#making-mods-general

1 messages ยท Page 46 of 1

haughty charm
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This is more of a - hey this'll also work if you've already started the quest but haven't completed it yet.

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And if they want to start it over, that's fine.

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I want it to be open to anyone who wants it.

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I already have a single config option for buffed and superbuffed.

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What's a few more config options?

uncut viper
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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

velvet narwhal
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  "Action": "EditData",
  "Target": "Data/TriggerActions",
  "Entries": {
    "{{ModId}}_Introductions": {
      "Id": "{{ModId}}_Introductions",
      "Trigger": "DayStarted",
      "Condition": "{{Introductions}}",
      "Actions": [
        "RemoveQuest 9",
        "AddQuest 9"
      ]
    }
  }
}``` tadaa
haughty charm
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Avi, you are a gem.

velvet narwhal
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change the condition to whatever your config is

uncut viper
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if the config is just true/false you dont need to do the contains thing either

velvet narwhal
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oh i forgot about that

haughty charm
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And Button, no, you aren't being annoying - I just want anyone who wants to be able to use it, to use it.

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I don't want to force it on anyone, if that makes sense.

uncut viper
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then in that case that trigger action that Avi provided will give everyone the quest as soon as they load their save

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provided the config is turned on ofc

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so no worries there

haughty charm
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Oh, perfect. Thank you both, so so much.

velvet narwhal
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(i am trying to run from my title of portrait clown, i am the trigger action clown)

haughty charm
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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?

velvet narwhal
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you'd have to throw the |contains= back in

uncut viper
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you can just use When conditions on the whole trigger action block if you want

haughty charm
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oooh

velvet narwhal
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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

uncut viper
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thats only really for certain things

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everyone in multiplayer should have the same config anyway

velvet narwhal
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(it could very well only be applicable for events but y'know, burned in memory)

haughty charm
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Ok, so a when condition on the trigger block is okay, then?

uncut viper
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should be, yeah

haughty charm
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Thank you!

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And again, thank you both for the help!

uncut viper
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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

haughty charm
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No, I don't want them to be able to do the quest multiple times.

velvet narwhal
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single use trigger action SDVpuffersquee

uncut viper
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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

haughty charm
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I don't mind giving a little buff to introverts like me, but I'm not an infinite money machine

uncut viper
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(you can un-mark it as complete tho so its fine just a bit annoying)

haughty charm
uncut viper
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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

haughty charm
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Yeah, I just want to make sure it works - I'm not planning on doing a succession of tests. ๐Ÿ˜„

faint ingot
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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.

velvet narwhal
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you'd have to do that with spacecore

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i think clint's is hardcoded

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    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;```
faint ingot
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OK thank you... don't have any experience with spacecore so that may be something I have to learn

velvet narwhal
faint ingot
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thank you for those

gilded comet
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hi 2 * 2 * 2 * 2 * 3 * 3 * 3 * 3 * 5, love your work!

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every time i talk to you i should come up with a new way to write your name

brave fable
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if you're fine adding even more mini-icons to stuff you could have a partially-grey fruit with a ? in the corner SDVpufferthinkblob

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but i know your menu's pretty busy already

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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:

lucid iron
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DokkanStare fruit

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but the reason why i am move away from picking a repr item is cus i am matching for more conditions now

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it'd be annoying to scale with mods i feel

old edge
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Hellooo

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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.

brittle pasture
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looks like you didn't register your class with SpaceCore?

tiny zealot
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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)

lucid iron
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hm you want 1 per farm animal?

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like would 2 ppl be able to toss different animals at the same time

tiny zealot
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yeah, 1 per animal is likely

lucid iron
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or do u only want 1 person tossing any animal at one time

tiny zealot
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two people should be able to toss different animals at once, yeah

lucid iron
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well that sounds close to the chest mutex Bolb

brave fable
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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

lucid iron
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that one is tracked on a dict on farmer team

tiny zealot
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going through moddata might work. at least farm animals already have that

lucid iron
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i wonder if you could just temporarily make the animal tile position -1 -1 tbh

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so that interact fails for anyone else LilyDerp

brave fable
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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

lucid iron
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u can put animal position back afterwards

brave fable
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it's used for inventories when crafting mostly

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hence multiple mutexes, which you might not need

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still, nothing stopping you from just passing some [mutex]

calm nebula
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don't you need an actual mutex for that

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like, one that's ticked

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ichor, your other lazy mutex source is probably the global inventories one

brave fable
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u right

calm nebula
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nothing really prevents it from being just some Random Ass Mutex

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other than, you know, it being infinitely stuck there forever

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hmm

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casey, is farmerteam seralized? I forget. I think you mentioned it's not?

tiny zealot
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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)?

calm nebula
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it's not enough to create a netmutex, but the function I just linked to sets them to a NetDictionary

tiny zealot
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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

calm nebula
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if it's in FarmerTeam.globalInventoryMutexes it should work

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at least, it's working for VMV ender chests

tiny zealot
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ok, good enough for me. thanks atra (et al)

calm nebula
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okay so this won't permanently bloat the save file!

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yay!

next plaza
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I tuned in at just the right time ๐Ÿ˜…

calm nebula
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hi casey! How are you

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I have a sweater!

next plaza
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Nice! I'm doing okay, trying to figure out what to do with the rest of the evening

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Getting close ish to go to bed time

lucid iron
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i vote sleep

calm nebula
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I think I give up on the rest of today and will just go to bed as soon as my hair is dry enough

uncut viper
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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

lucid iron
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you mean besides the general illegalness of accessing implementation detail right

uncut viper
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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

lucid iron
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as long as the mods are dependent on the other mod i think its ok

uncut viper
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if anything breaks when someone uses it ill let them know it got the chu go-ahead then thank u SDVpufferthumbsup

lucid iron
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i am numb to your footgun shenanigans button

uncut viper
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(i also think its ok tho but ive missed obvious t hings before so)

lucid iron
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that said i always thought there should be way to share configs between cp mods

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and cp -> c#

uncut viper
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this mod'll do that too so theres that

late pewter
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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?

uncut viper
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oh not for C# mods tho

lucid iron
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well u r half way there right bolbpopcornhat

haughty charm
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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

uncut viper
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i guess it wouldnt be difficult to add an API for C# mods too

uncut viper
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and since your config token is just gonna be true/false anyway, the token will just be true or false

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so it will end up as e.g. "Condition": "true"

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which works

haughty charm
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But the config token can't be the same name as the condition token, right?

