#making-mods-general
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site:nexusmods.com/stardewvalley <your search terms> -portraiture
Will only really cleave out pages that specifically mention portraiture though
No good. Doesn't have image previews. Thanks though.
?
Nyapu-style portraits are so cute
I'm trying to find portraits with earrings so I can build myself an earrings reference
ooh
Because I am very bad at drawing them so I need to see how other people do
do you want my artist's idea
For earrings?
I really like Nyapu's portraits and Dong's Harvest Moon style portraits
OH THERE'S ONE FOR VOID
https://www.nexusmods.com/stardewvalley/mods/24721 that's so cute what the f
Thanks Avi, I don't already have a ref with that shape
I am not specifically looking at Nyapu-style btw, I just had a page of them open and was like "yeah, they are cute" lol
oh 
But they still do count because they're done in the right resolution.
me, bad at earrings, "one singular line of pixels with color variation, good enough"
Whoops I just accidentally downloaded an xnb mod
to be fair, I have some earrings like that in real life, sooo... XD
Yeah the single line is on my reference sheet too lol
Argh even the CP version is an xnb mod!
The trap of CP being able to load xnb's lol
...while I wasn't expecting to see Emet Selch, I can't say that I'm surprised
I am also using the google images tab
That is where I found the xnb one
I am just always stressed when I can't be sure that I'm getting all of the possible hits
Which is dumb anyway. I'm not out to catalogue every single pixel earring in Stardew Valley lol
oh i know for a fact i'm not getting much because brave search on google is strange
but now i have this irresistable urge to have anchor earrings for my twin's mother
yoba help me how am i gonna translate this to pixels
With much wailing and gnashing of teeth
tada?
you make a good point i need a notch in the middle
Don't know if I should post this in Art or here but is there a way to make animal sprites not flip randomly when walking up or down. I made a kangaroo and the tail will flip from one side to the other it looks really abrupt and jarring.
i don't think it's flipping, for me at least it'll randomly switch to a different sprite for like a frame. I haven't bothered recording it yet to figure out whether it's flicking into it's unique animation or one of the directional frames though
unique frame would make sense (?) if whatever in charge of deciding when to do uniqueanimation is trying to fire while the animal is walking
okay, it's not the unique animation frame but it is randomly flipping to the facing up sprite
hm, from the last frame of the left-facing walk it for a moment goes to a flipped version of the up-facing walk's frame 1 before actually restarting the left-facing walk cycle
and i have UseFlippedRightForLeft set to false so why is it doing flipping at all? ๐คจ
I hadn't noticed till the kangaroo but the tail being way off to one side has it swapping which side it is on just randomly as its moving/sitting not facing left or right
Right
if it's staying still it might be doing the uniqueanimation?
ah wait the tail isn't swapped in any of your frames is it
on my end i'm noticing these glitches mainly when the animal wants to face left/move left
That's what is confusing me no I have it on the same side. So it must be flipping it
we do have opposite spritesheet settings though, i have double unique animation frames and no flipped right for left, and you have flipped right for left and non-doubled frames (ftom the looks of your spritesheet?)
yeah
so we're probably having it manifest in different parts of the spritesheet
is the specific flip you're having this?
or is it literally just the sprite being mirrored
(also it really does feel like double unique animation frames does NOT work properly, it "worked" when i had UseFlippedRightForLeft enabled but that caused other weirdness in the animations, now that i have a "full" spritesheet like a Rabbit's, the second frame of the unique animation is like never playing)
(actually, are the vanilla animals with double unique's even using theirs? have they ever?)
Found it, Thank you!
Just me being a moron it was the one in the bottom right of your sc nonparelli 15 (unique up)
can anyone with smapi installed help me test a mod?
Just need someone with mods to join my farm
you can test your own mod in multiplayer by starting multiple instance of smapi
then being in lan
I need another player to test this, unless I can open 2 game instances with smapi?
yes it's what i mean by multiple instance
so apparently if you warp to the busstop the game will just put you in the bus and play the bus arrival animation 
Too funky for me
There could be a bus stop at the end?
where on the busstop map are you warping to?
I believe it's warping from a different location context
^ yeah there's also a check for that. from different context assumes the bus brought you back so it plays the bus arrival
https://smapi.io/json/content-patcher/33998b84f9814175b29001eba2cfc436
https://smapi.io/json/content-patcher/784f517fdc534cb8aee994e3e34528c4
Top link is to my locations.json and the second it my entry trying to add fish to the area, for some reason it isn't showing any fish as catchable?
[Content Patcher] Can't apply data patch "Fish of Stardew - AztecViper > Include assets/fish.json > EditData Data/Locations #9" to Data/Locations: the field 'Custom_EastBeach' doesn't match an existing target
I also get this message
CP loads patches in order
I would swap the one at line 104 with the one at line 130 and see if that helps
I could be wrong but it seems weird to add warps before making something
@ivory plume hey, i didn't test it myself, but i suspect this is a thing:
OP of this reddit post seems to have sanitized their user name manually in a log coming from the installer: https://old.reddit.com/r/SMAPI/comments/1fv7qm7/smapi_error/
it should probably be improved to sanitize the logged messages the same way SMAPI itself does with this merged PR https://github.com/Pathoschild/SMAPI/pull/953
From the locations.json? Let me try!
oh sorry i mean the one at the end
I'm still getting this message and no fish showing as catchable
I think the use cases are a bit different. It makes sense to sanitize the log file, since that's specifically meant to be shared with others. But sanitizing error messages shown on-screen when running the installer would likely cause confusion, since players would be trying to figure out how to find the ~ folder to fix the error.
I guess we maybe could add an installer log which users can share.
What if you move the patch that adds the fish to underneath where you're creating the location?
I'll give that a shot now
no message let me see if the fish are catchable
worked!
When using Include, I try to keep my stuff grouped a little more generally
Ok! I will make sure to remember that!
You can also try moving the Include down and see if it'll trigger after the location is created
Oh no, gov is dead
I looked in the maps(in case there's a TileData to fix this) and blueprint data wiki pages, but couldn't find how to solve this. It's a custom building, the farmer is supposed to be able to go in the bottom-right-most and bottom-left-most tiles and not have that part of the building draw over them (Yes I forgot shadows, I want to make it behave physically correct first) I tried adding Passable T TileDatas via TileProperties (1st screenshot is with allowing it with CollisionMap, 2nd is trying via TileProperties), I thought I could some more eyes in case I'm doing something wrong (I'll get the log and json)
(We're looking at the MineTent one, MineralCavern is something else)
Log: https://smapi.io/log/41aadb73816845b7af0668a8ea1995d9
Json: https://smapi.io/json/content-patcher/75bca1586dd04c85823a15e01b09df09
Look at vmv
One of the buildings
Tbh, I dont see what am I doing differently
So I want to add a secret note to the game, ive done it before but its always been buggy does anyone understand the secret notes?
might be helpful to look at ichor's Secret Note Framework? https://www.nexusmods.com/stardewvalley/mods/25055?tab=description
So, I have a general question about Content Patcher and Includes. As far as performance for something with a lot of patches, I know it's cleaner to use includes, but is there any noticeable change in performance versus leaving it all in the same content file?
i would imagine it's not a very significant drain on performance, if it even is in the first place
I mainly just want to know how to best optimize things when I am inevitably writing in all the parts of my NPC overhaul since it's going to be rewriting all the portraits, character sprites, and a large chunk of dialogue and events
If there's no noticeable drain, that's great! I will go forward with using includes to save myself the headache if I can ๐
(i haven't analyzed it ofc, but i don't see why it would be much of an impact?)
