#making-mods-general

1 messages · Page 52 of 1

open dock
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also i should change those to winter, huh?

brittle pasture
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Add a comma after the last null

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no, keep it to spring

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what you're doing is telling CP "find the existing entries with the id spring1, spring2, spring3, and remove them"

open dock
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Ohhh okay. Do I need to do that with Summer and Fall 123 as well then?

brittle pasture
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and then find the entries with the id winter1, winter2 and winter3, and change them to that

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yes, repeat with summer and fall

open dock
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Okay

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So does this look good?

brittle pasture
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looks good to me SDVpufferthumbsup

open dock
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Awesome. Thank you so much

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Maybe I should pout Locationwhatever into assets? lol

brittle pasture
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hmm try deleting the Condition: null lines nvm I didnt see the quotes

uncut viper
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remove the quotes around the nulls after each of the Conditions

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its being parsed as a GSQ string and "null" isnt a GSQ

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rather than turning them into nulled out/deleted conditions

open dock
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Awesome. It works now.

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Thank you both so much for all the help.

uncut viper
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very groundbreaking

patent lanceBOT
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@wanton pebble: poke Gaphodil about BetterJukebox issue (6mo ago)

uncut viper
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i love seeing months old maru reminders pop up. like mini time capsules

humble timber
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lmao

tiny zealot
uncut viper
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(honestly i put way more effort into that mod than it really deserved tbh)

humble timber
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the serious description is kinda making me giggle

calm nebula
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figured this should be a thing

uncut viper
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wait, is atra modding?

calm nebula
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atra is debugging

tiny zealot
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oh, that's a smart idea. leave it to atra to have smart ideas tbh

true coyote
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is there any quick solution I can add to cornucopia [more crops] to disable them from the shipping list? Or would it be a somewhat lengthy process? My shipping list for perfection is getting... long lol

calm nebula
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just use perfection tweaker tbh

uncut viper
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each item needs to be excluded specifically

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or that

true coyote
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ooh

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ty atra

calm nebula
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you can do a thing with items being disabled selectively

tiny zealot
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tweaker is definitely the quickest solution

uncut viper
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but if you wanted to actually edit cornucopia itself it'd be a lengthy process. so i dont recmmend it

calm nebula
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betcha you could do it with a regex

calm nebula
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hmmm

true coyote
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I bless wildflour now for adding in the toggle for their mods 🙏

uncut viper
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honeslty thinking about it if every item has at least one field in common you could just do a find & replace to add in the exclude from shipping collection line

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and just include the common field in the replace

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i was assuming they were originally talking about a CP mod of their own to edit Cornucopia with EditData though which was a bad assumption

true coyote
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nah I took a peek at wildflour's gourmand mod or forager or something content.json and noped out of the work haha

calm nebula
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I love sourcegen

tender bloom
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If perfection tweaker has a prefix on items options that should be easy

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I’m assuming cornucopia items all have similar prefixes internally

uncut viper
tiny zealot
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i can. just let me know what you want it to say

uncut viper
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"The level up screen was originally supposed to have some stars in it that shine when you hover over them. This mod finally implements them. This is very important."

tiny zealot
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cool, on it

uncut viper
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thank you ichor SDVpufferheart

inner harbor
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You can't invent a new area for crabpot fish without C# can you?

brittle pasture
inner harbor
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okay I'll experiment!

brittle pasture
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oh yeah Mt Vapius adds a new zone, so it's totally possible!

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just checked its code myself

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(I really need to catch that ||mossy crayfish|| one of these days)

inner harbor
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ah nice thank you! Mt Vapius really did pioneer a LOT

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so how do I define the Location Type?

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like if I've already done a separate location for something in the Data/Locations, can I just use the same name?

brittle pasture
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basically in the Data/Fish entry you define the crab pot fish as belong to a new zone instead of either freshwater or ocean (named funzone for example)
then in the Data/Locations you define a fish area as usual, and set CrabPotFishTypes to a list of zones you want the pots to catch, for example ["freshwater", "funzone"] to catch both vanilla freshwater crab pot fish and the new fish in the funzone

inner harbor
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yes I see that now that I look there 🙂

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gonna switch the nudibranches to crabpots

calm nebula
lucid iron
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atraperf DokkanStare

calm nebula
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(vanilla alone is actually pretty light on the memory, huh.)

lucid iron
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whats the units here

calm nebula
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bytes

ivory plume
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@spice inlet Hi! I got a bug report about AutoGate not detecting gate changes when reloading with QuickSave.

AutoGate should automatically reset its cache when SMAPI's ObjectListChanged or Warped events are raised though. Does QuickSave somehow warp the player or change location objects without triggering SMAPI's events?

calm nebula
ivory plume
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Does QuickSave raise SaveLoaded though? If so, it'll be an easy fix. (I'd normally just try it, but QuickSave doesn't work in 1.6.9 yet.)

calm nebula
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no idea, sorry!

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never have I found dotnet documentation MORE confusing than the PerformanceCounter class 😦

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  1. Okay, it's Windows-Only TM. What happens if I try it on Linux? Death?
  2. There are "predefined counters." I have not found a list of these predefined counters, or their types. I apparently need their types too.
brittle pasture
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probably just return dummy values on Linux. Though death™ is also a valid option

calm nebula
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well this is unpleasant

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lol

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does stardew have a fix-width font somewhere?

tiny zealot
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i don't know of one

calm nebula
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the gif (because it's at 12 hz) is actually fairly pleasant.

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the actual code, running at 60hz, is seizure-inducing bad

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the EasyWayOut TM is to just...do teh 12hz thing, take a little average

tiny zealot
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surely the easiest way out is to render on three lines so the numbers are always last

lucid iron
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chinese

gaunt orbit
tiny zealot
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my favorite thing is someone (casey) told me the hot reload incantation (dotnet watch) and the hot reload part simply Does Not Work™️ on linux

gaunt orbit
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D:

calm nebula
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how do I call you 😦

tiny zealot
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automatically killing and restarting the game when i rebuild is nice, but i would really prefer the hot reload part

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however, as with most situations where linux gets the short straw, not using windows is ample compensation

calm nebula
brittle pasture
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Microsoft's vision is clearly for us to do dev in a Windows VM

lucid iron
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ichor maybe you could try valleyunit

tiny zealot
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what is that

lucid iron
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its integration tests for stardew

oak umbra
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Want to make another mod this time being a new type of train that will pass through the valley using content patcher. Anyone know a good starting point?

lucid iron
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i think that's an item extensions feature?

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hrm it seems like it's only drops, doesnt let you make new types of car from what i can tell

gaunt orbit
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you would need c# for that for sure

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well, actually, depending on what you want to do with it, maybe not

lucid iron
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you can retexture the existing trains ofc

gaunt orbit
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could potentially use tokens to do daily conditional retextures, and item extensions to change the drops

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if you want to mess with schedule, though, or add it to the existing trains instead of "sometimes replacing" them, you would need c#

lucid iron
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say you can change the warp of farm cave right

gaunt orbit
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you can control both ends of the warp from the farm map

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FarmCaveEntry cave -> farm
Warp farm -> cave

lucid iron
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then if i am make just the farm cave i'd have to do a EditMap on farm Bolb

gaunt orbit
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yeah, changing the entrance position of the farm cave is tricky business

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most custom ones work around it instead

lucid iron
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oh i cant just do MapProperty?

gaunt orbit
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you can, but how do you know which maps to edit?

olive fulcrum
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YES!
I finally fixed the bug in Datable Jodi that was bugging me 😭
For whatever reason, addBigProp sucks lmao
I replaced it with addTemporaryActor in her 6 heart event from that mod

lucid iron
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all of them PecoSmile

gaunt orbit
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you would have to hardcode every single farm map, including custom ones

lucid iron
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well hm additional farms

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maybe i chuck this into my random map stuff mod

gaunt orbit
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if you are willing to use a small amount of c# you could just move the player after warp

olive fulcrum
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For whatever reason the snowman in that event just never showed up for me, and instead a big ol 🚫 shows up

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I fixed it though ✊

lucid iron
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i was thinking i'd make game read map props of cave instead

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but first ill go with not changing warp

gaunt orbit
olive fulcrum
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I'll keep that in mind, yeah
Thankfully the thing I needed was just a simple Snowman, doesn't need to move

gaunt orbit
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just hook the warp event, check for the presence of the property, and change the player's tile position

lucid iron
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well ill feel more motivated to make that once i draw a cave DokkanStare

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say i know i have to have the original tilesheets

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but could i replace the texture?