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I might be overthinking this

uncut viper
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the name of the config token can be whatever you want

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as long as the possible values are true or false

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the Condition field doesnt take a token it just takes a string

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and Content Patcher will turn your config token into a string

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before thw game reads it

haughty charm
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Ok. I think I understand. So I need to define {{Introductions}}, which will be the result of the True/False config option.

uncut viper
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as far as i understand it if you have a config schema with a "Introductions" config option, that is what defines the token

velvet narwhal
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inadvertently i can retype my original where it had the |conditions=whatever, and you can have it be any whatever text

haughty charm
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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.

uncut viper
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"Format": "2.3.0",
"ConfigSchema": {
  "Introductions": {
    "AllowValues": "true, false",
    "Default": "false"
  }
},
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this would let you use the {{Introductions}} token anywhere

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and it will be replaced with either true or false

velvet narwhal
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(configs are secretly dynamic tokens)

haughty charm
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Thank you for spelling that out because I was talking myself into figurative circles.

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(told you...baby modder)

uncut viper
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dynamic tokens are a separate thing defined elsewhere but behave similarly (just arent user changeable)

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(and allow when conditions)

velvet narwhal
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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}}",

uncut viper
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that is also an alternative

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and both of those are also just alternatives to having no condition but using When conditions instead

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since you dont need to use the GSQ condition field for this

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it is easy tho

haughty charm
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Thank you.

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Works perfectly.

uncut viper
haughty charm
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Leave it to me to make things infinitely harder than they need to be.

uncut viper
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tbh thats every modders experience at least once twice many times

velvet narwhal
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the only reason why i know how to do config tokens is from reading other mods, so y'know, it's just experience

haughty charm
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Usually when I'm trying something new. I can make rugs no problem. SDVpuffermlem

uncut viper
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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

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and ive just been too lazy to change it when it works for now

velvet narwhal
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the game of telephone for gmcm i18n is how i even realized it could be a thing

haughty charm
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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.

velvet narwhal
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(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)

haughty charm
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Thank you for making feel less like a bumbling bumbler. SDVpufferheart

velvet narwhal
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(the urge to just take the "vectorized" beard i got off of redoing marlon's portraits as banner icons)

lucid iron
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hm the gmcm button i yoinked from ichor doesnt work with gamepad

tiny zealot
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oh that's probably my fault for only checking for clicks specifically

lucid iron
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tbh im not sure how u r supposed to use gmcm with gamepad monS

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the stick pointer go zooom

tiny zealot
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(in my defense, that is dev-branch unreleased code)

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(in mitigation, the rest of nightshade doesn't work with a gamepad either)

haughty charm
lucid iron
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i dont play stardew with gamepad anyways

tiny zealot
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it will eventually, if i ever finish the update. it (the update) got big and now it's too intimidating to work on

lucid iron
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but i been influenced to test gamepad compat ukimasu2

haughty charm
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I still think it's perfectly lovely as it is.

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A must-have mod for me

haughty charm
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(and I am a controller player - I just have a mini keyboard handy at all times now)

uncut viper
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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

lucid iron
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so logo how do you use gmcm think

uncut viper
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the only way i could be worse is if i did split screen

lucid iron
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this is outside of scope of my mod ofc, but it is rather difficult to click anything

velvet narwhal
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it's okay i'll annoy the piss outta you when i fulfil controller support for karaoke aSDVpufferfast

haughty charm
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Oh, I also have a trackpad handy at most times.

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Just have a portable lap desk for my set up

lucid iron
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hrm split screen behaves kinda weird think

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those players can keep not existing i guess

calm nebula
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awww

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(yes)

lucid iron
uncut viper
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meanwhile content patcher putting its entire screenmanager with all its token info and whatnot into a PerScreen

lucid iron
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well using Game1.IsMasterGame should be fine right

calm nebula
lucid iron
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maybe my saveData thing needs to be in a perscreen

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but only the host is allowed to edit

calm nebula
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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

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so you have Game1.objectData rapidly swapping in between two instances of the same dictionary

lucid iron
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the weird is more about the ui though, the focus search thing in focustense's ui library doesnt like being in splitscreen very much

calm nebula
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oh, well, ui is above my pay grade

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over here at Atra Industrials, we believe in being actively user hostile

lucid iron
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does joining split screen trigger peer connected LilyDerp

oak dragon
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Heey. I read the wiki page about i18n, why need double { to format strings? Can I use String.Fromat() directly with single { ?

lucid iron
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are you in C#

uncut viper
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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

green patrol
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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

uncut viper
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doing it with the typical token format helps make it clear to translators too that its a token and not to be translated

brittle pasture
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there's also the strongly typed API if you use the SMAPI method, but that's slightly more advanced

uncut viper
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that also still expects double braces

brittle pasture
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yeah I was saying that's an advantage of the double braces

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should have clarified lol

brittle pasture
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default makes it automatically known yes

green patrol
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tyty you're a lifesaver as usual Selph ^_^

brittle pasture
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is there a console command/mod that shows all viewed events?

calm nebula
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Iirc no

velvet narwhal
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does patch summary all do it? SDVpufferthinkblob i know event lookup shows per character events

uncut viper
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i dont think so, just ones that can check specific ones

tiny zealot
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patch parse {{HasSeenEvent}}, but it's not pretty

calm nebula
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I just patch parse tbh

brittle pasture
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cool thanks

ivory plume
#

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.

brittle pasture
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that's a lot of repos!