I was mostly just curious because I know subfolders can cause issues after a point with SMAPI and wasn't sure if the number of JSON files contributed in a meaningful way also
taps on the sign
i dont know i already have 7 dependencies
Content modders should not concern themselves over much with performance
No, that's the stupid windows path limit
Ah, I see! Good to know then. Thanks for the knowledge, atra!
yeah but your option are :
- like you did before, using a number hoping no one will ever use the same and accept limitation
- use a framework
if we were able to make stuff without the framework being nice and all, we wouldn't need the framework in the first place
do you use the framework?
yes but as optional one
secret notes in the base game are not really fit for much modification. you should use Secret Note Framework if you can? a new dependency isn't really a huge deal (especially if they're often used!)
(aka : if people have the mod installed they'll have note, otherwise no note)
hmmm okay yall talked me into it XD
I should install the mod since i have vmv
As a user of your mods, Clown, and many others - I never care about having to install more dependencies and once I install them for one mod, I've got them for all the rest anyway.
tbh does it really count as a dependency amount trouble if its a mod basically everyone has nowadays?
like.. spacecore for example. i don't feel any hesitation requiring it because... chances are that users already have it yk
I guess there can be an issue with lots of dependencies in that you are then hoping more people will keep their mods up to date.
Lumina, while you're here, I might need help with buildings stuff and I was told to look at VMV
tbf secret note framework arguably hasn't reached that critical mass yet, so it is a valid worry (this is not an argument against! we can help it reach that point)
(aka ive been eyeing that secret note framework after lumi used it in vmv too lol)
But I'd rather have fun features now and worry about that in the future lol
(secret note framework is not used too widely yet, but yes, some mods are basic that every expansion mod will have anyway, or nearly every)
It's up here, if you're willing to take a look
oh yeah that's why i was around here. Honestly i think i got the same issue with VMV building being reported
so i'm not sure i can actually help you
I had it happening even with minimal mods, is it a known issue (like does Pathos/Myuu/Casey know but its not possible to fix atm) or was it never reported?
tbh i am lucky enough that so far i just used CP and CC so to me it feels like those dont really count and i can freely increase my dependencies without it looking like its too much anyway so i am tempted to touch a few frameworks n stuff possibly with my greedy rat hands 
(SNF mentioned) sickos.jpg /lh
it looked like a layering issue to me, I'm not super surprised since I don't think any vanilla buildings do this? i could be wrong
i don't think it was ever reported, but to be fair i don't see how the game can know what should be displayed on which layer so it's likely basically doing a "if it's not on first row, put on front/always front"
and yeah, i don't believe any vanilla building have a shape that would make this happen
so it would require more than just a report, it would require finding how to tell "hey i want this displayed on this layer", which i'm not sure how?
have to go, reading stuff after
Yeah, that's probably why (vanilla not having any buildings like that)
thats what im worried about mostly, I would hate to use a framework and then the creator vanish ;-;
i would hope ichor continues to exist 
It's always a risk though. What if Pathos ran away and we couldn't mod Stardew at all?
thats true
you cant fully future proof things anyways just make it good now
i do like this framework i got my note workin
yayy
except theres a weird visual thing
i'm not going anywhere yet, and all of my mods are MIT licensed, so at least for mine my death is not an obstacle
that would be a true loss for the whole world tbh
i dont mean death! dfghdfjkgxdf just ppl move on you know?
oh, sorry, forgot to /lh
I'd argue using frameworks is future proofing to a degree.
It's easier to establish mod compatibility and if the author sticks around migrating to future sdv versions will be easier as well
anyway that's the tape. it comes from a hardcoded offset
I'm not sure how would it work tbh, since I dont know what'd be the easiest way for Pathos/CA/Myuu/Casey
you probably need to make your image texture larger. i think images get their last pixel extended to fill space if it's requested? so maybe just make it 128x128 and fill the rest with transparency
ooo i see
unless you want a piece of tape like the vanilla notes, in which case you should draw it at the correct spot
i have it as 64 right now
the tape: piece of tape from this asset at the hardcoded offset (193, 65) and size (14, 21).
Is the newtonsoft thingy that gets referred to for the JSON we use a CP thing, SMAPI thing, or game thing?
it's a popular json parser
Is there a framework mod for adding building repairs to robins shop or can I do it with only content patcher?
Sorry should've been more clear.
newtonsoft is kind of a SMAPI thing, too, since SMAPI ships a specific one
Which bit is the one that allows us to use comments in JSON without breaking stuff? Specifically in Stardew, I mean.
Success!
it's part of newtonsoft, i think (it's a lenient parser).
if button were here, you'd hear about json5 too, of course
But which bit uses newtonsoft? Is that the game? Or if we didn't have SMAPI would we have to avoid comments? (Sorry if these are stupid, missing-the-point questions)
Probably its SMAPI
newtonsoft is a thing smapi introduces
game uses xnb
if you didnt have smapi then u would have to pack yer stuff into xnb and get zola'd
i don't think you can do it with CP? at least, the Hat Shop Restoration mod seems to use c# to do it
Yeah, vanilla game doesn't even have any need to parse .jsons
i think the actual xnb data is some kind of XML? and the unpackers translate it to json?
I guess that means I should finally research what xnb actually is (out of interest)
now json is a widely used human readable data format
Thank you everyone for explaining to me 
@tiny zealot
"Target": "Mods/ichortower.SecretNoteFramework/Notes",
"Action": "EditData",
"Entries": {
"{{ModId}}_AncientGraveYardHint": {
"Title": "{{i18n:AncientGraveYardHint}}",
"Location": "{{ModID}}_OldGraveYard",
"NoteImageTexture": "Mods/{{ModId}}/FC.MarkerSpot",
"NoteImageTextureIndex": 0
}
}
},```
Will this make it only show up on that map?
yes! that should make the note spawn only on that map
thank you so much
sure thing 
okay i got it as a optional thing now!
If the building is a map rather than a farm building the round about way to do it is to have a special order or quest that sets a mail flag on completion, then do map changes based on that flag
Ok, that's perfect, I can manage that XD
C# is required if you specifically want to talk to robin have her offer option to do upgrade, like pam/penny house in vanilla
So just use the when feature in the map replacement and set the flag to the mail flag being true?
something something robin dialog tree unspaget framework 
yea, i'd prob have it start as base map + may overlay with the ruined building
and stop applying that overlay when its fixed
So I would set that section to "when": ["mail flag": "false:]
hmm, i used the location context tag condition, i wonder if there's any con in doing like i did (there's definitively a pro in not listing lot of maps ๐ )
Yea I have some mail already added and quests so I'll look at those and some mods using it
no, should be fine. it's just two different options of how to limit where it spawns
"HasFlag |contains=goat.mod_flag": false,
good, thanks ๐
hey ichor if i dont put the map will the note spawn anywhere?
