now completed the modified Island map data, but only the โisland_tilesheet_1โ tile is not reflected in the recolor mod.
If I leave it as Vanilla, all tiles are reflected.
When adapted as a mod, only โisland_tilesheet_1โ is not reflected, even if the default MAP is moved as it is.
I did not see any errors in the SUMAPI logs for either the MAP mod or the recolor mod.
i think those are beach tiles, right?
Kinda looks like an Overlay that doesn't have enough tiles to get rid of everything from the original map
oh wait no it pulls from... squints spring_outdoorsTileSheet2, spring_town, and probably v16_Shadows cause, yknow, pain
Four tile data are used in โIsland_Wโ, mainly beach and wave โisland_tilesheet_1โ is not recollared in Vanilla.
The โsummer_outdoorsTileSheetโ portion reflects some of the colors. However, the same tile sheet (summer_outdoorsTileSheet) has some parts that are recolorable and some parts that are not.
Are you keeping any of the tilesheets in your mod's map folder when you test it in the game?
{
}
public override void updateSeasonalTileSheets(Map map = null)
{
}```  does this mean it's perpetually spring?
For the island?
Pretty sure it just means it'll only ever use the tilesheets used to make it, as it's not even making a swap to spring
oh- fair
so yeah it's probably the summer_outdoorsTilesheet2 that those cliffs are from
Are you referring to the tile sheets in the recolor mod?
The Asset in my own mod folder only contains sheet data as it is in Vanilla.
Ahhh, I'm finally starting to understand some of this.
Perhaps the recaler being applied is overlaid with map data that has been changed by other mods.
I just looked at the tile data and the game data and saw a slight difference.
You shouldn't have any vanilla tilesheets in your folders when you test the game or ship your mod
If you have any vanilla sheets, it'll use those instead of ones that are being recolored
You can rename them by placing a period . in front of the name, in order to avoid deleting them, when testing and then back to normal when editing
But if you're gonna share the mod, you should delete the vanilla sheets from your folder entirely before then
If you haven't already been using it [[Modding:Maps]] has some useful information on it
Oh~ I see.
I did not understand such a fundamental part of it.
I understood that the part where the recolor is reflected is probably the part changed from Vanilla because the event is triggered by โSVE MODโ.
And I think the part I created was the part where I had included the tile data you pointed out, which caused the difference but was not revealed in the error log.
I'm going to delete the Vanilla sheet data from the Asset folder and test to see if the modifications work. Thank you so much for your help!
This makes me laugh lol
Ah~! It's fixed! The recolor mod worked on my edited MAP section as well.
I am ashamed to say that I would not have noticed it if the MAP had not been overlaid by another mod this time.... Thank you so much for your help. I can finally complete the data
@uncut viper did you know BETAS spams the hell out of clients console in multiplayer?
Unrelated note, turning fires on is not synced, but turning them off is... for some reason
I would have expected one or the other but not for it to be synced one way and not the other...
there's... no way for me to run a trigger action that i've already written in dialogue commands, huh
also, interesting, i wonder where the update pops up then
[04:31:39 DEBUG Button's Extra Trigger Action Stuff] Got here
[04:31:39 ALERT Button's Extra Trigger Action Stuff] Received Trigger: Spiderbuttons.BETAS_NpcArrived```
It's this over and over again
one very janky solution that doesn't really make sense for my other portrait edits, but i got that stupid mailflag thing to work
ahhhh I upgraded my house now I have to use item spawner and get all my furniture back ๐ญ
Hello friends, I want to create a special modification for the mountain cave, as I want to make it more than just a place to get minerals.
I am thinking of adding a story to it and more distinctive floors. Here is a general picture:
The kidnapping of JoJo workers in dark circumstances (the workers who dug the rock)
Allegations that there is a sound and monsters in the cave
As the hero advances, he must save the workers
There are bosses at the end of each floor
There are ten layers, there are monster layers, there are gases, there are traps, etc. etc. etc.