lucid iron
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time to run every C# mod that ever existed bolbsunglasses

oak dragon
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I thought about it, it's not worth changing common rules for code structure

uncut viper
ivory plume
oak dragon
torpid holly
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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 ๐Ÿ™‚

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like what programs to use, im just going to be starting with sprites as of now

lucid iron
torpid holly
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And as ill be starting with buildings, what size are the coop and barn sprites

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thats where im gonna start

lucid iron
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did you unpack

brittle pasture
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!unpack

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

brittle pasture
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you can then find the base coop/barn exterior sprites and work off them

torpid holly
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Thanks โค๏ธ

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Do you have any programs to suggest that are free for making the new sprite pixel art ๐Ÿ™‚

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I dont have access to my old art school programs when I did adobe pixel art

brittle pasture
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!software

ocean sailBOT
brittle pasture
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I think most people here use Aseprite, though it isn't free

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(unless you build it yourself)

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I personally use GIMP

torpid holly
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I see,

oak dragon
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Good Governor, I will never feed you pants TAT

torpid holly
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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

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example, chickens being visible in part of a coop

velvet narwhal
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frameworks can let you have animated textures so that's not a problem

lucid iron
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its sale soon right

torpid holly
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Yeah, im just not a coder ๐Ÿ˜ญ

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im a artist really only

lucid iron
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dunno if aseprite ever gets discounts

velvet narwhal
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SDVpufferthinkblob unsure, i think it was on sale on steam at some point

lucid iron
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it do go on sale but not everytime Bolb

torpid holly
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Well I just bought it ๐Ÿ‘€

lucid iron
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as long as u draw them and stuff

torpid holly
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yep thats easy enough

lucid iron
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that said for coop people would have chickens already

torpid holly
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just takes time

haughty charm
uncut viper
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thankfully frameworks exist to do the ugly code bits so you dont have to

uncut viper
velvet narwhal
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yep

haughty charm
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ooops

velvet narwhal
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LMAO

torpid holly
haughty charm
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dammit

velvet narwhal
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whoeverthatbe, sowwi

uncut viper
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hello to avcxie whenever you arrive in here

lucid iron
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but they do that already?

torpid holly
#

or being seen moving in the indoor parts like windows

torpid holly
lucid iron
#

for map animations you dont need additional framework actually

torpid holly
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because ill be doing different designs to vanilla

lucid iron
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game itself supports it, through tmx

uncut viper
#

if you want them seen in the windows of the coop though thats not a .tmx thing that will be back to animated textures

velvet narwhal
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whole maps yeah, but i assumed they wanted buildings-- yeah which is spacecore

torpid holly
#

mhm ill be doing stuff like that, ill be doing animated buildings along with spring/winter texture changing

brittle pasture
#

to clarify, the tiled editor is for when you want to change the coop interior map layout

torpid holly
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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

lucid iron
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yea just warning u that editing building exterior and editing map is different DokkanStare

torpid holly
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thats future mes pain

lucid iron
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i recommend getting some placeholder textures into game first actually LilyDerp

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so that you are aware of the format and limits

torpid holly
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To make positioning good and yeah format limits

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tbh I was going to do it manually

ivory plume
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@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.)

pine ermine
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YAML Adapter for Content Patcher has the same acronym.

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I'll update the the name on the readme and on nexus, probably won't change any of the ID's though

ivory plume
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Thanks! SDVpufferheart

lucid iron
#

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
ivory plume
#

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.

lucid iron
#

opening the dumps folder in vscode was bad idea bolbonfire

torpid holly
#

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

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what am I doing wrong here, sounds like a dumb question but im very much struggling

velvet narwhal
#

gotta remove the stuff inside the xnbhack folder and then run it * move it next to stardewvalley.dll

lucid iron
#

you got the right version?

torpid holly
#

I installed the latest version yeah, and I have the latest version of smapi

ivory plume
#

Did you copy the file into your game folder, and run it from there?

torpid holly
#

yep

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let me take a screenshot of the error

lucid iron
#

need 1.1.0 if 1.6.8, 1.1.1 is for beta

rancid temple
#

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

torpid holly
#

Ah yeah let me check game versions that might be it

ivory plume
#

Yeah, that's the version issue.

torpid holly
#

what is the standard version if not in the beta, 1.6.8 correct

rancid temple
#

Current, non-beta latest is 1.6.8 yes

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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

torpid holly
#

installing the correct version now, thansk ๐Ÿ˜„

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it works now, thansk guys

round dock
#

Pathos, if I primarily work with CP, would accessing the repo have benefits, too?

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This isnโ€™t just addressed to him though, I assumed Iโ€™d never touch C# anyway.

brittle pasture
#

if you know how to read code, it's still very useful

velvet narwhal
#

i should request access now SDVpufferthinkblob

rancid temple
#

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?

brittle pasture
#

(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)

rancid temple
#

Though, I want to be able to look at older versions, so there's that

brittle pasture
#

but yeah you can also decompile yourself

#

the repo is a convenience, not a strict necessity

lucid iron
#

The repo is for when I am on me phone

brittle pasture
#

should I commence my 'GitHub mobile sucks' rant

lucid iron
#

For some reason the repo version fails to link correctly for vscode intellisense Thqnkqng

#

While decompile which just ref the dlls from game folder is fine

uncut viper
#

/lh

round dock
#

(also Button can I ping u at my thread if i experience any hiccups with BETAS)

uncut viper
#

you can ping me for literally any reason i like being addressed

lucid iron
#

Anyways you can just snipe nerds here who will look at decompile for you kyuuchan_run

velvet narwhal
#

this is true, i actively find excuses to open the decompile

uncut viper
lucid iron
#

SDV is not exactly best way to learn good coding style

round dock
#

I do ask Avi for most stuff but I thought it wouldnโ€™t hurt to ping you if theyโ€™re away SDVkrobusgiggle and bc Iโ€™m still figuring things out

ivory plume
#

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.)

tiny zealot
brittle pasture
#

wdym you don't search files longer than 350kib, which is like 1600 lines raaah

lucid iron
#

Incidentally is there some kind of big folder indexer for linux

#

The default search on dolphin is basically useless

brittle pasture
#

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

tiny zealot
#

grep my beloved

brittle pasture
brittle pasture
#

if your class will be serialized to the save, you need to register it with SpaceCore so it doesn't blow up your save

old edge
#

How do you register it?