it should
very cool thank you lumina โค๏ธ
unless you use a condition to limit it somehow
https://stardewvalleywiki.com/Modding:Achievement_data
Looking at the raw data, even the modding wiki isn't free of the comma curse
(line 35, achievement 34)
(will edit that soon if i don't forget)
well, after looking at achievements/gsq, i don't think my latest idea is doable with just CP
(i wanted something rewarding the player for progressing toward perfection, like, crafting 10 different recipes or shipping 10 different crops (numbers are just example) and the ways the GSQ/stats works i don't believe i can check that properly)
Do you know where it shows you how to make a mail glad? From what I know adding flags and trigger actions can only be done through #C
mail flags are just mail that was never shown in the mailbox
you can use the AddMail action to send mail via trigger actions or dialogue or theres an event command too
adding flag and trigger action can be done in CP, what need C# is adding custom trigger
and also make sure you dont get confused between the somewhat confusingly termed trigger vs trigger action vs trigger action action
you can make a Trigger Action to do a Trigger Action Action in CP
Trigger Action Action is actually Trigger Action Handler right
in terms of what it does
a trigger action action is just the action you put in the trigger action like AddMail. its just a command resolver
bvut the data asset is called TriggerActions
so its important to clarify between the two
So if im trying to trigger a replacement of a map section after a player has completed a special order I would use the mail they receive from completing it as the flag? Sorry I haven't tried to make a special order yet, trying to understand the connection between completing the special order to then triggering the replacement of the map which in this case is a house
yeah you can use that mail flag as the condition for a content patcher When condition with the HasFlag token
i shoulda been clearer earlier you can use mail that the player did see in the mailbox as mail flags too
but it doesnt need to be shown in the mailbox to be used as a flag since thats just what the game uses to set invisible flags for tracking things
sends invisible mail that doesnt exist to add a key to a dictionary
but if the mail does exist it also adds that key to the dictionary so you can use the ID of the mail in question as a HasFlag condition
Ok so how would I specify the flag as the letter being received? I have this part
https://smapi.io/json/content-patcher/47265cce8a3e4f43b92ea76b576f015d
I'm looking at building the special order right now
(also while lookin over the stats there are actually stats for ItemsCrafted/Cooked, ItemsForaged, and ItemsShipped you could probably use! also i cant remember if you dont want pings, i am sorry if you dont and i will remember in the future o7)
(i usually dislike pings when i'm around but it's no big deal in isolation, it's the ping ping ping ping that i dislike)
The thing is, i believe they will list everything, not the different one
afaik the mail flag only gets put in the "received" category when the player reads it, assuming the mail wasnt sent to the received box instantly (Which sometimes happens, a mod can choose to send mail to both the inbox and the received box at the same time, but i dont think thats usually done)
so if i forage 150 dandelions and 2 daffodils, i'll have 152 as stat, not 2
HasValue, ValueAt, Etc
I think
With a CP token
(i would suggest naming your location something more unique like GOAT_EastBeach)
hmm, i can look at the CP stuff
oh hmm, i forgot about that part. i dont think the CP tokens will help there tho
it doesnt return a list it just returns a number
CookingRecipes returns a list
Then do ValueAt
And HasValue
in my defense, you were responding to Lumina responding to me about specific stardew stats that are not that and dont do that 
you don't need to specify it as a letter being received. Just having a matching name between what you want your check to be and your flag to be, whether it's received or just a flag
i'm not sure which list we speak of
like, which cookingrecipes?
there's a CP token that lists all known recipes
I don't think you can use it to count though
the HasCookingRecipe content patcher token returns a list of every cooking recipe made, though it wont count how many you actually cooked
ah i see, thanks ๐
also it lists known recipes right, not cooked recipes
If you ValueAt a list, it will return empty string if there are insufficient values
Yes close enough
if you just want known recipes then just use Count?
Would anyone have a good mod I could use as a reference? I understand what I'm doing but I'm having trouble visualizing how I set this up
reference for? using flags to change stuff?
but i tohught lumina wanted specifically made recipes
but if not {{Count:{{HasCookingRecipe}}}} is a valid token
(to be fair, what lumina wanted is likely very specific and so it's not surprising if it's not really possible with actual tools)
That, but primarily the special order? I'm looking at the unpacked specialorder.json now
tbh i am actually kinda surprised there isnt a stat for distinct items shipped, at least
https://www.nexusmods.com/stardewvalley/mods/7417 special order mod, but while i DO send mails in it, i don't really use them as check later
the game do have some code for that because it uses that for the achievement, so hmm
Bless, thank you so much XD
i wonder if i just say "pathos pathos pathos" in front of a smapi console it will become accessible as a stat in 1.6.9
unfortunately it just checks a specific field on the Farmer instance and not an actual stat 
yeah if it was an actual stat it would be already in the stats
there is a stat function for it, but not a stat property, which is the only thing the stat GSQ and token can check i think
the Stats.farmerShipped(), what an asshole bein there so useless for us
what i meant is maybe adding a stat would be as simple as having the result being stored, because obviously the game already obtains it
(plus it takes item IDs anyway, but itd be one way of checkin it at least)
i mean technically you can always add your own stats whenever you want
as long as you know when to increment it
yeah. But obviously i will NOT make a trigger action for each "has shipped item parsnip" "has shipped item cauliflower" and such ๐
At least this piffle finds it funny
that's ok
i can see if one day there's something making the idea more viable, it was mostly a very raw concept right now anyway
and i have several mods i need or want to update already ๐
at least if nothin else if theres no other way you're able to find, it is a very easy GSQ to make yourself
We'll teach you c#!
get sharpened lumina
sure! one day! that is definitively not today
it might be easier to bug atra into updating atracore
i know atra is just dying to have reason to get to doing that
I hope that was sarcasm
MIT license
honestly i don't want anyone to bother, because as i said, it's not like i have more than a vague concept
its such a simple GSQ it would not stop me f rom adding it even if it already was in atracore
So my mods survive my death
i would not even need to look at atras code
the only reason i didnt offer is bc i feel weird saying "well you cant do what you want BUT you can if you just add me as a dependency"
plus i dont like to assume someone WANTS a dependency anyway
(i had situation when i had a cool idea, a modder made it possible and then i didn't use it because lot of stuff going on, and i felt guilty so... )
its ok ill say it instead
(also yes it was)
(No worries! Just a little c# never hurt anyone.)
tell everyone to add BETAS to their games 
I'll pretend it was my idea to ask Button. She did want me to tell her more of my requests.
(well, people may not WANT a dependency but sometimes i do am ok with the idea of having to have one if it allows cool stuff)
tbh, i might just add it to BETAS anyway since it IS useful and its not like anyone needs to use it since thats just what BETAS is there for. but it would be very trivial for me to add if you wanted it soon
(and it also is different if it's like, the core concept of a mod or a side thing for a much bigger mod)
feel free to ping me if you eventually add it, BUT don't rush yourself as i am definitively not sure if/when i'll do my idea
zut
i meant, not eventually
i meant, french "รฉventuellement" which is like
o7 understood. would you rather the GSQs worked based off percentage or raw number? i might just do both anyway but yknow
not the same thing
(french "รฉventuellement" means "maybe/possibly" which is confusing when you learn about english "eventually" which is something that will happen)
Do both. Parse 66% as a percent and 67 as a number
Please somebody save me from my computer and tell me what the default milliseconds per frame is for NPCs' walking? 
yeah i can see how both have perk especially with modded stuff, not idea what would be the best to have "first"
i meant like. if a mod adds a fuckmillion number of items ,66% is not going to be 67 items shipped
(I was trying to look in the decompile myself but I ran out of memory and my discord and Firefox both crashed and I had to quit VS to salvage things)
what if you just use floats as %
so if its < 1 interpret as %
more than 1 cast to int
i think you two are misunderstanding what i meant
a GSQ that returns the percent number of items you've shipped out of the total possible returns a different calculation from just the number of items youve shipped
You think I'm joking but I think my color parser literally does that
from a design perspective I'm not a fan of overloads like that. Just make 2 GSQs
(I like it when you explain differences between French and English words that seem similar but have important differences. It's very interesting.)
i also hate GSQ overloads
yea fair nuff 
i used uh
int 0 < num < 1000 to represent percent
wonder if i should push it to 10000
Unless you're me, then "eventually" means "probably not"
you can easily get to over 1,000 items in a modded playthrough
even only counting distinct ones
im not sure why you wouldn't just use floats
to enforce significant digit
(it's sometimes subtle, and sometimes it's more significant because the difference is huge ๐ )
why limit yourself to 10000 when INT_MAX is right there
Yeah
why do you need to enforce the significant digit
Heart attacks
its not for this use case mind u 
i am just curious when the difference between parsing 10.0 vs parsing 10 is important
more not allowing 10.55 ig 
i had this example in mind ๐
but yea i dont really think i need to do it, the context is % of hp
Pleeeeeeease 
i think the ones that marked me most are :
- pรฉtulant (full of life/joy)/petulant
- angine (sore throat)/angine
- รฉventuellement (maybe)/eventually
if you're working with floats though won't it effectively get more than one digit after the decimal after like any operation you do on it anyway
what is meant by this
the interval on the animated sprite?