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change Mines/mine to like Mines/mine_lava_dark.png

unique sigil
lucid iron
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well i'd just C# that part if it comes to it

lucid iron
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hm i wish i could paint first and then decide what tiles go on what layer second

spice cloud
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... Smapi just threw me that as yellow and I'm like ????

[game] Ignored unknown location 'Karma.Immy.CP_JackEventMap' in save data.

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... nevermind, I just did a rubber ducky to myself I think

woeful lintel
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Ok, so here's the latest build of my mod, along with the Example Furniture Pack I use for testing. You can use the Furniture called "Table Test" to trigger the crash.
You'll probably need to see what FF does when the crash happens, so here are links to the relevant code snippets:

desert vapor
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Thank you! I'll look into this tomorrow

woeful lintel
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thanks!

brave fable
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thanks, it seems to work fine SDVpufferthumbsup i'll remember to ping you again when it breaks in another 2 minutes

spice inlet
# ivory plume Does QuickSave raise `SaveLoaded` though? If so, it'll be an easy fix. (I'd norm...

Last I tested QuickSave loads its savefile normally and all SMAPI events, including SaveLoaded, are raised.
Afterwards states that weren't persisted in the savefile will be applied, including the Farmer Position and in special cases like the mines the location as well. Finally QuickSave will raise its LoadedEvent:
https://gitlab.com/delixx/stardew-valley/quicksave/-/blob/main/QuickSave/API/IQuickSaveAPI.cs

silver pelican
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is there a way to make or edit the x value of how players sit with CP? it looks like im to fall off anytime

hallow prism
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offset, yes

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quick check, if i want a thing to be enabled whatever the config is, i can do "config |contains=OPTIONA, OPTIONB" : true
?

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(i never remember the formating on contains)

rancid temple
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Seems so, though the docs show true or false wrapped in quotes

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Might be one of those cases where it doesn't matter either way

hallow prism
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thanks, i'll see and test

meager meteor
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hey people who are probably more experienced than me, how would i go about making a reskin for the horses?

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ik i need to make the new sprites (i can do that fine) i just don't know anything about the actual "putting it in the game" part

woeful lintel
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!CP

ocean sailBOT
rancid temple
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You can use either Content Patcher or Alternative Textures

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Horse is different from a regular farm animal, not sure it has skins in the same way, but I know with AT you can change the appearance whenever you want

meager meteor
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k thanks

lucid iron
hallow prism
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there is a wiki list somewhere

lucid iron
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I didn't change the unique id when I ported atra's mod so stardrop thinks it's still broken

hallow prism
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pathos test stuff and note what is broken but people can edit that too and add note/redirect to alternative and such

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The list is updated every few days (you can help update it!). It doesn't include XNB mods (see using XNB mods on the wiki instead) or compatible content packs.

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this has the link you need to update

woeful lintel
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@desert vapor I decided to revert to 1.6.8 to continue developing my update, but the crash still happens...

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I'll try to find what I changed to cause the crash, but it's very surprising since it's a part of the mod based on SMAPI event handling, and I get no error log...

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Ok, so for some reason:

  1. I had a held_item is StardewValley.Object obj condition, which is completely unnecessary
  2. Placing an Item is what causes the crash, even though they should be filtered by this condition
lucid iron
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Wait isn't that kind of check pretty common?

woeful lintel
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Hold on, are stuff like metal bars and coffee StardewValley.Item or StardewValley.Object?

rancid temple
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Coffee is definitely an object

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Metal bars as well

lucid iron
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Things that are Item but still in your inventory include shirts hats pants

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Flooring wallpaper?

rancid temple
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Furniture?

velvet narwhal
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SDVpufferthink confused.jpeg

rancid temple
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Trying to figure out if there's an easy way to see what inherits Object

lucid iron
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You can iterate all the classes in Stardew Valley.dll

lucid iron
rancid temple
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Lol, much less confusing SDVpufferpain

lucid iron
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I wonder why nothing stopped mr ape from naming Object like that LilyDerp

small pasture
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I want to change the name of a hat but I want to do it in all languages, so how can I do it? I've only been able to change it in English.

lucid iron
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You need to give i18n key or use the game's localized strings

velvet narwhal
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(i don't think right clicking in vs and finding all refs was a good idea on the object class)

rancid temple
woeful lintel
rancid temple
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Ehhh, that's a tough one lol

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Still trying to figure out if there's a way to fetch all that without having to make a script do it for me

velvet narwhal
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it's telling me resharper SDVpufferyikes

rancid temple
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Also Object inherits Item, so technically all objects are items

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Tools are Item's

velvet narwhal
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it still gets me every time

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IHaveModData

rancid temple
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But not Object's

woeful lintel
lucid iron
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Does it only happen in your custom slot furniture

rancid temple
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Is there something on Object that is needed to place it that's not in Item?

small pasture
woeful lintel
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nope, I just changed everything to Item instead of StardewValley.Object, and everything is on Item

lucid iron
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Iirc vanilla furniture just put the placed thing in heldObject which is an Object

rancid temple
woeful lintel
lucid iron
woeful lintel
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it worked for 3 months, but I changed something while updating the mod and I can't figure out what is causing the crash

rancid temple
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You either need to use TargetField to pick the specific index of the name or rewrite the entire entry

lucid iron
rancid temple
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Which actually, does TargetField work on these delimited strings?

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Might need to use a TextOperation...

woeful lintel
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Also, it's very annoying that the crash freezes my computer for a few seconds and fucks-up the console (can't type anymore, I have to kill and reopen)

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like it's filling the RAM before crashing

rancid temple
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That's intense

small pasture
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I'm just confused about how to do that in this case...

lucid iron
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Can't wait to explod my own computer with this mod kyuuchan_run

velvet narwhal
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i honestly can't remember how to add a new 'entry' to these delimited string things

small pasture
velvet narwhal
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maybe atra has it for sciencehouse

small pasture
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Is it considered as a new entry? I'm changing an already existing key

small pasture
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Yeah, Paper Hat exists

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Also this was the first thing I tried (which did not work 😬), I thought I was being smart

woeful lintel
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I think, what scares me the most is that Farmer.ActiveItem is supposed to be never null (according to VSCode and the return type), while it very well can be null.

velvet narwhal
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actually i don't know if my data/monster would be useful here

rancid temple
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I might just have to create a test on hats really quick because I don't know if TargetField will work and the docs don't have an example of the index number thing

velvet narwhal
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i was going to suggest my data/monster edit but, uh, i'm not confident in my removedelimiter skills lmao

nimble marlin
#

guys, anyone knows how can I reproduce the owl shadow that happens during nights?

velvet narwhal
lucid iron
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Game doesn't have much nullable blobcatgooglyblep

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Often just have to check regardless of what the type says

velvet narwhal
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i let atra yell at me if i throw a random questionmark where i'm not supposed to aSDVpufferrise

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oh paper hat isn't even an index, okay, so that's just field: paperhat, the index is supposed to be 5, but then you'd have to do a replace...delimiter...?

rancid temple
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Yeah seems like Fields isn't gonna work

small pasture
# velvet narwhal <https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/aut...

I did this by looking from an example herejson { "Action": "EditData", "Target": "Data/hats", "TextOperations": [ { "Operation": "ReplaceDelimited", "Target": ["Entries", "PaperHat"], "Search": "Paper Hat/It's made out of special paper that won't disintegrate in the rain./false/true//Paper Hat/114", "Value": "Paper Hat/People say pineapple skin is a very strong material./false/true//Pineapple Hat/114", "Delimiter": " " } ] }Not sure if this would work though, or if it works for languages

velvet narwhal
#
    "Action": "EditData",
    "Target": "Data/Hats",
    "TextOperations": [
{
    "Operation": "ReplaceDelimited",
    "Target": [ "Fields", "PaperHat", "5" ], //field 5 cause that's where the name is
    "Search": "Paper Hat",
    "Value": "{{i18n:PaperHat}}", //space delimited
    "Delimiter": " "
},
]
}```
maybe?
small pasture
#

Okay, let me try

woeful lintel
#

It might just be easier to make a new Hat, why are you replacing a hat?

small pasture
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Because I don't know how to make a new hat

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This is my first mod

velvet narwhal
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oh the one i linked earlier has a layout

rancid temple
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Making a new hat is easier lol

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No text operations required

woeful lintel
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well, you just have to replace the "PaperHat" key with your own custom key

small pasture
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I'd also have to change some tailoring stuff too if I want to make a new one because I want my hat to be tailored with pineapple (which is used for a shirt in vanilla game). Currently I was just replacing an achievement hat since I thought it would be easier.