#

My code was pretty much done

brittle pasture
old edge
#

Like this spacecoreApi!.Register SerializerType(typeof(CustomLavaLogic));

brittle pasture
#

yes

old edge
#

Why is that error happening then?

brittle pasture
#

did you also add the XmlType attribute

old edge
#

No haven't

old edge
#

You mean this part [XMLType($"Mods_CapeStardewCode_CustomLavaLogic")]?

#

Am I doing something incorrectly?

brittle pasture
#

SDVpufferthink did you also annotate every new fields

old edge
#

Hmm annotate new fields?SDVpufferchicksweatsip 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.

brittle pasture
#

you need a constructor that takes no params

#

it can be unused

old edge
#

Hmm

#

Have to do a lot of reading

latent mauve
#

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

torpid holly
#

Okay yeah stardew valley pixels are big, I think im gonna have to relearn pixel art before I even go near stardew

rancid temple
#

Depends on what you're working on, but most tiles are 16x16

torpid holly
#

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

vernal crest
#

Are you planning to draw entirely new buildings instead of editing the vanilla ones?

latent mauve
#

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?

torpid holly
#

yeep that was the original plan, just use the measurements of where doors are but overall fully original shape

vernal crest
#

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).

torpid holly
#

Ah

#

yeah I was gonna start with farm buildings

vernal crest
#

I mean it's the same principle anyway. You make a copy of the tilesheet, open it, start making edits. Up to you though.

torpid holly
#

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

vernal crest
#

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.

torpid holly
#

not gonna lie I dont have colour palette skills, I mainly was a shape designer

#

so I got really good at making cityscapes etc

velvet narwhal
#

since you're doing buildings you could just rip it apart into, walls, door, windows, roof SDVpufferthinkblob

vernal crest
#

You can always mix and match vanilla colours.

torpid holly
#

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'

velvet narwhal
torpid holly
#

Because you always think everything you do is bad ๐Ÿ‘€

old edge
vernal crest
#

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.

velvet narwhal
brittle pasture
#

its only purpose is to exist for the serializer

old edge
#

Hmm I deleted that for some reason

pine elbow
ocean sailBOT
pine elbow
#

I'm using a CP conversion in the comments btw

velvet narwhal
#

oh i think that's a tilesheet replacer

#

some kind of tilesheet recolor doesn't have that one SDVpufferthinkblob

vernal crest
#

What recolour mod are you using?

pine elbow
#

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

vernal crest
#

So you think those tiles might be custom ones made by the farm maker rather than vanilla tiles?

velvet narwhal
#

does the cp mod load it's own custom tilesheet? kinda looks like it since it has the little bulbs

vernal crest
#

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.

pine elbow
velvet narwhal
#

SDVpufferthink the preview has the discolor in it too

pine elbow
vernal crest
#

You can also just open the map up in Tiled and find them that way - if you have Tiled.

pine elbow
vernal crest
#

Tiled is a program, not a mod. It requires careful handling so I recommend trying the Lookup Anything mod first.

pine elbow
#

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

torpid holly
velvet narwhal
#

!anyonecancook

ocean sailBOT
#
torpid holly
#

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

velvet narwhal
#

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

torpid holly
#

yeah my previous modding experience is minecraft lol

#

and it was not texture creation

pine elbow
#

yeah I tried making some fashion sense clothing a few months ago, all the different sprites and everything overwhelmed me

torpid holly
#

My irl profession is working on cars, im not in the creative department

#

that part of my brain is :cobweb:

pine elbow
#

I'm only in college still but plan on entering psychology, so nothing like modding stardew ๐Ÿ˜†

vernal crest
#

I studied psychology at uni ^_^

vernal crest
oak dragon
uncut viper
torpid holly
pine elbow
torpid holly
#

its what I get for leaving the game open in the bathroom, I actually checked minutes. its 5 minutes over

pine elbow
#

which is odd, you'd think it would match the proper colours then

oak dragon
rancid temple
#

public static IModHelper? Helper1'

vernal crest
rancid temple
#

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

vernal crest
#

Ooh fancy Pathos is the one who updated to it to CP

oak dragon
rancid temple
#

I think the technically correct way is to mark it nullable with ? and then check if it's null before using it

uncut viper
#

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

rancid temple
#

My method tends to be "assume it was set properly earlier, be surprised when I get a NRE"

brittle pasture
#

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

pine elbow
rancid temple
#

(luckily I don't actually get NRE's that often lol)

oak dragon
#

great! actually I asked some days ago about it but didn t get reply

vernal crest
rancid temple
#

That'll happen, it can be worthwhile to wait a few hours and ask again

#

Assuming chat has actually moved in that time anyways

oak dragon
#

I solved it by ?? new so did not ask again

#

I ll look up what ! does

uncut viper
#

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

brittle pasture
#

! in this case just makes the compiler not give you the null warning

oak dragon
#

yep I know It didn't work for today's question, so I asked again

vernal crest
oak dragon
#

Already watching! thank u all

pine elbow
#

wdym just vibrant pastoral and orange fall, if you mean the farm map default variant

pine elbow
#

to try and hide the mismatch

oak dragon
#

And doesn't it really cause a problem not initializing a variable in the constructor? Entry will always be executed before everything?

brittle pasture
#

yeah as mentioned, it would cause problems if there are code that runs before Entry. but usually there aren't any

oak dragon
#

learned a c# class todaySDVkrobusgiggle

vernal crest
# pine elbow wdym just vibrant pastoral and orange fall, if you mean the farm map default var...