What I want from you, friends, is how can I carry out this plan?
What programs and tools should I do?
!getstarted
If you would like a guide to setting up mods for Stardew Valley, check out the getting started guide! https://stardewvalleywiki.com/Modding:Player_Guide
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
if you want traps in maps, you'll most likely be dealing in c#
That's an ambitious project you have!
If it's your first SDV modding project, I'd advise you to first try to make little things, even just to understand how modding works (dialogue, events, maps... modifying things, adding things...)
As Aviroen mentiones, you'll need to learn C#, since your project looks like it would need features you can't simply add
I'm not good at c# but I'll use ai to see if it can help me.
The problem is I don't know where to put the code.
Should I create a file and put the instructions in it, for example?
Oh, don't use AI, your code will never work
ai will definitely not help you if you've not read c#
there's probably some good workarounds, if you want to deep dive into frameworks
but i'd first get acquainted with https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md content patcher
It seems I have to take the hard way then learn # c
https://github.com/spacechase0/StardewValleyMods/tree/develop/SpaceCore spacecore does have dungeons, so that is in the realm of possibility if you don't want to add any custom monsters, just search down at the 'dungeons' section
There is no easy path in that
good morning, is the coffee machine working 
AI is useless if you can't understand the language and correct its mistakes
Do you suggest that I implement my idea through json? Instead of learning #c
I have read a little about it and I have experience in it. I made a translation mod for the Stardew game through a json file and I have read a little about it?
it's possible if you don't want any custom behaviors and you can find workarounds with vanilla monsters (and frameworks)
I will try these solutions and some initial ideas in my head to see if it's possible for me to start now or if I need to learn that computer language first thank you๐
guys, does anyone knows if theres a way to reproduce the owl shadow that sometimes appears when players are walking outside during the night?
I wanted to add more flying birds shadows ><
anyone kno what this is (the blue line and door looking thing) on the cursors png? just wondering so ik what i want to do with it since im modding a lot of the UI
also wondering, is the number color, and the green bar color hard coded? i think they are as i havent seen textures for them in the cursor pngs. also, ik that annoying line is too, i think.
the annoying line isn't i think? at least i can't see it in vintage 2
those are indeed hard-coded
I use Theme Manager to change colours for those parts
the line isnt tho, I think thats in a different spot
maybe menutiles
its not on menu tiles as i have that completely modded
If you have SpaceCore installed, the line is removed
Since they were basically the same color as the bg and the skills page is overridden anyways, I figured why not (once I got a request to remove it)
oooohh
So thats why I dont see it for my own UI when I was making my theme iuhdiuhaf
thank u casey I was trying to search for it on my end earlier and promptly gave up 
yeah orange line i remember being hardcoded from earlier discussions
i wonder what it was that I coloured in before... I remember touching an orange line ๐ญ Oh well
a mystery 
pretty sure i do have it
hey casey 
Did you configure the skills page changes off in the config?
Hi!
Gonna ask this here, if I want to redesign buildings, would that be concidered a recolor? Or something else?
recolors and retextures are, technically speaking, the same thing (replacing the game's image assets)
So they would use the same process, correct?
yeah. you redraw (or recolor) the images, then use content patcher to overwrite the vanilla ones at runtime
insert Mulan Mushu's "I LIVE!" gif here
Animated Hairstyles has been updated. It's still September for me so I'm still on schedule for my every-three-months-update rate plan 
https://www.nexusmods.com/stardewvalley/mods/10294
I tried looking, but is there a video that has step by step instructions? Just to help get me started?
!unpack can't help you with a video, but if you haven't unpacked your content files that is definitely step 1
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 about to do a fresh reinstall to get that done. Should I go ahead and download any mods that will need to also be edited?
yeah, you'll want to have those eventually if you plan to support them. i would start small and get acquainted with content patcher. maybe just do one building for starters.
!startmodding check the content patcher links for a good starting point
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itโs easier to start with making content packs, since you don't need to learn programming.