I want to know how many milliseconds NPCs spend on each frame of their walk cycle. I tried to find it myself but ran out of memory and my discord and Firefox both crashed.
I'm just trying to check if Hiria glides like a Dalek in her Flower Dance dress without having to write all the code to pop her into the game lol
I just want normal walk cycle, not events
this is the regular npc walk in the world interval default to AnimatedSprite
(also lumina what all did you want gsqs for? Distinct items shipped, distinct items crafted, distinct recipes cooked, anything else?)
Fish caught too
Thank you Chue 
are these all GSQ which check stat
these things aren't tracked as stats
only manually rechecked every time the game checks if you've reached perfection
huh til
(shipped, fished, crafted, cooked. Donated stuff i believe is good enough with museum stuff, monsters kinda same with guild. Maybe friendship? Idea for the mod is, like, what would make me feel like i'm progressing on perfection with some "checkup" on the way rather than all or nothing)
which I'm pretty sure is every single time you craft or cook or ship anything since it does it from the stat setter
(stuff like "hey you shipped 125 different items, congrats, here's a chest!" or"you shipped 125 items but you use raffadax, congrats, it's a tuesday")
(as said, this is still a very vague concept ๐ )
I love that idea
the good thing if it's gsq is that, if i don't do it, someone else may, and we can have different takes at the idea even
(that said despite what i said about overloads earlier, i might not do quite an overload sort of thing but just add another parameter for you to decide between Raw and Percent since that will be a lot of GSQs otherwise)
you never know atra
you may have free time one day
and play the game
and suddenly you grab your rug by mistake
For "AcceptedContextTags": "" How would I specify a specific item like wood, stone, or iron bars 
I thought that one got eaten by the game ๐
debug listtags by holding the item in game

Thereโs a context tag for the item
id_o_390
Like item_o_ yes that
(yeah but still, it's how modding can start... or restart ๐ )
(dealing yet again with This Frustrating Thing)
Also lookup anything with debug fields enabled for a more convenient method
If u gotta lookup anything you can turn on data mining fields
so you can do stuff like "any of wood/hardwood/driftwood"
i don't get those young people with their LA trick. I guess i'm a bit old fashioned /j
to be fair, sometimes i do install a very limited number of mods for narrowing down something and it is also quite useful to remember the commands when you forget to install (convenient debug mode) while doing so
(of course if you forget to install console command there's nothing i can do for you)
I love using LA. I use it to find all the recipes for stuff lol
Also what I need to do with an item for perfection
I play a very cheaty game
i mean
there's a moment when you have to accept that when you play with dozen of mods, you need something to help you track/remember everything
especially since not all mods will have in game hints to help you discover stuff
for VMV i considered at some point having some sort of memo showing what you can do in a machine, i wonder if i could do that now with secret note framework and images
I do use LA mostly for VMV reasons haha
It's the only mod I have that adds new things that actually do stuff (unlike SVE, for example, which adds a bunch of items but they don't do anything different to vanilla items for the most part).
i gotta do something about text wrapping in LA recipes eventually
(ive also considered some sort of memo for one of my mods too! (the OC NPC i wanna make is named Memo. i still get momentarily confused when i see that word even though its just a normal word
))
the mailflag condition is too long 
the only thing i use LA for is gift tastes and i would die without that
or at least make every villager angry
it's not always easy to find how to convey informations
hence why i wonder about a small image like
"product machine result"
Oh I don't blame you in the slightest, Lumi. I've just been assuming that other people know what to do and I have missed that due to how my brain works lol
especially when you have a lot of mods and then you have more and more to discover/remember
orrr you could choose to pretend you're playing a very intense memory game ๐
yea it took a lot of time to decide how to display recipes in a almost no text way
i mean, some stuff is "obvious" (the gem polisher polishes gems), some stuff is when i give game hints but then you may miss it
and then i get ppl coming in with their mods that produce 20 different thing with 1 output rule
๐
My fiance prefers to play with minimal assistance, he likes the mystery aspect
(yeah i get that but sometimes i want to actually play the game and not be "oh no i forgot to go to clint and then to robin then to donate item to CC then" :p )
We do have To-Dew
I don't see it as a negative side of a mod that I want to use LA with it. I just think it's fun that there's so much to do and I know that I'm not capable of managing to experience that stuff without additional help (my Deluxe Journal to-do list takes up about half my screen)
(Super-intense memory problems, woo)
i like to use LA as a way to remember what i already found ("elliott loves duck feather")/verify i don't miss anything i should remember about ("did i ship this item")/know what the mod author says on the mod page without going to open it ("put this in the grinder to make flour")
BUT i also like discovery so it's definitively a tricky balance ๐
QUESTION I'm using wiki as a guide, now that I have better understanding making custom farms, I just don't get how to add additional tilesheets. For instance, after unpacking a farm to use as a template, say, beach farm. If I want to add other map features such as beach_spring (the actual beach map) and add idk, anything, a boat or a rock, all works well in tiled. But canยดt manage to load in SMAPI. Always get error.
I followed wiki instructions and always make sure to name it with a z before the name, what's missing ?
a progressive wiki/info mod 
LA has a discovery settings right
doesn't work with machine rules yet but does work with stuff like crafting and gift tastes
send log with error
give me a moment, I'll load a map with it
(the "yet" in this sentence is making me very curious ๐ )
(I'm not working on it if that's what you meant
)
im not sure how it'd work with machine rules tbh 
i know you made PR for LA so i was curious if you planned that or had insider info
it could be "the first time you make X in the machine, you learn the rule"
like right now i'm just tossing random stuff with sugar into the candy maker to see what happens
i play the game for once in a hundred years and get to realize constance is making quests stuff before intro :I where did i miss exluding her now...
it would be very hard to track wihtout building a new data structure though
What I envision is patching the place in machine/get output rule function to set a recipe as "discovered" in LA
Sorry, I'm still confused on how to specify the mail flag? would it look like this?