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.

uncut viper
#

meanwhile im over here doing reflection crimes so bad that i accidentally broke Content Patcher from my own mod without Harmony

velvet narwhal
#

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

vernal crest
#

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.

velvet narwhal
#

iirc that's a map property

vernal crest
#

It's not in the vanilla maps

rancid temple
#

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

vernal crest
#

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?

uncut viper
vernal crest
#

Ah yes you can move it

rancid temple
#

You can move it now, I'm not sure about that specific farm

vernal crest
#

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

rancid temple
#

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

vernal crest
#

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

rancid temple
#

Lol, the shadows being part of the bowl area is interesting

vernal crest
#

Yeah it's a bit weird. Remnant from when it was just in one place or something?

brittle pasture
#

isnt it just the pet bowl's shadow SDVpufferclueless

old edge
#

If you guys want to learn pixel art best advice is start sketching everyday like anything

rancid temple
#

It's like the right half of the tile is darker with jagged lines

vernal crest
#

It's squared off and going in the opposite direction to the light source so I suspect not.

rancid temple
#

All along the pet bowl area

vernal crest
#

Plus the bowl does have its own tiny shadow to the left/bottom-left

#

Roku and I are talking about this bit

rancid temple
#

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

oak dragon
velvet narwhal
#

don't look too closely at the seams of the caves

#

i would know

rancid temple
#

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

vernal crest
velvet narwhal
#

i will not agonize over my own tilesheet

rancid temple
#

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"

vernal crest
#

@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).

vernal crest
dusty scarab
#

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

vernal crest
#

Drawing tilesets that are both interesting and highly mix-n-matchy seems impossible.

dusty scarab
#

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

vernal crest
dusty scarab
#

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!

vernal crest
#

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

velvet narwhal
#

cannot

uncut viper
#

you need to post the message yourself

vernal crest
#

Stinky

uncut viper
#

so they can just give you a link and text to say and you can just post for em

vernal crest
#

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

dusty scarab
#

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

Nexus Mods :: Stardew Valley

A farm with large, grassy fields for planting crops and ranching animals. Comes complete with configurable fencing, crop layouts, and other features!

Nexus Mods :: Stardew Valley

Let's build some more greenhouses! Greenhouses come in four different sizes and two different interior customization options!

#

thank you :D

vernal crest
#

All done!

dusty scarab
#

thank you very much!

vernal crest
#

You're welcome :)

pine elbow
pine elbow
#

so remove the tiles for the shipping basket and the pet bowl in Tiled, then recolor the fall_extras_TileSheet for the map?

vernal crest
#

The tiles are just at the very left on the tilesheets. I've put a red rectangle around them to show you.

vernal crest
# pine elbow so remove the tiles for the shipping basket and the pet bowl in Tiled, then reco...

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.

severe wren
#

Have you guys ever wanted an airport ๐Ÿ›ซ in stardew Valley

rancid temple
#

Could be cool, given the size of the town maybe a seaplane?

pine elbow
rancid temple
#

Or even a more rural type of landing strip

round dock
#

(actually haven't tried Zuzu, basing this on content I've seen)

rancid temple
#

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

rancid temple
#

Though I'm surprised the water tiles used there are apparently missing the data that makes them impassable

vernal crest
# pine elbow ty, I've noticed some collision problems too in certain areas and places that ar...

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

pine elbow
rancid temple
#

Ah the sitting glitch

velvet narwhal
#

SDVkrobusnaughty chair

pine elbow
#

these are beautiful parting words of wisdom SDVpuffersob

#

thank our lord and saviour noclip mod

rancid temple
#

So I guess those tiles are probably all correct

vernal crest
rancid temple
#

I don't think there's anything you can do to stop the sitting glitch

velvet narwhal
#

CA has deemed sitting a reasonable glitch

rancid temple
#

Other than don't sit near anything lmao

vernal crest
#

You can't just...sit anywhere can you?

velvet narwhal
#

you can with outdoor seats

vernal crest
#

That's not a thing I have just failed to know about for 4 years

rancid temple
#

Probably with a different mod you could

vernal crest
#

Yes but Avi there is no seat there in that video

pine elbow
velvet narwhal
#

oh a 'sit anywhere' mod

vernal crest
#

In that case my recommended fix is just don't sit there lol

velvet narwhal
#

i wonder if setting an extra layer of water as 'buildings' would yeet you backwards

pine elbow
vernal crest
#

Because it's the sitting that's causing unexpected behaviour, not the farm map itself.

pine elbow
#

yeah true I wasn't expecting it to even be sittable there

vernal crest
#

By "A" I assume you're using a controller or something?

pine elbow
vernal crest
#

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

pine elbow
#

I'm hoping I can fix it somehow in one of the json files?

vernal crest
#

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"

rancid temple
#

Yeah I actually don't see any updated mods for sitting anywhere

pine elbow
rancid temple
#

There's an old one that expanded the stuff you could sit on

vernal crest
#

Yes, in Tiled

pine elbow
rancid temple
#

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

finite ginkgo
vernal crest
#

If gamepad "a" is the equivalent to mouse right-click, I just ran around that whole area trying to sit and couldn't

pine elbow
vernal crest
#

Oh yeah sitting on the edges of rivers

velvet narwhal
#

i'm not crazy

pine elbow
#

at least it works? if i don't sit near rivers haha

vernal crest
#

That's not vanilla lol

rancid temple
#

It's probably also fine if you sit on the left or ride side of water

pine elbow
#

so much Tiled work to learn and hopefully not mess up tonight ahhhh, I'll have to backup the mapmod

vernal crest
#

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

rancid temple
#

and probably the top too

vernal crest
#

Smart to back it up, yeah

rancid temple
#

It's because the jump up animation makes you be on the tile above where you were sitting

pine elbow
rancid temple
#

I'm honestly actually surprised that it works at all, they're so out of date lol

vernal crest
rancid temple
#

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)

vernal crest
#

All the lilypads are on Buildings

pine elbow
#

I'm surprised my game works at all I have 32 mods that need updating that I've been too lazy to

velvet narwhal
vernal crest
#

And if the map maker uses any of the water tiles that do have the Passable tile property, they also won't be walkable

velvet narwhal
#

smapi does do a lot of work if the c# was easily re-writable

vernal crest
#

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

velvet narwhal
#

i cannot live the life you do

rancid temple
#

If I see purple for more than 3 launches I have to update

vernal crest
#

With the number of mods I have, at least one mod gets an update almost every day

#

I am not bothering with that

rancid temple
#

And that's usually only because I'm too busy testing something to stop and update the first time I see it lol

velvet narwhal
#

me, getting annoyed that stardrop isn't recognizing my own manifest updates

rancid temple
#

For just 1.6.8?