I started reading though this stuff a while back, but got a bit overwhelmed. So trying again.
you can also download other retextures, like Elle's buildings or way back pelican town, and see how they approach things. you'll likely need some of the same setup in your files
yeah, it can be overwhelming at first
at least for content patcher, even outdated videos are likely to be some help, so don't get too discouraged if you find one and it's from like 2022
idk. i need to figure that out here shortly
sorry, what do u mean by this?
Finally got my mod updated and it's taking forever to upload to the servers
oh, i thought it was from the recolor. spacecore nuking the line does mess with the log menu mod a tiny bit as it's harder to tell when a line changes to another (it uses the same line as the menu i guess?)
wait i'm stupid it doesn't use one at all
why did i think it does
I did not! The code responsible isn't in my current working version of the mod, and I assumed it wasn't in the one on nexus either because of that, but I guess it didn't make it into the last version like I thought it did. I'll put out an update shortly to remove it
does my monitor just have a conveniently placed darker line in an exact spot where the line Would be or does vintage v2 just have slight tiling
New version is uploaded, sorry about that!!
hey so im trying to change the name of a couple things and am struggling to do so. for one, the golden lewis statue as i changed it into a golden marnie, and 2, i made the golden animal crackers silver. here's the code for the first one.
SpaceCore has a config option for the skills page override
oh thats the id name i got from a site
k, how do i access it?
The config option? In GMCM or the config.json like any other mod
to change the names you will want to edit Strings/BigCraftables instead
"SolidGoldLewis_Name": "Solid Gold Lewis",
"SolidGoldLewis_Description": "Mayor's secret project.",```
Also that's the wrong format
trying it
was there some kind of md to bbcode thing
this worked, ty
for future reference, you can change the name and description of (BC)164 directly, but that format is wrong
should be something like
"164": {
"DisplayName": "Something",
"Description": "Something else"
}
And use Fields instead of Entries so you don't wipe the other fields
Look at the unpacked Data/BigCraftables.json file to see what it looks like
it's probably better to do it this way rather than Strings i think, then you can use i18n keys
now im wondering how to do for the animal cracker. would it be "Strings/SpecialItems" ?
why not use the i18n in the Strings
im looking at the different catagories and idk what itd go in
do you have your game unpacked?
of course
then it's likely somewhere in Data/Objects, so I'd check in there in your unpacked folder for it. "Strings/" is a folder in your unpacked content too
not just a thing you write in content patcher to say "this is just text for something"
It's a rite of passage to write your own
i think i need to be off for the day lol. starting to feel a little stir crazy with the modding ;p
Didnโt focustense make something for that too?
my mod is kinda almost done -o- ive got the page set up for it on nexus, just havent published it yet
i thought it was pillow actually 
it was neither
https://miome.github.io/githubmd-to-nexusmodsbbcode/
(At least not the one in !converters)
(I have one, I know a few other people have their own.)
i believe focus did make their own
Mine was actually just part of my flow; it was my pre-merge githook lol
but maybe I'm wrong and Casey is just a bad influence on my memory
So the pre-release checklist had the final merge, which would generate the bbcode files
Which yes, is find and fucking replace on html
A userscript to allow for usage of markdown in Nexus Mods descriptions - AnotherPillow/nexus-markdown
i found the thing i recalled
it works
uhhh
not well
i have no idea why
like the preview works but not the saved
Thanks
I wouldn't normally notice but I was testing something with a client and had to warp somewhere and CJB cheats is broken so I gotta console warp lol
that version has been up for like a week now so apparently no one else noticed either! with how many Log.Debug calls i make when coding its honestly a miracle i dont accidentally include them in release even more
Guess most people aren't testing if their mods work in multiplayer lol
There is a trick to this
hmmm...
