#making-mods-general

1 messages ยท Page 56 of 1

unique sigil
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i think a vertical map would be better to this. whats an actual hilltop if not with some verticality

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and thats an excuse for kisaa to slap on 20 waterfalls in the map. hell yeah

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75 x 130 tiles. i hope i do not regret this

fathom rapids
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Tree Size Framework bigger oaks

velvet narwhal
unique sigil
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waterfall link?

velvet narwhal
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like a nexus tilesheet that has one

unique sigil
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oh, nope

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dont think i could do complex water features for the time being

velvet narwhal
vernal crest
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I looked into drawing it but I couldn't find any pixel art references and I can't draw without them :(

still mason
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Hey people, I've been playing Stardew Valley with my girlfriend for a while, and we love the game, but my she doesn't speak English that well (we're from the Czech Republic). I was wondering if there's some way to make a custom translation..? I made some translations for some other (but way smaller) games before for this reason and would love to try my shot at this, but I couldn't find the right files, maybe I'm just looking in the wrong place.

vernal crest
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Yes you can make custom languages

velvet narwhal
vernal crest
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Pretty sure that translations link is for mods, Avi. I thought they were asking about translating the game itself.

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Not that they can't also translate mods of course.

velvet narwhal
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oh SMCKekLmaoDog i mean if you do have some mods you wanna translate too that works

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under the assumption that they've made things available-to-translate

vernal crest
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@still mason I might be able to help a bit with figuring out the custom language thing (if you do want to translate the game itself) as I've helped someone before with their Latvian translation.

still mason
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I'm gonna try this for a bit on my own, and maybe get back to you if I'm lost?

vernal crest
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Sounds good!

unique sigil
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@velvet narwhal like this?? ๐Ÿ‘€

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if it's this way, i could block off the left half with a boulder

velvet narwhal
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oh you meant making the entire farm the summit that's pretty good too

unique sigil
velvet narwhal
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o

unique sigil
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theres a bottom half haha

velvet narwhal
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oh i see, you're making this the left yeaaaah i see the vision now

unique sigil
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rest of the map will be under that

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if i divide it this way i dont have to think too hard about geographical logic ๐Ÿ˜‚

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and i can still make the lower half very hill-y with waterfalls

timber plover
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how do i replace this when they have the same id ?

brave fable
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you might have to redefine the rainsound cue with the 2 sounds you want to keep as well as the 1 sound you want to change SDVpufferthinkblob

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Overriding a cue will reset all values to the ones specified.
most likely meaning you'll reset all filepaths when you override it with your single filepath

brave dove
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Does anyone have any pointers on how to start tackling the idea of adding a custom menu (I'm thinking something borrowing functionalities from Tailoring and Dye menus)? I'm pretty sure I will need c# for this, but maybe someone has already added one or can suggest a mod example that has it? ๐Ÿค”

velvet narwhal
fossil osprey
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Me want make a cartoon texture pack, but work

timber plover
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yay Halloween Sounds are now working again ๐Ÿ˜„ (soem might still be bges but that work for future me )

timber plover
frigid hollow
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why the heck is my animal like. never doing it's second uniqueanimationframe. does it being wider than vanilla break something??

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sometimes it'll just flip the first frame and use that instead of actually using the second one

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am i crazy or is this supposed to switch the current displayed unique frame when it hits/goes over 500? assuming animal has double unique frames

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wait HUH the frame IS switching (according to lookup anything) but visually it's doing NOTHING (on vanilla chicken)

unique sigil
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finished the sketch at last. damn this terrain is annoying. but that's hilltop for you

lucid iron
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if only u can jump down ledges in sdv

unique sigil
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hey at least i'm giving a generous number of minecarts here

lucid iron
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u know maybe instead of having cart it could just be touch warp

unique sigil
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that's no fun :)

lucid iron
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fair enough Dokkan

unique sigil
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dont worry every warp is located close by, except the quarry warp which is that top left path

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all the warps to bus stop, forest, summit/backwoods, and farm cave are on the right hand side of the map, and you could just walk straight down from the farmhouse

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which is nearby the farm totem