velvet narwhal
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string delimiteds are one of the most painful

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backpedaling, item blows up the game? aSDVpufferrise

small pasture
#

Now I'm even more confused looking at this

rancid temple
#

Huh, when I try to use ReplaceDelimited it says that's not an operation lol

velvet narwhal
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"Operation": "ReplaceDelimited", SDVpuffersquint

woeful lintel
rancid temple
velvet narwhal
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vanilla habits i don't think regular objects can be placed down anyway, item.cs has this though

#

and chasing that down in object.cs

rancid temple
#

Hey okay, that was dumb, Fields would have worked but I was trying to edit Data/hat instead of Data/hats

wanton pebble
rancid temple
velvet narwhal
#

oh you're right, uber is gonna scream at me soon to work on karaoke framework SDVpufferyikes

woeful lintel
small pasture
rancid temple
#

Replace Payper Hat with your i18n token

hybrid pumice
#

Is there a SMAPI beta version going on? I am not seeing anything on github, but users report issues with it and our mod

rancid temple
#

Yeah it's Steam only

velvet narwhal
#

steam/gog*

rancid temple
#

Oh is it on there now?

hybrid pumice
#

a private beta?

velvet narwhal
#

squints lemme find pathos' post

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it's in pinned

rancid temple
#

It's a private open beta

velvet narwhal
#

thissun

rancid temple
#

It's a quiet beta, to avoid users flooding into it and causing issues while it's still being finished lol

velvet narwhal
#

smapi does have a beta download but uh, yknow, reading comprehension

rancid temple
#

Yeah it's also tucked away

velvet narwhal
#

we should really put the blingee lightup on it

rancid temple
#

Bottom of the additional files section lol

woeful lintel
#

(couldn't find it by myself, but shush)

rancid temple
#

The pin says the beta is Steam only

velvet narwhal
#

yeah if i didn't remember pathos said something about GOG it would've been lost in the sea

rancid temple
#

focustense had issue with that, dunno if they bought it on Steam to alleviate that or not lol

woeful lintel
rancid temple
#

GOG has beta stuff too, I think it's that putting it on GOG is an afterthought

hybrid pumice
rancid temple
#

Sometimes I forget GOG is a real platform that sells games

velvet narwhal
#

there's other platforms? i nuked origin ages ago

rancid temple
#

Too many still

hybrid pumice
velvet narwhal
rancid temple
#

But you know, maybe with ubisoft's recent troubles they'll give up on their crap

#

SMAPI beta is only on Nexus as far as I know

#

Though I haven't checked curse, I know Pathos uses that as a mirror lol

#

Oh yeah, it is on there

gaunt orbit
rancid temple
#

Yeah, I dunno why it still hasn't stuck in my mind

gaunt orbit
#

well, the selection is not as good as a lot of other platforms because major publishers love drm

#

you can find indie stuff there pretty reliably though

rancid temple
#

Huh, seems like getting a game listed on GoG is actually kind of difficult

hybrid pumice
#

any idea what might trigger such an error "[game] WARNING: Mismatched UI Mode Push/Pop counts. Correcting.
[game] An error occurred in the base update loop: InvalidProgramException: Common Language Runtime detected an invalid program"?

vernal crest
#

There was an issue with CurseForge for a while because they had the beta SMAPI as the default download. We had a lot of users in support with the wrong SMAPI version because of it.

rancid temple
#

Eugh

#

Curse is very good at screwing up lol

vernal crest
#

And I always wanted to say "CurseForge is bad, this problem will be fixed if you just stop using CurseForge" but I didn't.

hallow prism
velvet narwhal
#

oh yeah iirc spacecore beta was pushed as the current version or something

small pasture
rancid temple
#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

small pasture
#

Yeah, I meant that

rancid temple
#

I sent the command because you've just been posting it into chat and I don't like dealing with having to scroll back up to read through code

hybrid pumice
rancid temple
#

As in, if it gets too far back I just won't lol

velvet narwhal
#

(i now leave for awhile, it's orange cat screaming hour)

rancid temple
#

Isn't that every couple of minutes?

small pasture
#

Oh okay, I misunderstood it

rancid temple
#

The validator site is great, it checks your syntax and you can share the link so others can see your code

hallow prism
#

i can't help with C# stuff however

lucid iron
#

Can you tell us about your mod

#

What does it do

gaunt orbit
vernal crest
# woeful lintel I would

I didn't want to risk getting in trouble for badmouthing curse in my "official" capacity as a support volunteer. Fortunately the rush is over now so my dilemma is gone again.

rancid temple
#

Nexus has its own issues too, kind of a lose-lose scenario

hybrid pumice
rancid temple
#

The beauty of SMAPI fixing things automatically for you

vernal crest
#

Yeah but Nexus does actually discourage stealing

gaunt orbit
#

moddrop is also an option, though I havent used it in some time

woeful lintel
#

my goto would be github releases if Nexus wasn't the most popular option

rancid temple
gaunt orbit
#

yeah

rancid temple
#

As with most things programming, the index is base 0, starts at 0

gaunt orbit
#

github is my favorite but the visiblity is terrible

small pasture
#

Let me try again

rancid temple
#

I bet that would nuke the SMAPI site traffic costs though, without some other site to take up compiling a list of mods

gaunt orbit
#

maybe one day thunderstore will add stardew support

#

I have no idea what the moderation is like there but the site itself is nice to use

rancid temple
woeful lintel
#

I'm actually going crazy, I have no idea why but I can't pick-up Furniture from a Furniture slot: it disapears

hallow prism
#

(did you try reinstalling the game or whatever? you look cursed)

woeful lintel
#

And the worst part is that who.addItemToInventoryBool(obj) does return true...

woeful lintel
hallow prism
#

maybe something went wrong in "updating" the files version properly

#

!reset is not too intensive in time and dl

ocean sailBOT
#

Please reset your game files. This will fix any broken game files, but won't affect your save files or mods.

If you use XNB mods, see using XNB mods for more info about why they're deprecated, and a list of Content Patcher alternatives.

gaunt orbit
#

It's hard to explain but furniture specifically has its own fucked up placement handling

#

I struggled with that myself

woeful lintel
woeful lintel
#

STOP LYING TO ME

#

nope, verifying integrity didn't fix the issues...

#

On my way to copy paste my code from last month

hallow prism
#

isn't there a site to compare two versions of stuff?

small pasture
#

Thank you for helping @rancid temple, I figured out some other problems that caused some bugs. Are you fine with me putting your name in a "thanks" section in my mod since I wasted your time a little bit? 😁

rancid temple
#

No problem, I'm fine either way. I wouldn't worry about wasting anyone's time, if they didn't want to help they wouldn't be here answering people

woeful lintel
#

I'm at a point where I have "the Stardew Valley modding community" in my Thanks section

velvet narwhal
#

button gets special thanks from me for every c# atrocity i commit

vernal crest
#

I'm going to thank the community in general and then specific people so people can see what clique I'm in SDVkrobusgiggle

round dock
#

I've thanked the SDV Modding Community too (Avi's mentioned in all of mine, granted they're only two) SBVLmaoDog

rancid temple
#

Feature request: special hate section (perfect for all those translators pumping out AI trash)

velvet narwhal
#

i just have a translation button on my damn modpage now that's empty and it bothers me

lucid iron
#

what do i need to do for water overlay bolbthinking

rancid temple
#

Translate it to British English

round dock
#

Credits section and somewhere near the end, there's a *Spite * section hidden in spoilers /hj SBVLmaoDog

vernal crest
round dock
rancid temple
true coyote
#

Ah heck sorry for the ping

#

It's been forever, not used to not pinging

lucid iron
#

i marked this water trough thing as Water T

#

and it does work like water

#

except for not drawing the overlay LilyDerp

#

is it cus i did it in the tileset rather than through TileData

velvet narwhal
#

tbh my actual water in game is just the back layer

#

with the shoreline on the building layer

#

you can double up on the back layer to put your water?

gaunt orbit
lucid iron
#

oh i gotta do outdoors T then

#

(this is a farm cave yea)

frozen elm
#

I think indoorWater T should do the trick indoors also

frigid hollow
tender bloom
woeful lintel
#

I'm still stumped by why Farmer.addItemToInventoryBool isn't working correctly

#

it returns true, yet nothing is added to my inventory

#

I'm using the exact same snippet that the vanilla Furniture has...

lucid iron
#

it looks alright until i put crab pots in there

#

though i wonder if i could just ban that since what r u potting???

tender bloom
ivory plume
true coyote
#

Yeah, that's what I concluded after taking a quick peek. I see 6480 has some contributor like comments stickied on more crops so I'm gonna ask their input if they're indeed involved with it

#

Cause I think my shipped items tab is like 6 or so pages long now lol but I haven't had a chance to disable wildflour's stuff yet

lucid iron
#

ah so indoorWater T doesnt trigger overlay but Outdoors T does think

brittle pasture
frozen elm
lucid iron
#

well i think nonparelli was right anyways, super clear water it is PecoSmile

#

outdoors also has effect of adding butterflies which isnt very in theme here

rancid temple
#

Patch them into flies when you're in that location

#

The slowest, saddest flies lmao

#

I hate getting screenshots for new mods

calm nebula
#

Get gifs instead SDVpufferthumbsup

rancid temple
#

I don't think that's allowed anymore is it?