Since tool information is in data/tools... I wonder how hard it would be to add a new tier of tools.... with choices. Like go radiation tools for higher efficiency but you take damage every time you use them, or go prismatic for like a speed boost every time you use them.
i simply cannot be bothered
Debug directives?
the worst part here though is that the thing that was console spamming was a multiplayer only feature, so, i did test it in multiplayer. just forgot after 8')
Ooh, that's even nicer
IIRC you need to handle tool areas stronger than Powerful Iridium (5x5) as well as any other special effect obviously, but Data/Tools should just work for the rest of the boring bits?
A question: when would one perhaps want to use a conditional log?
Primarily when you're testing something is working correctly by spamming the console with messages to keep you updated on the state of your mod
Sometimes the easiest way to know if something is working correctly is just to have the code report it constantly
But you wouldn't want to ship that, the bug reports with your mod in it would be unusable
If you set up a conditional log you don't have to remember to go back later and delete all the log spam, assuming you remember to build in Release lol
(side eyes UIInfoSuite 2)
(I always remember to build in release)
(I just enforce it in thr csproj https://github.com/atravita-mods/StardewMods/blob/34ffcf97d4c2d6a932169255acfe456866db04ee/csproj_common#L31)
I'm working on a mod right now that expands on the Lewis-Marnie romance... how would one code dialogue from other NPCs after seeing the event where they're hiding in the dark by Lewis's house?
in Lewis's dialogue it's referred to as event "secret", so for example Leah responding, I wanted to add a line of dialogue
"eventSeen_secret":
would that work?
No, that doesn't work
What you can do is prepend an event command to add a conversation topic to that branch
It's a branch so this is easier
I really wonder why GameLocation.setFireplace syncs for turning off but not on, finally seem to have created syncing for turning on though
Not really sure what all to test for multiplayer lol
why not just using the eventSeen_EVENTID?
unless they want a reaction to the specific branch?
I'm going to try that and see if it works!
the branch doesn't matter, I just want to imply that Marnie has vented to Leah about her relationship troubles (as neighbors), so after the player sees the event, Leah has a dialogue that just goes "ugh! The Mayor has some nerve!"
ok ๐ then eventseen should be good, but not with secret, but the main event id
what is a prequestion?
Is it considered rude to make a dialogue edit of a mod if it's just for personal use? (Not going into permissions or all that)
Pre-question meaning the answer to this might head off my actual question
That really depends on the original author, I'm sure there are some people who would find it rude to make any changes to their dialogue or NPC's
But if it's for personal use, there's nobody to stop you
so, what is considered rude is making personal edit public usually
if you want to do that, check with the author first
like "hey i made edit of your mod for personal use, can i share that in screenshot? i can give more details of what they are if you want"
i say that, because i had one case when someone showcased "personal edits" of my mod that they did then asked for publish it later, and while i get how it could happen, it's harder to say no to something that was already show to others
(in the same sense, if people are like "wow it's sooooo much better than (original mod)" it can be not nice for the author
100%, and I know folks work really hard on their mods so I wanted to ask first. I'm definitely not publishing anywhere, but I'm looking at potentially adding some new lines just for myself for The Farmer's Children so I wanted to ask what folks' opinions were first out of an abundance of caution. (Though rokugin is right, of course.)
https://smapi.io/json/content-patcher/c030c36d0d084bca989ce45784aff3ab#L15
I don't understand why the error. Isn't that "{" supposed to be there?
you're missing a comma on previous line
Aah. Thank you!
the thing is, the parser knows something is wrong and roughly when
but it cant tell if you are missing something or have something extra
so the usual process is to look slightly before and after to see what could be missing or extra
With that in mind, I am messing around with the i18n a bit and was wondering if there's a specific page on the wiki or anything that just has the dialogue indicators, and potentially how to add a new line of dialogue that can rotate with the existing ones, if that makes sense. When I looked on the wiki, I could only find translation instructions, which is a little different than what I'm trying to do. Am I missing something obvious?
(Also looking at tokenizable strings but I'm not sure that's what I need either)
....I just found it
unless you meant CP wiki
Yes I was missing something obvious
https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6#Dialogue_changes
These still haven't been moved over too