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oh shit i forgot about spouse area position AGAIN

royal nimbus
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is this like an easter egg joke? lmao the mayor's shorts in the farmer pants file

finite ginkgo
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Those are the trimmed lucky purple shorts, tailor the lucky purple shorts with some gold and you can wear them ;p

royal nimbus
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lol but that sprite doesnt fit in there xD

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but yeah good to kno about that item

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thats weird the player gets to wear them xD

acoustic summit
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I guess it is kinda an easter egg in any case haha, I believe that sprite would be the in menu sprite

unique sigil
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alright guys i have a quick question: does the terrain for this map make sense? except for the little cliff on the right that has the farm cave entry, areas with the grass tiles are on the same elevation and the yellow tiles are hills

lucid iron
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could you mark where the warps to bus forest & backwoods are

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im a bit confused about this part of terrain, but the rest looks good

unique sigil
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I FORGOT I DELETED THE WATERFALLS

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but yeah theres supposed to be waterfalls there

unique sigil
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red is summit (and backwoods), purple bus stop, orange forest, and blue quarry

lucid iron
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makes sense to me wew

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oh where is grandpa shrine

unique sigil
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ffffuck how i did i forget that

acoustic summit
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Im not sure if this would interrupt things too much, but it could be cool to have the top exit be a down segment in the cliff, like a hanging valley

sacred rain
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What parameters are guaranteed to be on an XML savefile (I assume it depends on the version?)? has anyone done research on this before?

unique sigil
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okay i just have to shove it in somewhere

acoustic summit
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Just cause the top exit might otherwise be slightly higher elevation than the expected for the top path, idk!

unique sigil
acoustic summit
unique sigil
sacred rain
unique sigil
lucid iron
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take a look at Stardew Valley/StardewValley/SaveGame.cs in decompile perhaps

tiny zealot
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definitely check your decompile(s)

gaunt orbit
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only thing is this spot might be tricky to tile

unique sigil
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noticed that too but i wont overcorrect bc i wouldnt get things done that way ๐Ÿ˜‚

gaunt orbit
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yeah that makes sense

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I tend to make maps in a more procedural and less iterative way

unique sigil
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boy this is going to be a doozy to properly draw

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ah i have space on the summit. grandpa shrine could go there

sacred rain
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Steam doesn't have them I think

gaunt orbit
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you can use depotdownloader

tiny zealot
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you can do some steam depotdownloader thing to get old versions

gaunt orbit
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but the game has save migration

tiny zealot
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unless you're doing some archaeological support i would probably not bother supporting saves older than 1.5.6

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and that one is readily available on the legacy branch

gaunt orbit
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I think I had a save that I played from like 1.2 all the way up through 1.5

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if I can find it I might even try running it on 1.6

lucid iron
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Wonder if there's platform differences

sacred rain
gaunt orbit
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people have made save editors in the past but as far as I know all the ones that exist are wildly outdated

lucid iron
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We are 1.6 all platform soon anyhow

tiny zealot
lucid iron
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Not a problem if you only support latest

sacred rain
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yeah i see, makes sense to not support ancient versions then

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I reckon 1.5.6 will be good enough as far as legacy support goes then

frigid hollow
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i have a pre-1.1 save file and it doesnt have gameversion i believe

brisk kraken
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I have a question. If you have a character mod and a mod that changes some map layouts, what will happen to the character schedule? I assume it can walk with no problems but if it has to stop in a changed layout it will be weird. How could you fix this? More precisely, im thinking about Stardew Valley Expanded and his changes to the desert/mountain

sacred rain
frigid hollow
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hmm, 1.2 also doesn't have it

tiny zealot
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schedules only define stopping points, and pathfinding to those points is automatic, so it's usually not a major edit or anything. you just change the coordinates they're supposed to go to

brisk kraken
latent mauve
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You could make a when condition so it only changes when SVE is found?

brittle ledge
brisk kraken
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Eeehhh kinda, I wanted to use the fishing animation in the desert lake, but I remembered that, well, expanded moves the lake.