"HasFlag": "{{ModId}}_WillySO1L"
"{{ModId}}_WillySO1L": "{{i18n:FishingCabinRepair_letter}}"
(working on these GSQs and i love that the getFishCaughtPercent calculation tracks the total number of fish as a float. yknow, just in case you catch a fractional amount of fish.)
are you gonna do it per trigger
also u will hit the same issue i did in that output id is not enforced to be unique
yes but to actually have the flag you need to either have a trigger or have it sent at the end of the special order
The second one sounds like a problem with the machine recipe mod that adds them though
maybe
yea but the machine mods function just fine without unique id 
my solution was to do a really late edit on Data/Machines to ensure uniqueness
as for the first one think I'll just enable the whole thing
Also LA machine rules lookup don't use the ID anyway, it actually keys by input item rules + machine
so that problem's solved I think
oh then ig u r just track qualified ids 
or context tags
that is question too actually
do i unlock the entire "jelly" rule to display by putting any fruit in jar
Personally I don't think there's a point to locking "apple to apple jelly" if you unlocked "orange to orange jelly" but I know ppl may think otherwise
or only learn that strawberry can become jelly
Plus machine rules only show one "fruit to jelly" rule anyway
for me yes, because otherwise you will not really have a progression if you need to make all the fruits in the jar to remember what a fruit gives in the jar
Hi all! It's Archie the dude who made the WaFFLE farm. I feel like I didn't post here for months. But I forced myself to be active again to finish a mod that shall have been done 2 months ago.
hi archie, welcome! don't force yourself to make mod but if you get motivation that's cool
anyway all this talk now makes me kinda wanna build it for real
though maybe after 1.6.9 and building a new PC
(currently browsing the GPU catalogue with tears down my face because of the prices)
oh boy. This is a big one
Here is my mail.json with my special orders/mail/quests
https://smapi.io/json/content-patcher/5e9ec4e735e44a1190b63cb230960c6a
Here is the error I got in the console
https://smapi.io/json/none/4b35f8f846f54ea2849501bc02bcc2fa
not sure what I did wrong?
Thanks, it was so tedious (lot of stuff to do for recolors) that I actively avoided working on it. It was supposed to be a dependency for WaFFLE but I wanted it to be usable by everyone.
If all goes well it shall be available that week-end and it's a tilesheets mod, like Daisy or Lumina's one.
(apparently numberOfRecipesCooked and numberOfItemsCrafted are also tracked as floats during the calculation. itemsShipped and totalFriends are ints tho. fractional fish are fine, fractional friends are not)
Recolors... yeah ok i get why it was dreading
So, I load a map, all fine, 0 error. I add a spring_beach tilesheet using tiled, to add other textures to the map, named it zspring_beach, I also marked the embed in map square, and this happens only when loading the new farm (not when starting smapi)
Congrats on the progress ๐
It kind of grew in size cause I can't help myself so I made myself miserable by my own fault -_-
Am I missing a step or doing something wrong? using wiki guide for it but, uh..
(My outdoor tilesheet mod the perspective of recolor gave me anxiety attack so i dropped it for months. Then i decided it would be better to release it and accept to not have recolor)
Its ok to set boundaries on stuff
Its ok to say "there will be no support for this feature". People decide if this is fine for them or a dealbreaker
It's cus you didn't have the tilesheet in same folder as tmx
So there's ../../ paths
But I think I'm happy with the end result, still I was not expecting that I would end up freezing at the idea of doing even relatively small work... Also I gave it a stupid name because of course I did.
I made the presentation pic, wait I forgot how discord work
!tilesheetclimbing
When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.
If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.
I have them as png
ooo
(Yeah i also get how small stuff can be overwhelming when its like "i need 4 season variation ร number of recolor")
Discord told me to screw off ๐ฆ is there a size limit if I want to upload a pic?
Discord has limits, depending on your subscription status
8mb maybe?
C# people: in Utility.getMaxedFriendshipPercent, on the final line where it returns the percent, is there like, a casting/rounding/floating point/whatever reason that it multiplies totalFriends by 1f first before the division? the other perfection calculations dont do that
Third try, maybe it is a noScript issue
Ok it was my noScript
Btw if anyone see a typo please tell me
I think it's to convert the int to float
May or may not be a compiler thing
As you can see my naming sense isn't getting better
Seems like a compiler thing, since it's casting to a float anyways
i considered it being a compiler thing too, and if thats the case then its strange that it didnt do that for getFarmerItemsShippedPercent, which also starts as ints and casts to floats
I've learned not to question compiler optimizations, it knows better than me
Possible it was a test or magic number that eventually became 1f and was never removed lol
Who doesn't love a good permanent useless magic number
considering its just calculating a percentage of people you have maxed friendship with i have no idea why you'd ever need a magic multiplication number on the total there
hmm it doesnt make sense as a magic number in this case i think
Seems full of nice details ๐
Casting int to float
P normal
return (float)maxedFriends / ((float)totalFriends * 1f); is what the whole line is though, its already being casted
return (float)farmerShipped / (float)total; and this is the return for the items shipped calculation
all the variables in both of those lines are stored as ints during calculation and only cast on return
its not a big deal if the answer is just "its redundant and doesnt need to be, oh well" i just wanted to make sure there wasnt an actual reason for it since im doing the same calculation
maybe mr ape double casted it in code
Maybe the 1f is the original and the casts are the compiler
I do like how VS is telling me I can just remove the casts too
Apparently the method returning a float is good enough as a cast from an int
else it warns of loss of fraction
At least mine isn't complaining
oh your right Rider isnt complaining in this case either. it just un-grayscales the second float cast after i remove the first so i assumed it would
hm
Thanks, I tried to make a bunch of things that may be useful even if in the end I'll probably only use a fraction myself. I hope someone else will find a use for them. I have a second pic I prepared for the mod page so it's easier to see what's included
well. cant hurt to keep em so im keepin em
Not the prettiest of presentations thought
I want to be able to do this but with a monster that has a space in its name: addTemporaryActor Bug 16 16 -1000 -1000 2 false monster/ I think I have to load it as a character in Content Patcher but I'm not sure how and couldn't find any specific examples/documentation for this use case. Do I have to do it the same as I would a custom NPC?
see if quotes work
like \"green slime\"
i remember some stuff also check for space if you use underscore
like green_slime may check for a litteral thing named green_slime THEN for green slime
That worked perfectly! Thank you! I was trying to use Rock Crab and its movement doesn't quite animate the way I expected but that's fine for now.
and by the way I was looking for something like green slime in "Content (unpacked)\Characters\Monsters" but it's a pretty limited group, is there somewhere else I can also access monster sprites?
i believe slimes are a bit special because the game colors those
The 1f is the original code. The casts are the compiler
This is a common enough idiom
(I don't know what the actual original code looks like but I do know what Roslyn does.)
So can make a pretty good guess here
Everything except armored bug is unused afaik
@hallow prism new version of BETAS is uploaded with these new GSQs:
PLAYER_PERFECTION_ITEMS_SHIPPED <Player> <Raw/Percent> <Min> [Max]
PLAYER_PERFECTION_FISH_CAUGHT <Player> <Raw/Percent> <Min> [Max]
PLAYER_PERFECTION_RECIPES_CRAFTED <Player> <Raw/Percent> <Min> [Max]
PLAYER_PERFECTION_RECIPES_COOKED <Player> <Raw/Percent> <Min> [Max]
PLAYER_PERFECTION_FRIENDSHIP <Player> <Raw/Percent> <Min> [Max]
<Raw/Percent> means you need to write literally "Raw" or "Percent" (case insensitive) for that parameter. raw means you will check just the number of e.g. items shipped between min and max whereas percent will check whether the percentage of items (between 0 and 100) shipped out of the total number of items in the game is between min and max
for friendship raw is the number of friends you've maxed friendship for, percent is the percent of friends you've maxed out of the total number of NPCs
the others are self explanatory
(and you can ofc check if the percent has a minimum of 100 to check if theyve reached perfection in that particular area)
the min and max dont handle floats so like i hope you dont need to specifically check if they have between like 24.57 and 82.91 percent completion but i guess if you ever do need precise numbers like that just let me know i just didnt feel like dealing with that if i didnt need to,
(also if you want to track stardrop perfection, BETAS already has a GSQ for that too)
hey squad
what's the menu for the inventory, skills page, relationships, etc called?
i need to add a new tab
but i'm lost on that front so far so working on it !