vernal crest
#

I assume that was to me, not Avi. Yes, 1.6.8.

rancid temple
#

Nah it was for Avi, since the 1.6.9 beta does some funny stuff with update notifications

vernal crest
#

Ah, okay

velvet narwhal
#

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"

rancid temple
#

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

velvet narwhal
#

shrimply, we must become lifetime premium, aba

rancid temple
#

Yeah, I don't really know how well Stardrop works for the beta

#

But it doesn't sound like very well lol

pine elbow
#

s hard to keep up

#

mainly cooking mods that need updating like the barista ones

vernal crest
velvet narwhal
#

looks at bluebs

#

i mean you are thinking of very good ideas for hiria, i can see it

vernal crest
#

Yes but polarising ideas haha

velvet narwhal
#

modded-farmers loves polarizing average modder likes outside of the box mechanics

finite ginkgo
vernal crest
velvet narwhal
#

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

vernal crest
#

So are you trying to use Stardrop with both 1.6.8 and 1.6.9?

velvet narwhal
#

nope just set to the 1

#

i deleted my c# debug folder for 1.6.8

vernal crest
#

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

velvet narwhal
#

finally looked at nexus, i have 3 bug reports groans

vernal crest
#

Maybe you need to doublecheck your settings for it

#

In case one of them is accidentally pointing to the 1.6.9 folder

severe wren
rancid temple
#

I mean, mobile is just kind of not supported at all right now

round dock
velvet narwhal
#

...why is this throwing an error

vernal crest
#

A functioning airport opens up ideas like...making the entirety of Te Ikaroa so players can go there with Hiria SDVpufferwow

#

That's not scope creep at all

severe wren
#

Thanks but I can't I'm still learning how to make an npc and edit a map

#

It was just an idea ๐Ÿ’ก

vernal crest
#

Ah, I see.

velvet narwhal
#

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

velvet narwhal
vernal crest
#

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)

velvet narwhal
#

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

vernal crest
#

I did the opposite. I have an empty installed mods folder

velvet narwhal
#

i contemplate reopening comments on my mods but i'm also like

vernal crest
#

Hmmm I think you will probably get frustrated again

velvet narwhal
#

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

half tangle
#

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

Nexus Mods :: Stardew Valley

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.

velvet narwhal
half tangle
#

thank you!

velvet narwhal
#

oh it ate the tilde SDVpufferthink
gotta remember that copy paste hates me

rancid temple
#

Looks like copy paste doesn't preserve backticks

rancid temple
#

Is there only a GSQ to check for (1.6 spoiler) ||green rain on the next day||?

uncut viper
#

theres a GSQ for WORLD_STATE_FIELD which can check WeatherForTomorrow in general

rancid temple
#

Hm, I really only need to check for today, but in the code it seems to only check tomorrow

uncut viper
#

oh if you only wanna do today then why not just WEATHER

rancid temple
#

Does it have that as an option?

#

I see all the other types of weather

uncut viper
#

it should be able to check for GreenRain too

rancid temple
#

I guess I'll have to test it

#

Thanks SDVpufferheart

finite ginkgo
#

(can confirm GreenRain does work for the weather gsq, I've tried it myself before)

rancid temple
#

Sweet, thanks, save me some day hopping lol

velvet narwhal
#

SDVpufferthink the temptation to make a green rain totem

vernal crest
#

Stardew Predictor is handy for helping with testing weather stuff

dusty scarab
velvet narwhal
#

SDVpufferthinkblob i thought there was already something out there that makes a storm totem

dusty scarab
#

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

rancid temple
#

There is in fact a mod that adds both those things lol

#

Weather Totems Expanded

dusty scarab
#

oh. well then, lol

velvet narwhal
#

i must now look up if there's a fertilizer dehardcode

#

not really a dehardcode, atra's always great to study on though

rancid temple
#

Maybe I should just rename my map actions mod and expand its scope...

uncut viper
#

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

rancid temple
#

RNGesus playin' games

velvet narwhal
#

me, testing that customfield for pregnancy/adoption question, also me, getting trolled

dusty scarab
rancid temple
#

Ah spell check, if only I paid attention to it

velvet narwhal
#

i need a spellchecker for my dialogue

rancid temple
#

If you're using VSCode you can install one

pine elbow
#

@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

rancid temple
#

!mapmaking

ocean sailBOT
#

If you want to make mods that add or edit maps:

  1. Use Tiled (https://www.mapeditor.org) to edit .tmx or .tbin files.
  2. Refer to the Maps wiki page (https://stardewvalleywiki.com/Modding:Maps) for details on how maps work in Stardew Valley.
  3. 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).
rancid temple
#

Hmmm, I wonder if the bot has permission to use markdown links... The way these embeds look bothers me too much I guess lmao

velvet narwhal
#

SDVpufferthinkblob how am i going to mixmash this map edit using smapi and content patcher

rancid temple
#

Updating the NPC command was 90% trying to make it look good lmao

velvet narwhal
#

only for me to yeet it because pathos moved everything but dialogue over

rancid temple
#

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

velvet narwhal
#

yeah i'm just trying to understand the dependencies of what the heck is going on with my mod

vernal crest
#

The mapmaking command needs editing for content anyway because it's linking to custom locations

velvet narwhal
#

welp roku- time to test if the bot can use markdown

uncut viper
#

how do you edit bot commands anyway bc id be wary of you getting flagged for trying to use markdown when editing it

rancid temple
#

It's got a window that pops up in discord

velvet narwhal
vernal crest
#

Do you use /define?