#

Oh gif format is allowed but it won't animate lol

brittle pasture
#

would apngs work. most likely not but still

rancid temple
#

Doesn't seem to be on the accepted list

brittle pasture
#

they're just pngs but with an extension

lucid iron
#

i was able to get an animated gif

brittle pasture
#

though they definitely server side process their images (sometimes eating half the pixels in the process)

#

it works in the descriptions only right, not the header

lucid iron
#

yea its not the thumbnail

#

works fine in desc and images despite what it says

rancid temple
#

Oh interesting

#

I still need to figure out how to make good gif's

brittle pasture
#

oh good, I can demonstrate the ||goose attack|| feature

velvet narwhal
#

i downloaded some kinda questionable thing to make my gifs

rancid temple
#

I've tried a few programs but they've been trash

velvet narwhal
#

pretty sure it's not meant for linux though so

rancid temple
#

Straight out of the 90's

brittle pasture
#

OBS is the only non-trash screen recorder on Linux

rancid temple
#

Can you make gifs with OBS?

brittle pasture
#

no, but a couple ffmpeg commands will do it

lucid iron
#

i been using kooha

woeful lintel
#

Ok, I'm fed up with my bugs, Imma go to sleep*
*procrastinate for an hour, go to bed, fail to fall asleep for another 2 hours

lucid iron
#

is letting ppl build in the cave a good idea

velvet narwhal
#

i mean with selph's angry animals you could create a fighting--

#

realistically i'd only make the slime hutch buildable there

lucid iron
#

i dont think i can restrict the type of building allowed, not without C# anyways

brittle pasture
#

...ah fuck, I just violated the first rule of fight club

lucid iron
#

banned

#

but ig changing the space to fit 7x4 would be a bit nicer

velvet narwhal
#

oh outdoor nvm

lucid iron
#

well its gotta be made outdoors to build at all Bolb

brittle pasture
#

it also checks global build conditions

#

can't have it limit to a certain building

lucid iron
#

but u know i dont think this is like, a serious balance problem to let ppl do what they want

#

modding weee

velvet narwhal
brittle pasture
#

let people raise their vampire chickens

velvet narwhal
#

we all know it's just kegs

lucid iron
#

nou

velvet narwhal
#

i still fight demons to use button's BETAS feature to make just 1 keg finished every 3-5 days from spouse happiness

lucid iron
#

cant u do that already

#

make their spouse dialog randomly give u a keg

#

*already = vanilla

velvet narwhal
#

no it makes the machine ready of just 1 keg
you can choose any amount of machines but i just want to be spiteful

lucid iron
#

maybe i gotta make like

#

dwarf gadget farm animals

#

they still poop ofc

lucid iron
#

i need to make the grass purpley

brittle pasture
#

I forgor, did you make this outdoors or indoors

#

since IIRC farm animals will only eat outdoor grass. you can plant grass inside their barns/coops (not sure if vanilla or mod) but they'll never touch that stuff

lucid iron
#

i marked it TreatAsOutdoors T

brittle pasture
#

ooh that's a thing
maybe I should get into maps

velvet narwhal
#

i contemplate having an additionalfarm to my expansion SDVpufferthinkblob

brittle pasture
#

A time honored expansion tradition

lucid iron
#

maps r fun way to feel like you drew something without drawing many things AquaThumbsup

#

that said im really only making this cus im out of space for muh fruit trees..

velvet narwhal
#

i was just gonna do it to showcase my different color tilesheet

lucid iron
#

and i always thought the volcano dungeon had cool tiles

brittle pasture
#

seriously the East Scarp farm is gathering dust because I have no idea what I'm putting there between the big Grandpa's Farm, the island, the Summit Farm and the VMV farm

lucid iron
#

the problem with expansion farms is that they r all too far

velvet narwhal
#

is that more popular now, a small farm?

#

i did really enjoy helping bugfix those cozy small farms

lucid iron
#

if it takes more than 2 screens to get there then my spongy brain is not remembering them

brittle pasture
#

yeah that seems to be the trend
and I might just use one for my next save

lucid iron
#

aviro better make a totem just to go to farm

velvet narwhal
#

oh ofc

#

that's why i wait for bluebs to yell at casey for the spacecore betas SDVkrobusgiggle

#

i don't think i'm gonna make a farmable land in my expansion SDVpufferthinkblob i mean unless you complete the full questline story spoilers

naive wyvern
#

hello and sorry to interrupt gang
what item is this?

velvet narwhal
#

bigcraftable?

naive wyvern
velvet narwhal
#

it sure is in craftables.png

lucid iron
#

this looks like that thing u can buy at the night market but colored

brittle pasture
#

bigcraftables arent always craftable

lucid iron
#

or was it always colored i forget

naive wyvern
#

Ohhhh
Okay okay is there a page on the wiki I can look at that has their names? Im trying to do the code now 🙏

brittle pasture
naive wyvern
#

thank u hhh

velvet narwhal
#

are you rose-golding it eyeshake

brittle pasture
#

!itemids

ocean sailBOT
naive wyvern
#

I did !

#

omg thats such a helpful link thank you selph

#

and thank you everyone I will now rosegold some more things 🙏

brittle pasture
calm nebula
#

that's hilarious

velvet narwhal
#

oh right i was gonna dig for that thing the person said about the owl shadow but i have no idea what they were talking about

naive wyvern
#

this is a really good page aaaa
Very helpful

i was thinking about separating some of the stuff (like the plants are a different mod maybe? as well as the statues)

calm nebula
#

Pathos, what is NPC.DirectionIndex?

brittle pasture
lucid iron
#

was there a mod that let you change farm cave type

calm nebula
lucid iron
#

besides going through demetrius event again

brittle pasture
#

GameLocation.addOwl

brittle pasture
#

wait no, that's for custom farm cave types beyond mushroom and bats

velvet narwhal
#

SDVpufferthink my color theory and my color blindness strikes again
also my laziness, do i really want to reanimate the beach tiles

calm nebula
#

I really love when the code just drops me in the middle of, say, Sandy's counter

ivory plume
calm nebula
#

Thank you!

lucid iron
#

can you force music to change on entering a location

brittle pasture
#

with location context maybe?

vernal crest
lucid iron
#

hm i did set that, but it continues the normal theme. i wonder if it's cus this is marked outdoors

rancid temple
#

Just set it in all the locations

#

MusicDefault, in the map properties, an entry in the Music field

lucid iron
#

did Placeable get deprecated?

tough perch
#

hello, i'm new to this. I want to make a mod that replaces the baby sprites and use different ones when it's a girl or a boy. I know how to replace the images but not how to word the when gender=x statement. Any help?

rancid temple
#

So I think

"When": {
  "ChildGenders |valueAt=<birth order starting from 0>": "<genderHere>" //Male or Female
}
unique sigil
#

does anyone know where i can find the sprites for the petals falling effect in spring?

rancid temple
#

These ones?
LooseSprites/Cursors if so, otherwise a screenshot might help

unique sigil
#

oo yeah exactly that

#

man i have no idea how i missed that

frozen elm
#

I'm wondering if there's any way to specify a draw offset to furniture textures similar to how you can with buildings? So that you can draw the texture to the left of where the furniture would start and the collision box would be (I'm not sure I'm explaining what I mean very well)

humble timber
#

furniture framework would allow that would it not

pine elbow
#

Super stupid question but what can you program mods in?

rancid temple
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

pine elbow
frozen elm
#

I've played around with it and while you can have custom collision, it doesn't quite work the way I would like. I want to have the furniture 1 tile wide for placement reasons, but slightly wider on both sides for aesthetic reasons and when I do the custom collision in FF the point of placement is still the upper left tile which is mostly empty, so it's a bit weird for placement reasons. I have no idea if it's even possible to change that though

humble timber
#

iirc just in the mod description there was something about offset?