GameMenu
ty !!!
obligatory "why do you need a new tab"
thanks ๐ i will see if i can tinker with that soon
can i do stuff like putting those checks in an include or when hasmod to have optional dependency with your mod?
game state queries cannot be used in content patcher When conditions without Esca's mod that lets you do that
but if you put a HasMod When condition on your TriggerActions edits then you can use those queries as the conditions for those
yeah i meant the second
someone wants it for a commission
i gotta be honest here and say theres not really much space left for any tab there(especially with almost everyone probably having ui info suite2)
theres the sns possibility but that one is personally a bit bugged in my game too(tho that might be known, who knows, first time in a bluemoon of me playing again)
Start filling up the sides
theres space on the sides and bottom, but regardless if its what the commissioner wants then its what they want
that is true
can u convince them that they dont need a tab
yeah i'm not sure if it's intended to be for public use or just for themselves
no one needs a tab there :v
That's not quite right
i think personally if i went to commission someone for something i wanted and they tried to convince me i didnt actually want what i wanted, i would find someone else to commission
warning about the possible incompatibilities and issues that may arise from having a new tab, sure, but trying to convince otherwise is a bit somethin else imo
yeah, no one likes a J Allen Brack
Bugged how 
If it was something you were making for yourself I would say "don't" but if it's for a commission then "good luck and godspeed"
hm i didnt think "convince" was that strong a word 
well, i mean
you mightve just meant like "inform them that thjere are better alternatives" which i think is the responsible thing to do
i was think, suggest alternatives that would still perform what the comissioner wants yea
(not meaning my compat ui recolor missing) idk if the windows are supposed to overlap like that and all
guess ui info suite likes to be present and stuff lol
i think if you take commissions for something like this then personally id find it irresponsible to not keep a user informed if what they want may come with issues and instead just take their money, but if they are properly informed of things and still decide they want it, then just go with it
well, unless the commission is specifically
make a pause menu tabs framework
which im not against 
Intrducing DoubleTab mod, a framework that creates a special tab into which assorted modded menu tabs can be added (and even double-nested)! Automatically arranged alphanumerically by mod folder title!
Carefully designed to be just as stress-inducing to look through as your dad's tax record cabinet!
i mean a framework for that wouldnt really be difficult, just add a way to scroll through the row of tabs and dont show the ones that are off the scroll area, but imo that d oesnt solve the actual problem of just "there'd be too many tabs. i dont want that many tabs"
Hm.... Let me do some quick testing
havin a way to add 30 more tabs to the pause menu is fine and all but that wont make it not exhausting to have 30 tabs on one menu
oh i was thinking they'd go behind existing tabs
like a book that gets filled up with bookmarks
just made a quick mockup of how we can add new tabs, totally a good idea trust
i actually dont know that many mods which add tabs though
No idea what this means. I didn't touch the tilesheet order....
time to use all of them /j
can you show a screenshot of the tilesheets of your map in tiled?
maybe you renamed one by mistake
i didnt touch them...
deleting the sewer tilesheet fixed the issue. idk why smapi is complaining about it when it's present in the vanilla farmhouse map....
? my Farmhouse2.tmx does not have the sewer tilesheet
it's not
you may have a txs or whatever adding a tilesheet to all your map by default
a what?
however some maps seems to have the sewer
the most recents in 1.6
the stuff tiled creates when you want to export a tilesheet and its data like animation
ah... that is very weird
do yall think it would be possible to make my own lil measum ?
anything is possible with C#
I do not know c#
no then
ok
the closest you can do i believe would be a serie of bundles, maybe
you can kinda fake it but i dont think you'd be able to choose where the items went
why is this effing up... that's not what it looks like in tiled :/
you can gift an item to a custom NPC, and that custom NPC can have specific dialogue reactions to those specific items, and then you can use that dialogue to set a mail flag, and then use that mail flag to trigger a conditional map patch to place the item somewhere on a map
i have no knowledge of a framework or mod allowing to make a museum yet. I remember someone having the will to make something, but i don't remember who and didn't see anything about that recently
(casey may also considered that but she's pretty busy with lot on her plate already)
so you can actually make a little museum with just CP as long as the item placement is predetermined and the list of items that can be donated is predetermined
(more in spirit of GI's museum, good idea!)
yeah! the GI one is a great comparison. basically exactly like that
i really like the bundles idea actually
(i think it can be interesting for some small scale stuff, maybe i'll use something at some point if i got ideas/don't have already a lot on my plate ๐ )
I have caught up and see BETAS Requires me to update 4x
4x?
It skipped past me one sec
there was no BETAS 2.2.1 
oh you dont even have the harmony feature then
I'm honestly about to transition fully into 1.6.9 mode cause I'm getting annoyed with my own confusion about where my own builds are
I wonder if my 168 mod list is playable in 169 yet 
Probably
Assuming I go and build every incompat mod myself
You will need to fix lights on about 28474782 mods
Yeah that
But it's mostly lights

if you use my books mod you will get errors if you love your pet too much
so dont use mine yet
if my books mod is not in your 168 mod list then in that case wtf why
/j
Is it too late to ask for a overload that takes int light id and just do a ToString on it
I have your books but I'm never getting the junimos kart one
because you're too good at junimokart right
...right?
Oh that reminds me, there's a minor incompat between special power utils and wallet currency
yknow, one that probably needs it is dynamic reflections, idk how many lights are goin on in that mod
but it do be screamin that it's incompat with 1.6.9
wait, really? wallet currency?
Not sure if it's spacecore or unlockable bundles
like, qi gems and walnuts?
i have no idea how those would even react with SPU?
It was unlockable bundles yea
oh thats... strange
So the UI is a SpaceCore feature for anyone registering equipment slots with it - S&S just happens to be the only mod registering a slot at the moment (though it has another in the next alpha update) - MMR will be adding two slots as well
thats uh, not what that menu is supposed to be for, so im not sure if i really care about compatibility there
For the UI info suite thing - I pinged the author about it and they are moving to GMCM so that won't be an issue in the future
Yeah and I can just turn off the tabbed view
SpaceCore used to (might still have?) this feature
questionably there feature
Make a good id I dare you
A proper ID with your mod unique ID in it
I double fucking dare you
(Looks like I removed that feature at one point)
(It was added in January 2019)
The feature disappeared now that you observed it
did it disappear during the pathos usurp
I'm not sure when
unlockablebundles doesnt use a key like regular Data/Powers or an id field in its PowersData to make identifying the source of the power easy :v and the vapius coins mod doesnt use the unique id in its entry to UnlockableBundles/WalletCurrencies... bleh
ohh, interesting to know. thanks for the heads-up!
@spice inlet do you think you could do something about compat with special power utilities
altough, i regret scrolling up to see that tab monstrosity of selph
how dare u, i spent 4 mins on that in GIMP
i havent looked at the source for unlockablebundles to know how it works to know if it'd be better for compat on UB's side or compat on SPU's side
its just too powerful
(Wait why is there a forward button now on discord?)
the lack of an ID/key in the PowersData wouldnt be as much of a problem in this case if this specific mod that uses UB had a more identifiable name for its WalletCurrencies entry bc i would just be able to use that instead
So you can fast forward through chat
i mean i can grab it either way, but it would get shoved into the "Misc" category bc theres no way to identify it
a what button
#programmers-off-topic message (so i don't derail yet again)
(and to be clear, the lack of identification in this case is not UB's fault, but it means i wouldnt know which section of WalletCurrencies would be better to grab the power ID from)
so, I am not quite sure what the issue is right now
but you can identify UB power data entries using the "UB_Currency." prefix in the powers key
for VMVCoins it'd eg. be "UB_Currency.VMVCoins"
ideally it would be able to be parsed as the original mod ID so it can go in the category assigned to that mod, though that isnt me saying your implementation is wrong, just somethin i was trying to figure out how to do
(it'd be scuffed for VMVCoins either way since they dont have the VMV uniqueID in their entry (which was the source of my "bleh" not what UB was doing itself) but in general)
I named it VMVCoins since I wasn't sure lumina would perhaps want to implement it in VMV
it'd be a bit rough to rely on it in general, since there's no way to enforce that as a standard
especially considering CP masks the original mod
well, any uniqueID wouldve been fine too, just somethin to be able to actually categorize it instead of it getting put in "Misc" with the rest of the powers that could be not be identified
wouldnt necessarily need to be the VMV uniqueID
does the WalletCurrencies portion of UB have an API?
oh its in the general IUnlockableBundles API, i see
I really don't mind adding compatibility or improving on the API
Is there a way I can parse those LocalizedText strings?