Other schedules I think are alright so is a minimum work

brittle ledge
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Ah yeah, iirc they're not in the same area at all SDVpufferthinkblob In that case, yeah, just conditionally patch that schedule.

patent lanceBOT
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@astral prism: actually try that thing (17h ago)

hollow pendant
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hehehehehehehehehehehehehe

spice inlet
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For anyone interested I uploaded 1.6.9 Beta versions for CFL, UB and PIF.
This also means no more updates to those mods until 1.6.9 comes out

lucid iron
spice inlet
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like a carpet?

lucid iron
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yea

spice inlet
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sounds pretty cool tbh, but no

lucid iron
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i ask cus i didnt figure out how to make a wall that was wall for furniture purposes, but not actually let you wallpaper

gilded comet
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when is 1.6.9 out again

lucid iron
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so in the end i just made a floor ladder in case ppl wanted to pif out of my pif room that has 0 decoratable walls

spice inlet
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I'll keep the carpet idea in mind though, I am sure it'll find plenty of use

lucid iron
iron ridge
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does anyone know where the onscreen keyboard's code is?

faint ingot
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any reason why when using advancedMove in events, sometimes they get stuck in the walking animation? seems to happen most often with farmer. I know I can manually stop the animation just seeing if there's something else I'm missing that causes this behavior...

hallow prism
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hum, i remember someone explaining why it happens

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i think it's a question of not having a pause at the end sometimes causing this?

faint ingot
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I'll try to add a small pause at the end of each and see if that makes a difference, thanks

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that didn't seem to make a difference but thank you anyway : )

vernal crest
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You don't have loop accidentally set to true, do you?

faint ingot
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I don't

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this is the snippet, farmer doesn't stop walking: ```globalFade/viewport -1000 -1000/stopMusic/pause 1000/stopAdvancedMoves/stopAnimation farmer/
changeToTemporaryMap sdvhead_LawAndOrderSV_mines1 false/
warp Shannon 1000 1000/warp Abigail 1000 1000/warp Clint 1000 1000/
warp Lewis 1000 1000/warp Harvey 1000 1000/warp Jodi 1000 1000/warp Marlon 1000 1000/
warp Russell 10 6/warp Kent 9 5/warp farmer 11 5/
faceDirection Russell 2/faceDirection Kent 2/faceDirection farmer 2/
viewport 10 5 true/
viewport move 0 1 2400/
playMusic Cavern/pause 500/

advancedMove Russell false 0 1 -2 0 0 1/pause 100/
advancedMove Kent false -2 0 0 1 -1 0/pause 100/
advancedMove farmer false 3 0 0 1/pause 100/
pause 800/emote Russell 40/
pause 800/emote Kent 40/
pause 800/emote farmer 40/
pause 1600/
advancedMove Russell false 0 2 1 0 0 1/pause 100/
pause 3200/emote Russell 40/```

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I mean his position stops in the correct spot, but the animation continues

vernal crest
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Is that snippet with the pause that you added that Lumi suggested?

faint ingot
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yes that's when I added the pause 100's

vernal crest
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I would have assumed they meant the advancedMove pause, not the separate command

faint ingot
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oh I see

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OK it works just fine now, my mistake, thank you both!!

vernal crest
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No problem. Good thing you posted your snippet!

acoustic summit
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I have no idea what part of my mod isnt compatabile with 1.6.9, this is tragic

hallow prism
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yeah i meant in the advancedmove but it was a bit unclear

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did you test it?

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is it a C# mod?

acoustic summit
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C#, yeah - just says its no longer compatabile ๐Ÿ˜‰

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not wink, cry

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LOL

lucid iron
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did you build it

hallow prism
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i don't do C# but usually the trace has info about that

faint ingot
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I tested it, it's just a CP mod mostly

hallow prism
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!software @frozen field

ocean sailBOT
faint ingot
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Oh you were talking to Nature lols sorry

frozen field
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Hi Lumi (again) lol

acoustic summit
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I recompiled, if thats what you mean

hallow prism
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i usually use notepad++ for the json and aseprite for the art

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(i don't do C# personally)

lucid iron
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so if you had a function signature that changed, then build would give warnings

frozen field
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gotcha. was curious bc im looking at making a vs code extension for modders

lucid iron
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however, if you have harmony stuff, especially transpilers

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then you won't know it explod until in game

acoustic summit
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I have some postfixes but no transpilers

lucid iron
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make sure u r building against 1.6.9 beta too

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the fact that smapi caught things being incompatible means it's prob more of the former Bolb

acoustic summit
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Caught it in the trace, thankyou lumina ๐Ÿ™‚ And checked it in project, the mod is pretty chunky so It can be hard to find which class is having any errors