#

so it's probably in the documentation somewhere

#

(i havent personally messed w furniture framework yet,, i need to learn)

frozen elm
#

I've been through the documentation pretty diligently but maybe I missed it. There is offset in context of animation and variants.

tender bloom
#

if you can't figure it out from the docs you can ask the author

#

there definitely isn't a way in vanilla, vanilla furniture is weirdly constrained in some ways and collision is very much one of them

frozen elm
#

the thing is, in vanilla I can reduce the collision area, but only on the right side because collision always starts on the bottom left tile. But then I would need to make it not centered which I cannot deal with haha

tender bloom
#

Yeah, that's the vanilla wonkiness

#

honestly in your shoes I would just make collision 2 tiles and let the player deal with it, or edit the image to be wider/narrower to fit the available limits

#

but the FF author is around in this channel sometimes, worth an ask

#

there used to be aedenthorn's mod that let users make these kinds of tweaks, but I think it doesn't work anymore

humble timber
#

oh oof yeah checked the description for ff nvm i completely misremembered C_Swirl_Pensive

tender bloom
#

actually, smapi compat list claims aedenthorn's mod still works

#

so you could also recommend users tweak things with that—also not a perfect solution though

frozen elm
#

There is precise furniture which I think is the new version of that. It does kind of solve that problem on the user end so I guess it's not as big a deal. Just me trying to be too perfectionist maybe

rancid temple
unborn raft
#

👀

#

will it allow me to reach corner kegs with fruits using controller

#

thats all i ever needed

rancid temple
#

Oh controller huh, uhhh, does controller have cursor control beyond just around you?

#

I don't normally play with controller so it wasn't something I tested but I can try mine and see

unborn raft
#

with the right joystick, yes

#

im on ds4

brittle pasture
#

It's very difficult, though not impossible, to reach corner machines with controller for some reason

unborn raft
#

but the joystick cursor control is janky

#

yeah

rancid temple
#

Okay, tested it and I can put things in machines at range with controller

#

I need a bit to set up a test bed for kegs

lucid iron
#

DokkanStare now implement a toss animation \s

#

yeet copper ore right across the room

rancid temple
#

That would be funny

#

I was trying to find a stock photo to edit of someone throwing a basketball from super far away and was gonna replace the hoop with a furnace, the ball with ore and coal, and the players head with a farmer

lucid iron
#

and let you avoid the other thing longer wew

rancid temple
#

But finding stock photos is actually kind of a huge pain in the ass

#

To which my answer to that was apparently the bigger pain in the ass of learning how to make ffmpeg work on windows

lucid iron
rancid temple
#

Hm, if you're standing too close the jank of the original controller issue seems to come back

#

But if you stand farther away it works as intended

#

I feel like I can probably solve this issue, but I'm really tired. I'll take a look at it again after a nap

oak umbra
pine elbow
#

Anyone know why trying to unpack files is not working

uncut viper
#

are you using the 1.6.9 beta?

lucid iron
#

stardewxnbhack 1.1.0 for sdv 1.6.8

pine elbow
#

Ah ok

#

Thank you

#

Don't know why I didn't see the big bold letters. I should go to sleep before I mess something up lol

fiery cobalt
#

Oh sweet I managed to get my custom animal working and buyable but instead of a baby it comes as a full fledged adult.

#

Hmm

final arch
#

you set that to 0

fiery cobalt
#

Ah! Thank you!

#

I haven't made a custom anima with content patcher before. Frankly that it has gone so smoothly so far is being taken as a win

merry rampart
#

this was a good idea, until....

fiery cobalt
#

Giant baby

merry rampart
#

Bottom of that pillar is part of the attic renovation and on the buildings2 later. the crib is buildings layer

#

ugh...

tender bloom
#

Yeah the crib kind of just mscules it’s way in iirc

vernal crest
#

I did not notice the pillar inside the crib and was wondering what the bad thing was lol

merry rampart
#

i could make the stairs one tile wide but then it'd look weird since the floor in front of it is two tiles

vernal crest
#

Does the pillar need to be on Buildings2? I don't know if it's yours or a vanilla thing.

merry rampart
#

Yes, it needs to be on buildings2

#

this is a custom farmhouse im working on. renovations are getting moved and adjusted to look better

#

hmm i have an idea that may work...

lucid iron
#

should i make a mod that let maps use hoeDirtDark without being mountain/mines/volcano dungeon

merry rampart
#

yay, fixed!

I just made the bottom part of the pillar onto the crib renovation, back1 layer. of course that means it doesnt have a floor behind it but no one's really gonna notice. it's a thing that exists in vanilla anyway

uncut viper
#

(my actual answer is yes though it might be a tough sell if that's the only thing the mod does)

lucid iron
#

well its more like do i make a transpiler just for this, which i will toss into the other pile of random map things

uncut viper
#

then yeah why not

lucid iron
#

but i think what i actually need is a mod that let you edit textures with other targets generically

uncut viper
#

that was what the next thing I was work shopping in my mind was too but feel free to yoink it, feels like I see more n more situations recently where people could use it

lucid iron
#

u should do it so i dont have to ukimasu2

#

the thing im not sure about is behavior when the source target gets invalidated, i guess u just have to listen for it too

pine elbow
#

That was the most pain in the butt thing I've had to do for modding Stardew. Don't think I like editting maps

#

And it didn't even work.

#

All I did was erase fences

ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 11 Pro, with 183 C# mods and 458 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

pine elbow
#

Any idea what I could of done wrong?

#

I erased the fences on the map and that was it. I made sure nothing else was erased.

vernal crest
#

Directory climbing. There's a command for it but I don't remember it.

#

It means you opened the map without the tilesheets in the same folder as the map and then pointed the map to it.

#

Which you are not supposed to do.

#

Easy fix!

pine elbow
#

So I have to bring them all to the same folder and resave it

vernal crest
#

Easier: open the .tmx file in a text editor.

#

Find the "source=../../Gaming/Steam/steamapps/common/Stardew Valley/Content (unpacked)/Maps/paths.png" line. Change to just "paths".

#

Repeat with any other sources.

pine elbow
#

So get rid of all png

vernal crest
#

No, get rid of the folder path

#

This is what the paths line should look like afterwards, as an example <image source="paths" width="64" height="256" />

#

I don't think it matters if you keep the ".png" or not, but vanilla maps don't include them.

pine elbow
#

From this

#

to this?

vernal crest
#

Yup!

pine elbow
#

Thank you

vernal crest
#

You're welcome. Having to learn how to fix tilesheet directory climbing is basically an initiation for map-making lol

pine elbow
#

Don't think I want to touch this again after I get it working lol

#

At least while I haven't been to bed in a while

#

The moment of truth

fiery cobalt
#

Failed loading texture Mods/Mae.FarmAnimals/Manure for item (O)Mae.FarmAnimals_Manure: asset doesn't exist.

#

Can anyone tell me way? I have been looking at this so long I am crossed eyed and annoyed

#

I would call it bullshit but seems a bit on the nose

vernal crest
#

You're loading to a different place than you're referencing.

fast cairn
#

Sorry for a wall of text.

I'm currently trying to figure out why a feature of a mod that recently got mostly fixed for 1.6 isn't working and I THINK I found the culprit? Basically in the ToolBelt mod, it has a feature to draw a backdrop behind items. But toggling the config fails to do anything in the current version. I was advised to come here since this is more of a coding related issue than a typical smapi errors thing. (In fact, smapi doesnt even acknowledge the config change, as those red ticks in the third image are when I changed the config and reused it the mod!)

So I did some decompiling and digging comparing the old and new code and using what baby brain knowledge of programming I have, I was able to find one conflicting thing that stuck out. While I know that the old and new code are drawing different...uhh commands? Arguments? I'm bad at the words... I more was wondering if the absence of the @ in the new code is the problem, as I know that the @ is used to say "Hey grab from the folder I'm also in!"

base.texture = this.helper.get_Content().Load<Texture2D>(@"assets\unselected.png", 1); <-- dead mod, but backdrop feature worked.

Texture2D textured = this.helper.get_ModContent().Load<Texture2D>("assets/unselected.png"); New mod that mostly works, but not backdrop.