ParseText?
im just lookin through the repo right now to figure out the best way to do it. though admittedly trying to parse someone elses repo is something i am, always very bad at lmao. is it actually adding the UB currency powers to Data/Powers or just manually inserting them in the list when the menu tab is opened?
(also i see in your PowersTab_Draw_Postfix theres a bit where you cant get the powers ID so you compare the other fields, so idk if you were aware but i think thats something thats being changed in 1.6.9 so we can get the power IDs from the clickable component
)
there's a section for Data/Powers in the AssetRequested.cs
This is exactly what I was looking for, thanks!
There are so many locations without display names set lol
tbh when I saw that note in the patch notes I thought someone read through my code ๐
oh and also I postfix the draw method twice there 
debugging lix probably forgot removing that
question does hard referencing a .dll for another mod in my mod make the mod im referencing a hard requirement. cause the only thing im unsure about is the getRelevantPlayer bit, since id need a WalletCurrencyModel to pass in there
yes, if you have a using directive on a member of that dll then it's considered a hard dependency
hmm
relevantPlayer just redirects to the main players wallet for shared currencies
you can sidestep the requirement by using SMAPI's mod registry for its API, but ofc if there's no api you're stuck
Just do ~~more ~~ reflection crimes
is there another way (WITHOUT REFLECTION) to get whether the currency is shared, though?
makes sense and i feel dumb for forgetting that
i think i can add compatibility with what you've already got there, then
(it has just occurred to me that the bus door is on the wrong side)
(unless Pelican Town is in Europe lol)
they drive on the left in stardew valley dontcha know
Well, actually it's more like they drive dead center of the road
The line is the indicator for where the car go
correction. pam drives dead center. we dont know if everyone does or if pam is just Like That
it's probably Just Pam โข๏ธ
Pam and the farmer lmao
Japan
i dont think the farmer is a good role model they drink snake milk
I am almost certain the farmer isn't legally allowed to drive
also dont most countries even in europe drive on the right
Not sure, I've never left Murica
i thought it was like. just the UK. i dont think the people of stardew valley are british though
You just aren't reading it in a British accent
mostly UK and its former territories, yeah
and japan
Maybe theyโre from a mirror universe
maybe theyre just playing the Wii version instead of the Gamecube version
They're from the universe of ๐ Convenient Design Choices ๐
I haven't watched the intro to the game in like several years now, can't remember which way the bus is oriented
I'm trying to add an ore node using the custom ore node, but it's not spawning and the console doesn't say any error, can anyone help?
Is there an update by someone else or something for that?
no they're modding 1.5 mobile
Oh, oof
is there a limit on how many different objects you need for a bundle?
I don't recall there's any hard limits, but you can try nvm 12 seems to be the limit
the base game uses a max of 8 drop-in slots i think, though you can have maybe 10~12 items to choose from
it's been a while since i've looked
yeah the GUI might be a problem, at least for the CC
I know CCCB uses 10 slots for its theatre bundle, but that's because that window is bigger
I can't wait for sdv 1.6 to be released for mobile (and smapi) ๐ญ๐
well.. you may be waiting, a long long time for smapi mobile
I'm guessing the updates for 1.6.9 on mobile aren't going to make using regular SMAPI a thing there
may be, or someone has been working on it in secret in a cave with a box of scraps
(but I doubt it)
Ik ๐
mobile is still going to behave very, very differently to base sdv as i understand, since it's undergone a lot of optimisations, changes to input methods, and the saving behaviours
.. among plenty of other things i've not heard of
Also we think itโs built against a different.NET, right??
Something about xamarin?
i mean if you are modding on mobile right now, then you already are using an old version
Itโs not impossible to make SMAPI for mobile but it sure is a challenge
it'll just be even older
i think 1.5 mobile used xamarin, and xamarin is dead-dead now? but old man memory at work
[redacted because I don't know what all is allowed to be said]
DH did some digging when mobile got updated
But the results didnโt sound promising
so is that a yes or a no for mod makers receiving annoying 1.6 mobile compat requests
And like usual, i donโt have android or windows so i donโt plan to poke anything myself
People can and will request whatever they want ๐
brb gotta make banners saying "I refuse to have compatibility to SDV Mobile
However my personal bets on mobile SMAPI are low
You already know the answer to that
Unfortunately I don't think I get to refuse for SpaceCore...
"My mod is Apache 2, do it urself"
You just have to convince everyone to not make SMAPI for mobile 1.6
well it has no dev, right? we just have to make sure pathos doesn't wanna do it
There's always the possibility of someone new stepping up with the hype of an update for mobile
Nothing like new content to get new blood in a community
(can't even remember what's different between 1.5 and 1.6 anymore)
Iโm pretty sure pathos wonโt do it
He does refuse to do things that are too much
And boy does that sound like too much
I can't figure out what is adding in that border and it's driving me nuts
It's not CornerRoom_Add or Remove...
Yeah I'm doing the rennovation addons for my custom farmhouse. Corner Room add works fine, but when I remove it I get this...
that is unfortunately the 1 thing i refuse to touch, roku do you remember this bit from your problems with renovations or no
Uh, not specifically, I can take a look at all that again though
My brain is fried on making UI today
"please, please rip me away"
Ah, I forgot to save my custom farmhouse tmx with all the renovations on it lol
oof
Gotten very unpack happy with the beta 
my excuse to not update my char expansion: "i'm working in 1.6.9 beta and SVE isn't up to date for it" 
i can definitely tell when people are setting their farms up for halloween, my mushroom mod jumped 100 downloads in a day
hmm it goes away in the marriage version of the house. very curious...
isn't there like, 3-4 different variants of the farmhouse (not counting renos)
There's the base, the first upgrade and then the second upgrade, the two upgrades can change with the marriage versions
And renovations are patched onto them as well
It really does look like the corner room remove renovation but I can't tell if it's in the wrong spot
it shouldn't be....
Hopefully someone will!
Yeah, if you want a custom farmhouse or to change the shape/size of the farmhouse, my suggestion is to fully patch all the vanilla renovations with blank maps
I think you can also change something to make them stop showing up on the renovation menu, but I can't remember what it was
And then I guess make all your own renovations as replacements lol
none of those i want
i want the renovations to work as intended. i just cant figure out why this one isnt working
taking at the cozy nooks code and see if they encountered a similar problem
Looking at the tmx's from that mod, fully custom renovation replacements
this isnt custom. just adds and removes the corner room. at least so far
Also, I know the game breaks up these giant TileData's into individual ones, but it looks so wrong lol
The shape and size of the room is totally different, which means the code will have to reflect that difference
i havent had that problem before. the rest of the rennovations are just a blank tmx until i can get around to editing them
(does stardew have a Wallet sprite i can yoink anywhere?)