rancid temple
#

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

velvet narwhal
#

oh true SDVpufferthinkblob

#

maps is kinda convoluted anyway

rancid temple
#

But I'm not really sure for the define command how it would handle... flagging (I can't remember the word)

velvet narwhal
#

WELP ONLY ONE WAY TO FIGURE OUT--

#

goodbye for 10 minutes if i do get bonked

uncut viper
#

ill see you after your 10 minute timeout

rancid temple
#

Lmao

#

Anyways, I hadn't seen the updated NPC command but I think you did great maintaining the layout

uncut viper
#

can you react with emojis if you're timed out. maybe avi can send us a message from the great beyond via emojis

rancid temple
#

Somehow, I've never been timed out, so no clue lmao

vernal crest
#

Lol or she can just DM me if she's desperate to communicate

dusty scarab
#

why would using a bot command put you in a timeout?

vernal crest
#

I will be her spirit medium

dusty scarab
#

aren't the bot commands meant to be used?

rancid temple
#

You're not allowed to use markdown hyperlinks

uncut viper
vernal crest
#

She's not using one she's trying to change one to use a thing that normally gets you bonked

uncut viper
#

and bot commands are made by hand

rancid temple
#

Mostly would just love to clean up some of these heinous bot commands lol

#

Links that span across 3 lines is buck wild

dusty scarab
rancid temple
#

Pretty sure you can hover over markdown links to see the the original address

uncut viper
#

that is the intent though yes

rancid temple
#

Also there's a warning on discord itself before following links usually

velvet narwhal
#

did i get bonked

#

!mapmaking

ocean sailBOT
#

If you want to make mods that add or edit maps:

  1. Use Tiled to edit .tmx or .tbin files.

  2. Refer to the Maps wiki page for details on how maps work in Stardew Valley.

  3. Content Patcher allows you to create custom locations through editing Data/Locations

  4. Vanilla Maps can be edited via Content Patcher as well: EditMap

uncut viper
#

you would 100% know if you got bonked

rancid temple
#

Oh my god, that's amazing SDVpufferwow

vernal crest
#

You have made roku's day ๐Ÿ˜‚

rancid temple
#

Now to see if a mod is gonna get mad lol

velvet narwhal
#

i'mma go put it in suggestions before i get yelled at

vernal crest
#

Should we ping bouncer and ask?

rancid temple
#

Though I dunno if any are lurking atm

uncut viper
#

why would a mod get mad

rancid temple
#

Can't hurt, probably should have asked first lmao, I wasn't planning on dealing with it tonight

#

Technically it's circumventing the rules

velvet narwhal
#

it's circumventing, but we also attain a certain degree of "professionalism" that we're not scammers

rancid temple
#

Not even mod authors are allowed to use markdown links, but there's a lot of wacky commands they've been allowed to make

uncut viper
#

its not the first bot command with markdown links

#

!xnbzola

ocean sailBOT
#

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).

rancid temple
#

True, not sure if there's a way to check who made a command originally/who updated it

velvet narwhal
#

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?

rancid temple
#

Oh yeah, I guess that's a decent-ish way to check

vernal crest
#

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

velvet narwhal
#

i will never properly format my wiki.gg template to have a decent looking layout though, i'm lazy-

#

F

floral portal
#

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 โ€œisland_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 โ€œisland_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.

velvet narwhal
#

i think those are beach tiles, right?

rancid temple
#

Kinda looks like an Overlay that doesn't have enough tiles to get rid of everything from the original map

velvet narwhal
#

oh wait no it pulls from... squints spring_outdoorsTileSheet2, spring_town, and probably v16_Shadows cause, yknow, pain

floral portal
#

Four tile data are used in โ€œIsland_Wโ€, mainly beach and wave โ€œisland_tilesheet_1โ€ is not recollared in Vanilla.
The โ€œsummer_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.

vernal crest
#

Are you keeping any of the tilesheets in your mod's map folder when you test it in the game?

velvet narwhal
#
    {
    }

    public override void updateSeasonalTileSheets(Map map = null)
    {
    }``` ![SDVpufferthink](https://cdn.discordapp.com/emojis/280082838773301258.webp?size=128 "SDVpufferthink")  does this mean it's perpetually spring?
rancid temple
#

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

velvet narwhal
#

oh- fair

#

so yeah it's probably the summer_outdoorsTilesheet2 that those cliffs are from

floral portal
#

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.

rancid temple
#

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

floral portal
#

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 โ€œSVE 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!

rancid temple
#

This makes me laugh lol

floral portal
#

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 dataSDVpufferthumbsup

velvet narwhal
#

hmmmm, dialogue hates this command

#

ah yes, just gonna make it all at the end

rancid temple
#

@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...

velvet narwhal
#

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

rancid temple
velvet narwhal
#

one very janky solution that doesn't really make sense for my other portrait edits, but i got that stupid mailflag thing to work

pine elbow
#

ahhhh I upgraded my house now I have to use item spawner and get all my furniture back ๐Ÿ˜ญ

crimson spruce
#

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?

velvet narwhal
#

!getstarted

ocean sailBOT
velvet narwhal
#

oh wrong one

#

!software

ocean sailBOT
velvet narwhal
#

if you want traps in maps, you'll most likely be dealing in c#

fossil osprey
crimson spruce
fossil osprey
#

Oh, don't use AI, your code will never work

velvet narwhal
#

ai will definitely not help you if you've not read c#

crimson spruce
#

It seems I have to take the hard way then learn # c

velvet narwhal
calm nebula
#

There is no easy path in that

velvet narwhal
#

good morning, is the coffee machine working SDVkrobusgiggle

calm nebula
#

Sorry

#

I meant in AI

#

The AI is at best a mostly decent intern

fossil osprey
#

AI is useless if you can't understand the language and correct its mistakes

crimson spruce
#

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?