This may not be the culprit at all and I could be in the wrong neck of the woods, but I gave myself hope and that was a mistake :v

vernal crest
fast cairn
#

...was attempting to share a screen grab of the actual code side by side but discord kept telling me no.

fiery cobalt
#

Thanks! I kept thinking it was something with the floders

vernal crest
#

Or, if your manureicon is meant to be something else - you're not loading your texture anywhere and that's your problem instead.

pine elbow
#

No more fences! Thank you so much for the help

fiery cobalt
#

ooh pretty

pine elbow
#

Love the new Frontier map, just hate having fences built into the map.

vernal crest
fast cairn
#

Ok this time it liked it :v

gaunt heath
finite ginkgo
gaunt heath
#

Tilesheet climbing is the boss you gotta beat at the end of the modding tutorial dungeon SDVpuffersquee

vernal crest
# fiery cobalt Why?

Because if anyone else wants to make a mod with an asset called "ManureIcon" and they also decide not to use mod IDs or some other way of making their targets unique, your mods are going to conflict.

pine elbow
#

Yep! Though Frontier Farm is it's own mod

gaunt heath
#

Uniqueness is the core of compatibility. We all need to avoid stepping on each other's ties toes before we can dance

#

(I did a bunch of personal edits to RSV and then accidentally updated over them once lol)

vernal crest
#

I am just imagining someone wearing a tie being dragged face-first around a dance floor now lol

fiery cobalt
#

lol

gaunt heath
#

aggressive cha cha slide IS THIS COMPATIBLE WITH SVE?

hallow prism
vernal crest
#

Also a good point, Lumi

gaunt heath
#

Yep! If you edit a map named GoblinZone and then 1.7 adds a GoblinZone, everyone involved will have a bad time

pine elbow
#

I can build right behind the farmhouse wtf

gaunt heath
pine elbow
#

I have like 5 buildings behind it

vernal crest
#

Buildingception

fast cairn
#

oh there's normally a fenced in area back there isn't there?

pine elbow
#

I can put more and more. Think it's from building placement mod I got

fast cairn
#

Oh lol

pine elbow
#

I erased all the fences but just saw I forgot one dangit

#

Ok building all these buildings threw out a big error for better crafting lol

#

weirldy enough it was for Love of Cooking

fast cairn
#

So regarding the toolbelt mod, with the following lines... Does the second line need the @ symbol to properly reference the same folder? Or is this another dead end regarding it failing to draw things probably lol

base.texture = this.helper.get_Content().Load<Texture2D>(@"assets\unselected.png", 1); <-- dead mod, but backdrop feature worked.
Texture2D textured = this.helper.get_ModContent().Load<Texture2D>("assets/unselected.png"); New mod that mostly works, but not backdrop.

pine elbow
#

Good night, thanks again

merry rampart
#

I decided to just make the staircase one tile wide. having it two tiles wide plus the beam was causing too many issues...

final arch
#

first checks the Content folder in the game, second searches the mod's content folder (just so youre aware?)

#

dont think you need the @ in the second, it just stop the \ from being an escape char in the first I think? 🤔

fast cairn
#

So the mod broke in 1.6 and got fixed MOSTLY. But one feature does not work.

fiery cobalt
#

I give up

#

This crap is too much

fast cairn
#

Which is to draw a backdrop behind tools when they are pulled up.

#

I suppose I don't know enough to fix it or address it probably.

#

I Was hoping that was the right area

vernal crest
#

If it's open source you could try making the change and testing it

unkempt seal
#

Dumb question, and I appreciate y'alls patience with me.

Will this work?

    "Action": "EditData",
    "Target": "spacechase0.SpaceCore/ObjectExtensionData",
    "TargetField": "CategoryTextOverride",
    "Entries": {
        "410": "Berries", "234": "Berries", "282": "Berries", "296": "Berries", "400": "Berries"
    },
#

I feel like no based on what I've seen but I'm losing it a little bit.

brave fable
final arch
#
        "Action": "EditData",
        "Target": "spacechase0.SpaceCore/ObjectExtensionData",
        "Fields": {
            "410": {
"CategoryTextOverride ": "Berries",}

might work

unkempt seal
brave fable
#

also am I reading your post wrong or are you using ffmpeg for image editing lol

final arch
fast cairn
#

This is going to sound dumb but how do you make the code style embeddy posts

brave fable
#

!embedcode

ocean sailBOT
#

You can embed code in Discord using a series of three ` :
```
Your code can go here
Even if not a haiku
Just an example
```