I don't remember what the wallet tab used to look like lol
it wasnt even a tab
Oh right, eugh
there was no sprite for the wallet itself, just text, but i cant recall if theres anythiung on any sheet that looks like a wallet
or perhaps a purse or bag or something similar
i guess i can just use a coin
nope, nothing of the sort. you can steal spacecore's wallet sprite though (i made it and it isn't used anymore)
that's a bag? really?
thats already used for the collections tab though
That's what I thought it was lol
That's not a bomb?
Maybe itโs a submarine
its 100% a bag
It's a goldfish cracker
it's definitely a gold fish
ah for Button's question, uuhh treasure chest?
Cursors_1_6 has this
ugh im just gonna sleep on this issue. maybe the solution will come to me on a day where it's not so close to my bed time
oh that one looks perfect
Ugh, why is naming a project the second hardest part after making a Nexus page
"John", ez name
name it whatever you like, it's easily changed. love of cooking is internally cooksassistant, greenhouse entry begone is greenhouseharmonypatch, etc
mushroom propagator is blueberrymushroommachine.csproj...
what does ur project do
make up a nice acronym and backfill a name into it 
It's the attempt-to-dehardcode-the-bus mod
Just go with the name the new github repo screen suggests
Dehardcoded Bus
is this for the bus warp issue
SoftcodedBus
Database for short
What's the warp issue?
for serious mods i try to give plain, descriptive names. for shitposts i try to be funny
ok not the warp issue then? hmm what's the difference with the existing (if outdated) bus location mod 
It doesn't provide a way to get back, was one of the main things I wanted to address
(gimme a sec trying to find the post about the warp thing)
But also I'm pretty sure it has a limit on how many locations it can show, because dialogue boxes don't get scrolling
this
Not being outdated is a feature
there's not really a limit, just add a final dialogue option that creates a new dialogue with more locations
I haven't actually checked if the issue is fixed in the unofficial updates, but there's also some concern from the original author about the other menu not showing up sometimes
true
I've already done the work of making a scrollable dialogue :P
@lucid iron this'll be up on nexus in a few minutes
Oh yeah, I still haven't decided exactly how granular I want to get with my changes but attempting to make it so you can return via the bus from the same location context and warp to the stop from others was definitely something I wanted to look at
ooh, is this for both UB and SC
this is specifically for UB
since UB specifically is what puts wallet currencies in the powers tab
ah yeah SC doesnt do the powers thing
in that case can I feature creep you to also show SC currencies
i mean thats up to spacecore
SC shows in skills
Well there is pageable dialogue in the game
if i ever make a new mod people talk about it's going to have a single word as the name so people can't write arcane acronyms
See phone calls
UnlockableBundles adds all of its currencies into Data/Powers
Minecart networks also use paged dialogue boxes, but I don't like that solution lol
fancy 
I intentionally reduced my minecart network additions to keep from adding a second page
i actually dont know where game has scrollable menu though
I'd rather walk than have a second page 
save files screen ig?
pagination is understandable enough imo, the game doesn't scroll outside of fullscreen menus
... shops?
oh yea 
those โฌ๏ธ โฌ๏ธ menus aren't very nice either, like default crafting and cooking menus
Those are just bad paged menus lol
the social tab?
why did i make love of cooking an arrows-only menu too 
It was DH's teleport menu they showcased that made me want a properly scrolling one
i forget that the options menu is vanilla sometimes
only ever go there to click on gmcm
if there's one menu i wish had a GameMenu tab it's gmcm
i hate scrolling down the entire options menu so much
There is a keybund
buttons > binds
there are not enough buttons on my controller to use a keybind to do everything so i also wish GMCM had a gamemenu tab
How about a button that opens a menu with more buttons on it
Clearly you need to make your own controller
My desire for a keybind depends on how often I have to open something
I feel like GMCM is one of the menus I open the most, always futzing with something or other
Though that's probably because I don't play and I'm always changing settings on my own mods for testing lol
Lol
I love steam deck mainly because of the four back buttons tbh
and with steam input trickery you can have a lot more binds
last time i tried actually playing modded stardew on the steam deck it took approximately 20,000 years to launch and load into a save
so i have not tried it again in a while
welp i solved my issue. i forgot to put maps/ in front of the renovation name...
this is a sign that i need sleep
yes
Is it possible to edit monster drops with the content patcher?
in 1.5? unsure, in 1.6? yes
Bro I can't do anything in 1.5 ๐
interesting, content patcher was still 2.3.0 in 1.5.5?
CP 2.0 was 1.6
oh maybe the migration page just. wait no it needs to be manually added, that's weird then
what?
ยฏ_(ใ)_/ยฏ
maybe it was just a find and replace on the whole wiki since it says 2.3.0 even on the oldest version of that page
if you can get away with it, you can probably still do the textoperations on monster drops https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/text-operations.md
i have no idea /when/ textoperations were added into content patcher though, but i assume this has been there for awhile
how does this look forwarded
y'know, not bad
I'm trying to convert one of delotti's public hair mods to fashion sense with https://github.com/bikinavisho/stardew-convert-to-fashion-sense, but the png for the hairs on her page has all the hairstyles in one png. The one FS conversion of her hairs she did for another pack has the hairs separated in each folder, I don't know if I'm meant to separate the converted hairs too or how to
i'm going to assume that they all need to be singular hairstyles, so you'd have to open up an art program and separate them out into individual pngs 
not like, the Left Right Forward Backward, but the styles themselves
(this is for personal use only, right?)
yeah i can't help much if it's not for personal
yes
I can't see the difference between the hairstyles in the png much honestly so I'm struggling with separating them (like duplicating the image and cropping?)
i'm not familiar with the old way of creating hairstyles so i wouldn't be much help https://github.com/Floogen/FashionSense/wiki/Creating-a-Hairstyle-Content-Pack it is just separated down to styles per .png and .json
so the json the converter gives me isn't right? or do I split the hairs and run them through the converter again?
there's about 60 hairs
the photo app edit mode doesn't let me crop the images properly to the size I need
What are you using? Should be using something that can handle pixel art
Does look like the converter expects you to do each hairstyle one at a time, rather than the whole mega image
hi! sorry to bother and come across your conversation, but I have a small question regarding the skill books. I have no clue how the smaller versions of them are called in-game neither had the lucky to find them using cjb item spawner or lookup anything. also, the double sword skill book (the one at top right) is not in the wiki, or the hammer one. do any of you know about it?
they might be unused?
arent those modded retextures?
^^
is it? 
the sword and the hammer areu nused though afaik
but the rest im pretty sure ive seen before from a mod that just retextures the normal books
but I'm sure I got the smaler ones when I was playing
None of the books have that kind of angle
i have pixieditor which does pixel art but I have no idea how to crop the images in that program to the size I need them to be so half the other images aren't overlapping
like, they are not equivalent as the bigger ones but rather give you less exp for said profession
those are not vanilla books
not vanilla book textures*
they are. i'm just using my art to reference them. ๐ . but you get what I mean
yeah i've never seen the crossed swords and hammer books ingame
oh you mean the itty bitty one in the 2nd row?
well, no, i didnt
TileSheets/Objects_2.png
yeah. we have bigger books and smaller versions of the bigger books
I use Aseprite so I'm not really sure how other editors work, Gimp is the suggested one on the converter's page
i don't know if the itty bitty ones are ever actually used in game though 
I think they are
I have that I'll see how it goes, do I have to actually erase the pixels or is cropping the other hairs out good enough
I remember getting one when I played? so I'm very unsure now. oh well
just cropping should be fine