velvet narwhal
#

it's possible if you don't want any custom behaviors and you can find workarounds with vanilla monsters (and frameworks)

crimson spruce
#

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 you๐Ÿ’Œ

nimble marlin
#

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 ><

royal nimbus
#

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

royal nimbus
#

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.

frigid hollow
#

the annoying line isn't i think? at least i can't see it in vintage 2

naive wyvern
#

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

royal nimbus
#

its not on menu tiles as i have that completely modded

next plaza
#

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)

naive wyvern
#

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 kamo_laugh

tiny zealot
#

yeah orange line i remember being hardcoded from earlier discussions

naive wyvern
#

i wonder what it was that I coloured in before... I remember touching an orange line ๐Ÿ˜ญ Oh well

#

a mystery kamo_laugh

royal nimbus
final arch
#

hey casey pufferheart

next plaza
dusky roost
#

Gonna ask this here, if I want to redesign buildings, would that be concidered a recolor? Or something else?

tiny zealot
#

recolors and retextures are, technically speaking, the same thing (replacing the game's image assets)

dusky roost
#

So they would use the same process, correct?

tiny zealot
#

yeah. you redraw (or recolor) the images, then use content patcher to overwrite the vanilla ones at runtime

lusty halo
dusky roost
#

I tried looking, but is there a video that has step by step instructions? Just to help get me started?

tiny zealot
#

!unpack can't help you with a video, but if you haven't unpacked your content files that is definitely step 1

ocean sailBOT
#

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

dusky roost
#

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?

tiny zealot
#

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

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually itโ€™s easier to start with making content packs, since you don't need to learn programming.

dusky roost
#

I started reading though this stuff a while back, but got a bit overwhelmed. So trying again.

tiny zealot
#

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

royal nimbus
royal nimbus
haughty phoenix
#

Finally got my mod updated and it's taking forever to upload to the servers

frigid hollow
#

wait i'm stupid it doesn't use one at all

#

why did i think it does

uncut viper
frigid hollow
#

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

uncut viper
royal nimbus
#

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.

next plaza
#

SpaceCore has a config option for the skills page override

royal nimbus
#

oh thats the id name i got from a site

royal nimbus
next plaza
tiny zealot
brittle pasture
lucid iron
#

was there some kind of md to bbcode thing

brittle pasture
#

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

lucid iron
royal nimbus
#

now im wondering how to do for the animal cracker. would it be "Strings/SpecialItems" ?

uncut viper
#

why not use the i18n in the Strings

royal nimbus
#

im looking at the different catagories and idk what itd go in

uncut viper
#

do you have your game unpacked?

royal nimbus
#

of course

uncut viper
#

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"

calm nebula
royal nimbus
#

alright

#

ah yeah its there

calm nebula
royal nimbus
#

i think i need to be off for the day lol. starting to feel a little stir crazy with the modding ;p

next plaza
royal nimbus
#

my mod is kinda almost done -o- ive got the page set up for it on nexus, just havent published it yet

lucid iron
#

i thought it was pillow actually blobcatgooglyblep

brittle pasture
#

(At least not the one in !converters)

calm nebula
#

(I have one, I know a few other people have their own.)

uncut viper
#

i believe focus did make their own

calm nebula
#

Mine was actually just part of my flow; it was my pre-merge githook lol

uncut viper
#

but maybe I'm wrong and Casey is just a bad influence on my memory

calm nebula
#

So the pre-release checklist had the final merge, which would generate the bbcode files

#

Which yes, is find and fucking replace on html

lucid iron
#

i found the thing i recalled

iron ridge
#

it works

#

uhhh

#

not well

#

i have no idea why

#

like the preview works but not the saved

rancid temple
uncut viper
rancid temple
#

Guess most people aren't testing if their mods work in multiplayer lol

uncut viper
#

i now the trick

#

know*

indigo yoke
#

2Bthink 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.

uncut viper
#

i simply cannot be bothered

rancid temple
#

Debug directives?

uncut viper
calm nebula
#

[Conditional("DEBUG")]

#

Conditional Attribute

rancid temple
#

Ooh, that's even nicer

brittle pasture
deep cypress
#

A question: when would one perhaps want to use a conditional log?

rancid temple
#

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

brittle pasture
#

(side eyes UIInfoSuite 2)

calm nebula
#

(I always remember to build in release)

rancid temple
#

(most of my mods are still built in Debug)

#

(I will fix this eventually)

odd ginkgo
#

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?

calm nebula
#

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

odd ginkgo
#

ah, I see, it has to be coded to the event, not to the dialogue

#

thanks!

rancid temple
#

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

hallow prism
#

unless they want a reaction to the specific branch?

odd ginkgo
#

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!"

hallow prism
#

ok ๐Ÿ™‚ then eventseen should be good, but not with secret, but the main event id

clever sinew
#

I have a pre-question to a question

#

(If anyone is kind enough to answer)

hallow prism
#

what is a prequestion?

clever sinew
#

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

rancid temple
#

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

hallow prism
#

so, what is considered rude is making personal edit public usually

#

if you want to do that, check with the author first

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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"

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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

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(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

clever sinew
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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.)

tender flicker
hallow prism
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you're missing a comma on previous line

tender flicker
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Aah. Thank you!

hallow prism
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the thing is, the parser knows something is wrong and roughly when

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but it cant tell if you are missing something or have something extra

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so the usual process is to look slightly before and after to see what could be missing or extra

clever sinew
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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?

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(Also looking at tokenizable strings but I'm not sure that's what I need either)

hallow prism
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this?

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i am surprised you found translation instructions on the wiki

clever sinew
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....I just found it

hallow prism
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unless you meant CP wiki

clever sinew
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Yes I was missing something obvious

rancid temple