For syntax highlighting, add the language code on the same line as the first
``` (with no space, like ```json).
The usual codes are cs (C#) and json.

final arch
#

(wb blueberry :D)

brave fable
#

if it were dumb, we wouldn't have a command for it 😌

true coyote
#

Blueberryyyyy! 🫐

brave fable
#

(now slightly more blue than before 🌅)

true coyote
#

Seeing your name reminded me that I have to find out what mod is conflicting with yours to give the wrong cooking skill icon

unkempt seal
# final arch wdym?

I want to see if there's an easier way to target fields to edit rather than copy/pasting the field name I'm editing. Tell Content Patcher "this is the field I'm trying to edit, here's a list of IDs and the value to set the field at", rather than "edit these objects, now edit this field in the object".

hallow prism
# final arch ```json "Action": "EditData", "Target": "spacechase0.SpaceCore/O...

or


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

mines a weird yellow pot

hallow prism
unkempt seal
#

Just wanted to make sure there wasn't an easier way before adding like 50 lines to this JSON file.

brave fable
#

alternatively the spacecore skills page doesn't make it entirely clear there's a scrolling list of skills, so maybe you just have 2 cooking skills installed and mine is hidden further down

unkempt seal
proud kite
#

hi folks aSDVjunimowave im going through the wiki and finding a bunch of information on custom NPCs giving gifts through events and was wondering is there a way to do this through dialogue? ex: NPC has dialogue / full break/ gives item/ dialogue? is this possible emojibigthink

vernal crest
true coyote
calm nebula
#

the issue is actually at the front of the line

calm nebula
#

red - assigns texture to field, which draws it later.

#

blue. Assigns texture to local, which...does jack of all but waste a lot of cpu time, because the method immediately ends.

fast cairn
#

Ok good! I mean, in the sense that I was right it was that line. I'm not at home anymore lol but

calm nebula
#

tbh this is not the approach I would have taken at all (asset loads can be quite expensive, relatively, and I reckon you can get something to work in Maps/MenuTiles)

fast cairn
#

I thought maybe the difference at the start was connected to needing different arguments or commands because of 1.6 changes or something, cuz again I'm not actually very familiar with programming. Also that sometimes there's more than one way to do things

calm nebula
#

nah, in this case, a local is a local, a field is a field

#

a lot of this is just basic bitch C# stuff, nothing stardewy about it.

fast cairn
#

The glaring difference there was like so big I was like "that seems like a very intentional change, so maybe that was necessary for the fix"

calm nebula
#

(speaking of basic bitch, I'm gonna make a coffee.)

brave fable
true coyote
brave fable
#

oh, i think I know. are you using the loc menu recolour mod?

true coyote
#

Yup!

brave fable
#

it won't have been updated hahah

true coyote
#

Ah, ok ill dig in there

brave fable
#

the spritesheet is completely different for loc 2.0

true coyote
#

That makes sense! I'll deal with it in the meantime tbh, obviously not affecting my gameplay or anything. The new coding updates are still a bit beyond me at the moment as I haven't had enough time to peek in other content files lol

brave fable
#

honestly im just surprised that's the most glaring issue you've seen with two completely different spritesheets lol

true coyote
#

Skill finger guns

fast cairn
#

I tried to make change before I left home, but I kept getting an error when I'd go to build .-. I don't know if the person who updated it for 1.6 locked it died or someone or if I'm just that dumb with c# there's so many like... Frameworks and things blanking on the word

zenith rover
ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 11 Home, with 17 C# mods and 3 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

calm nebula
#

which has rendered, like

#

the entire code kind of nightmarish

vernal crest
calm nebula
#

like I look at it and go .... why are there pointers there. why

#

do you need a pointer.

fast cairn
#

I pulled it up in uhhh Rider?

zenith rover
calm nebula
#

you're missing the manifest.json

vernal crest
zenith rover
vernal crest
ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

hallow prism
#

It may be a manifest.json.txt

calm nebula
ocean sailBOT
#
Hidden File Extensions

Windows and Mac hide most file extensions by default. If you are creating or updating mods, it's helpful to show file extensions so that you can be sure all mod files are named correctly.

To show file extensions on your computer:

On Windows 10, open File Explorer, click on the View tab, then check the File Name Extensions box.

On Windows 11, open File Explorer and click on View > Show > File Name Extensions.

On Mac, open Finder, and in the menu bar, click on Finder > Settings (or Preferences) > Advanced, then check the Show all filename extensions box.

hallow prism
#

A common issue

#

Bingo

calm nebula
#

it's a manifest.json.txt, you got it in one

zenith rover
#

I literally started coding today so my experience is 0

vernal crest
#

If you follow the instructions from Governor to show your file extensions you will be able to rename it properly.

vernal crest
#

You need to show file extensions

#

Right now, because your file extensions are hidden, you can't see that your file is actually named "manifest.json.txt"

#

But you can see from your message where you uploaded it that it is

zenith rover
#

ooooooooooooooooooooooooooooooooooooohhhhhhhhh let me see

merry rampart
#

I have no idea why the wall and floor around the crib isn't changing. I haven't touched those files....

gaunt orbit
#

I've had issues before with patching the farmhouse and accidentally stripping out the wall/floor properties; I'd check to see if they're still there using lookup anything?

lucid iron
#

What if you apply wallpaper does it work

gaunt orbit
#

It might also be embedded in the crib map file

merry rampart
#

when i apply wallpaper I get that.

i havent touched the crib map file. im wondering if i might need to....

gaunt orbit
#

That's probably it

#

Renovations are funky

true coyote
merry rampart
#

ugh... x.x one more thing for me to edit

#

well, two technically

zenith rover
vernal crest
#

Nice! Very cute cat :)

zenith rover
vernal crest
#

That is a very beautiful cat SDVpufferwow

merry rampart
#

pretty kitty!

#

and i mean both pixel kitty and irl kitty

#

also my crib is functioning correctly now. decided to fix the layering issue it had while i was at it, so no more void showing behind it

pine elbow
#

Hi! Can anybody help with trying to get the mod Pigeon Mailbox to work? I have other mods and they all seem to work

lucid iron
pine elbow
#

Ohh okay thanks!

novel garnet
#

Does anyone know if the VPR has masks like the Earthy Recolor mod? Im trynna recolor the new SVE trees to VPR so the colors don't clash too much

half tangle
#

C# question: I need to "or" a few things but I also need to evaluate all of them since I have out variables to collect from each thing. I always use || for my or-ing but in this case | seems better. They're all methods (various kinds of ArgUtility.TryGets). Is there a reason I shouldn't use | here or am I safe? (the alternative is a bunch of ifs in a row, which, fine, but feels messy)

brittle pasture
#

assign all of their return values to variables?

lucid iron
#

hm you dont want to short circuit?

brittle pasture
#

but I feel like having to use out variables (or side effects in general) in functions in conditionals sounds like code smell

#

probably a good idea to reconsider what should be the "real" return value of your functions
and dont use functions that have side effects in conditional checks

tender bloom
#

You can always set up them first and then or them

#

If you need em later naming them seems reasonable

half tangle
#

alright, good to know. I'm more or less following CA's coding in this case since he also does what I was describing

#

the ArgUtility.TryGets are often in if statement in his code

uncut viper
#

they dont use | though

lucid iron
#

thats the normal usecase of TryWhatever

half tangle
#

and then he uses the out variables for whatever is needed later

lucid iron
#

the out variable getting assigned is a side effect, but it's desired

#

the questionable part is doing that but discarding the out, which i hope u arent doing Bolb

half tangle
#

... I'm silly, I forgot a continue inside the if...

#

basically VSCode was yelling at me

#

I wasn't ditching the case if the trygets failed... and VSCode was like this, I don't like this

#

anyway, now I have if(tryget...) error, continue (with the foreach)
and that's actually what I wanted

brittle pasture
#

if you want to check them all at once in one if statement, the idea is that you only run if all of them succeeds

tender bloom
#

The decompile also doesn’t always match the original code

#

If you look at it and think “wtffff” there’s two possibilities

#

A) the decompiler B) it be that way (things happen)

half tangle
#

also good to know - and yeah, I realized like 5 minutes later that this was a bizarre situation to try to put my code in. I'm blaming the fact that I was rushing to finish the block of code instead of slowing down and making sense of it

calm nebula
half tangle
#

ah, fair... "CA" in the metonymous sense

calm nebula
#

I'm surprised how many autogenerated convo topics come up

#

also how many rainy lines

tender bloom
#

I do get a lot of the convo topics, I think it’s fun

calm nebula
#

it's great! Maybe I should actulaly play the game some time.

#

that's a thought

tender bloom
#

Robin is making conversation about the 6 back to back constructions I had her do

#

(Full coop and barn upgrades)

calm nebula
#

build number 5: "Hey, give a girl a break, won't you?"

tender bloom
#

I accidentally made her work on her birthday

calm nebula
#

lol

tender bloom
#

But I gave her spaghetti so now we’re besties

calm nebula
#

that'd be funny if she had dialogue for it

#

I have knit One Full Sock

#

also, can I say, after having chat commands for One Full Day, chat commands are pretty usful

#

....guys, that's two socks

vernal crest
#

Just showing you what you should be aiming for

velvet narwhal
#

if they're the halloween colored ones, you still have 25 days SDVpuffersquee

lucid iron
#

is there some map tool mod that let you go under a bridge

calm nebula
#

No

lucid iron
brave fable
#

isn't there a builtin bridge feature since 1.5?

brittle pasture
#

only one on the island

#

it's giga hardcoded

#

since there's no z level in SDV

#

I think wren or someone else was working on adding a map property for it?

brave fable
#

i wonder if ca is perfectly fine with all the dehardcoded behaviours since 1.6, or if he has to ping pathos and ask how to do things in his own game now

#

'help, how do i check for quests complete now SDVdemetriums '

lucid iron
#

if i was CA and therefore able to just change code to do whatever one off behavior i wanted

#

i would change code to do whatever one off behavior i wanted

rancid temple
#

Well, it helps if you don't actually add more content to the game anymore lol

brittle pasture
#

coughs raccoon bundles coughs

velvet narwhal
#

isn't it a full crew now though?

lucid iron
#

though i imagine CA inc has enough devs to do code review and not let anyone do whatever they wanted

velvet narwhal
#

i like how we talk like some kinda nebulous figure SDVkrobusgiggle

brave fable
#

there were 5 helpers for 1.6 I think, maybe just two now for 1.6.9, other than those handling the ports

lucid iron
#

back on bridge/z level though, i have vague idea about impl being like

#

touch tiledata where walking through puts you on a higher Z

#

and make tiles tagged with that Z have collision, while turning off collision for tiles tagged with different Z

#

placeables is prob lost cause for this ofc

merry rampart
#

back in the days of 1.4, mabelsyrup had a mod that supposedly allowed you to run under bridges

#

https://www.nexusmods.com/stardewvalley/mods/4716

This one. Unfortunately it doesn't seem to be open source....

Nexus Mods :: Stardew Valley

Map Utilities provides a broad range of features for map-makers to utilize. If there's something you wish you could do with your custom map, chances are Map Utilities can let you do it.

tender bloom
#

I suspect it works based on which direction you come from

#

I think mabel had a wonky perms sitch

#

like Esca in particular has permissions or something

#

like my understanding is that Mabel didn't intend closed source but ended up leaving before fully specifying

lucid iron
#

did maps change a lot between 1.4 and 1.6? relative to everything else

#

i was only aware of tbin -> tmx

#

the other impl i was imagine is that there's no Z level its still just a map

#

but we render tiles of a "previous" map as parallax bg

merry rampart
#

as far as i know, not really

#

there was probably a few map properties changed or addd

uncut viper
#

with the tile touch action thing how would you deal with teleporting

#

and thus potentially not exiting from the tile that changes your Z or perhaps arriving on a map at a tile that should have a specific Z but you never touched the tile to become that Z

brittle pasture
#

the farmer falls to their death of corse

lucid iron
#

yea that is like

#

for the map maker to account for

rancid temple
#

That might be why CA sets OnBridge to true to prevent them from being able to activate anything

lucid iron
#

by gating ppl with the right Z changing tiles monS

uncut viper
#

i dont think thats on the map maker when there are vanilla ways to teleport

rancid temple
#

If you can't use your teleportation scepter, you can't fuck that up

uncut viper
#

how would they account for the return scepter and a custom farm

rancid temple
#

Or totems lol

lucid iron
#

oh the Z stuff would have to be local per map

#

its not for persist i feel bolbthinking

rancid temple
#

So just reset on location change?

lucid iron
#

yea gotta start ppl back at 0

#

its not a great system really, especially not for map making side

#

but more control than simple directional check

uncut viper
#

what if the tile they get warped onto is supposed to be like z2 tho

lucid iron
#

perhaps an addition would be

#

edge based properties think

uncut viper
#

since events or actions can warp the player to any arbitrary map and tile

lucid iron
#

oh yea events yggy

#

ok its doomed

uncut viper
#

pull the idea back out at the next mod jam

lucid iron
#

nou

#

Is that a sure thing? Next mod jam

uncut viper
#

no im just hopeful

#

or if it is ive not seen anything about it

lucid iron
#

Well it's bound to happen eventually sleep

#

Hopefully ill be free once it does

uncut viper
#

im sure as soon as it happens i will immediately forget every idea ive ever had just in time for the start date

velvet narwhal
#

that means i gotta figure out how to do this ambient lighting on my maps

lucid iron
#

What's ur problem with ambient lighting

velvet narwhal
#

i'm not doing anything right SDVpufferclueless

#
InvalidCastException: Unable to cast object of type 'StardewValley.GameLocation' to type 'Voidsent.Locations.ArtificialBeach'.
   at Voidsent.Voidsent.<>c.<OnAssetRequested>b__3_0(IAssetData asset) in D:\source\repos\VoidsentSMAPI\Voidsent.cs:line 39
   at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditors[T](IAssetInfo info, IAssetData asset, List`1 editOperations)```
```private void OnAssetRequested(object? sender, AssetRequestedEventArgs e)
{
    if (e.Name.IsEquivalentTo("Maps/Aviroen.Voidsent_ArtificialBeach"))
    {
        e.Edit(asset =>
        {
            IAssetDataForMap editor = asset.AsMap();
            Map map = editor.Data;

            // your code here
            ArtificialBeach artificialBeach = (ArtificialBeach)Game1.getLocationFromName("Aviroen.Voidsent_ArtificialBeach");
        }); //i'm lost
    }
}```
i'm assuming it's because i'm doing something wrong here, i do have to actually redo the ArtificialBeach : GameLocation class though
uncut viper
#

i dont think you can cast from a parent type to child type

velvet narwhal
#

adds that to list of reading

brittle pasture
#

what are you trying to do though

#

that's asset modifying code

velvet narwhal
#

i wanted it to stay outdoors but i also wanted to have the ambient light properties

    : base(map, name)
{
    isOutdoors.Value = true;
    ignoreDebrisWeather.Value = true;
    ignoreOutdoorLighting.Value = true;
}```
brittle pasture
#

okay, then what's with the line getting the location inside the asset function?

#

or are you testing that you set up CreateOnLoad correctly SDVpufferclueless

#

but that only happens when the save is loaded right

lucid iron
#

What if you just go the other way

#

Indoor location treat as outdoors LilyDerp

velvet narwhal
#

SDVpufferthink i'll test in a bit it's dinner suffering

next plaza
uncut viper
#

selph why are you pointing up that you didnt correct me either
theres a reason i say "i think" at the start of most things i say 🤷‍♀️

brittle pasture
#

I was too laser focused on the asset code

#

sorry

#

I didnt even see your message until Casey pointed it out

uncut viper
#

whats the reason for the invalidcastexception then

calm nebula
#

Because it isn't of that type

#

And yes while you can do (A)theThing if it is A

#

I super don't recommend it

#

Unless it's fully internal types, I wouldn't trust any game state to be sane or what you thought it was 0.1 seconds ago

#

In this case I'm questioning everything

#
  1. No need for subclass, just harmony that shit
#
  1. You need to instantiate as your type if you want to subclass
#
  1. "Just" casting it doesn't work
#
  1. Why in AssetRequested? The game needs to request the asset to be able to construct the location in the first place
#

Oh look bedtime for atra

velvet narwhal
#

oh no, more harmony crimes

calm nebula
#

Hell if you didn't want to harmony it just set those fields in saveloaded/savecreated

#

Done

lucid iron
#

Isn't this where u do
if (instance is Type realInstance)

calm nebula
#

Yeah, I tend to do that, or (instance as Type)?.singleMethodCall()

brittle pasture
lucid iron
#

Still if u r do custom location class then u need the spacecore wheels

brittle pasture
#

(Though it would have been null right)

lucid iron
#

We just went through this with the lava logic

velvet narwhal
#

oh this is my c# editing a cp loaded location

lucid iron
#

It's same thing

calm nebula
#

(You super don't need a custom subclass hete)

brittle pasture
lucid iron
#

Since u have a relatively simple change tho I guess u can just postfix the constructor or something?

#

Or find appropriate event to load and reflect the field at

#

Save loaded or smth

velvet narwhal
#

if it's postfixing i can probably wrangle around it again but i'm not anywhere near transpiling

lucid iron
#

But I wonder if making your location just indoor + treatasoutdoors would do what u want monS

velvet narwhal
calm nebula
#

this is what I would do.


private void SetMyLocationFlags()
{
    if (Game1.getLocationFromName("Aviroen.Voidsent_ArtificialBeach") is GameLocation loc)
    {  
        // set the IsOutdoor thing in the map props.
        loc.ignoreDebrisWeather.Value = true;
        loc.ignoreOutdoorLighting.Value = true; 
    }
    else
    {
        this.Monitor.Log($"Huh, can't find my loction, that's weird.");
    }
}

public override void Entry(IModHelper helper)
{
    helper.GameLoop.SaveLoaded += (_, _) => SetMyLocationFlags();
    helper.GameLoop.SaveCreated += (_, _) => SetMyLocationFlags();
}
uncut viper
#

does that work properly with multiplayer shadow locations?

velvet narwhal
#

shadow locations?

calm nebula
uncut viper
#

non-active locations that arent synced to farmhands

#

ahh, gotcha

calm nebula
#

if set on the host, it's sufficient

velvet narwhal
#

thank you much SDVpufferheart
i now have an encyclopedia size to read while i continue this farm map aSDVpufferfast

ivory plume
velvet narwhal
#

i do love reading

calm nebula
#

Hi Pathos! I have a stupid question. This block here checks for a dialoguekey that starts with Resort

#

but it will never start with Resort, since dialogue_key is the full key with asset name included.

ivory plume
#

Can you add a beta bug report for that? We'll need to look into the implications of fixing it (e.g. making sure all NPCs have proper dialogue for the broken key).

calm nebula
#

Will do!

velvet narwhal
#

i didn't even think resort_marriage will go through since the pickrandomvillager ignores if an npc is on the farm SDVpufferthink

fast cairn
#

I clearly don't know enough about C# to attempt the very basic fix on tool belts that was suggested ._.

velvet narwhal
fast cairn
#

I was able to edit the lines of code, but I can't get it to... build? I guess is the word?

velvet narwhal
#

what IDE are you using? cause the modbuildconfig should package it all up into a .dll

fast cairn
#

That may be what I'm missing ha ha as that is a word I'm not familiar with :v

fast cairn
#

I'm using um jetbrains?

velvet narwhal
#

SDVpufferthink is it different from rider to add the nuget i don't know

ivory plume
#

Rider supports NuGet packages and should work pretty much the same way as Visual Studio, though the UI will be a bit different.

uncut viper
#

it should be in the top toolbar under Tools > Nuget > Manage nuget packages

#

itll open a list of packages in... some section of your UI i moved mine so idk the default. search for the modbuild package then right click > install

#

to create the project itself you want to look for New Solution instead of just "Create a new project" and then the rest looks pretty similar, just class library on the left side and the target framework option will be there when you click it

vernal crest
fast cairn
#

I mean I was looking at the decompiled version of the mod to see if any differences in code referencing the assets jumped out

vernal crest
#

So you have the source code?

fast cairn
#

Before I committed to uhh bumbling around with c#

vernal crest
#

I couldn't find the source code for the 1.6 fix version. Admittedly I haven't looked much yet.

fast cairn
#

Oh perhaps I misunderstood what the possibilities would be for reverse engineering.

lucid iron
#

what are you hoping to do yggy

vernal crest
#

I mean, I would very much like one of the C# people to actually weigh in on this but I thought that you can't decompile a .dll, change it, and then expect it to rebuild properly.

fiery cobalt
#

This computer is just about to know what flying out a window is like

lucid iron
#

there exists a buildable version of the decompile but it's private, see #roles about that

vernal crest
#

No Chue it's of a mod

#

Not the game

uncut viper
#

i think theyre talking about am od

fast cairn
#

I had a hope and a prayer that the change would be minute enough that it could be fine :v