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It was to do with trinkets for some reason

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But the 1.6.9 migration info has almost nothing on trinket changes

lucid iron
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trinkets got their own namespace in 1.6.9

acoustic summit
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Well thatll do it

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Yep

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Feels like something that should be on the migration page

lucid iron
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how clunky is the mod though blobcatgooglyblep

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usually build is like

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5-10s for me

tardy adder
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hewo, has anyone used item extention's behaviour extensions before?

acoustic summit
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I dont work in vs, I recompile the mod which means it skips over checking if there are errors in any class unless Im recompiling that specific class

hallow prism
lucid iron
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i mean i also just dotnet build

acoustic summit
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So once the trace told me it was in a class I can open that class and itll tell me "Hey woah woah woah - you cant resave this - there are errors"

hallow prism
lucid iron
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but it should error out for something like namespace changed i find

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The type or namespace name 'TrinketEffect' could not be found (are you missing a using directive or an assembly reference?)

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like this blobcatgooglyblep

acoustic summit
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Yep! Thats the same error I found when I recompiled that class

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It just wont give me the errors if I work anywhere else in the project or save the project without editing that class

heady crest
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guys can someone help me with whatever this is? im trying to make a mod (first time) and i thought making Content Patcher mods would mean I didnt had to edit the xnb files

lucid iron
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im not trying to accuse you of workflow crimes or anything, just really confused about how you are building stuff

tardy adder
acoustic summit
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No its okay haha, Im using an app called DNSpy, which I do think is likely a workflow crime

lucid iron
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did you have a Load

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oh yea thats a decompiler monS

acoustic summit
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yep!

tender bloom
lucid iron
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on windows u can get the usual vs tool chain stuff without needing actual VS

acoustic summit
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I find it really easy to work with though - loves it

tender bloom
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you do NOT need to edit the xnbs

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check your map name

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check that it's loaded to Maps

acoustic summit
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Besides the occasial this kind of issue

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haha

tender bloom
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!json post a json file if you still can't figure it out

ocean sailBOT
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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.

lucid iron
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are you able to get a working mod out of dnspy compile?

heady crest
tender bloom
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You probably aren't loading the TMX to the right place

tender bloom
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The error has a very long tmx name, while the file you have has a very short name, which can be done but smells like a place where mistakes can sneak in

heady crest
tender bloom
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yeah the website checks for json formatting errors

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it doesn't check for "you told the game the map is named X but actually it's named Y"

acoustic summit
heady crest
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oh

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rightmakes sense

acoustic summit
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Eg. An empty dll with assembly attributes basically

tender bloom
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full log please too, I can't tell what's wrong at a glance

vernal crest
lucid iron
tender bloom
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Ah yep Aba got it

tender bloom
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That would be the problem

vernal crest
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I have powerful typo-spotting eyes ๐Ÿ‘๏ธ

heady crest
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๐Ÿคฆ

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let me try again lmao

vernal crest
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Which is about all they are good for seeing lol

vernal crest
# heady crest ๐Ÿคฆ

Also to explain the xnb thing: the game works in xnb but Content Patcher lets us work with other file formats because it does the work of turning them into xnb for us.

heady crest
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always a different erros i really dk what im doing

tender bloom
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ah where's the command

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!tilesheetclimbing

ocean sailBOT
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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"/>.

tender bloom
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new errors means progress!

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now that the game is actually seeing the map, now it's starting to make noises about the actual content of the map

heady crest
heady crest
# ocean sail

so i have to put the sheet on the assets folder with the tmx?

frigid hollow
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isn't it {{ModID}} not {{modID}}

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or does that not matter

vernal crest
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Doesn't matter, or it would still be getting the error it had before.

tender bloom
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CP sometimes lets you get away with capitalization stuff

solemn sand
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what software can open xnb files?

tender bloom
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This is not something you should assume is ok in general but Pathos likes to make things noob friendly

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!unpack

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

vernal crest
tender bloom
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My understanding is the XNBs are packed files, sort of like zips. You can unpack them to look at what's inside.

frigid hollow
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oh yeah i see the tile path issue there now

vernal crest
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From the wiki: "You can't edit an . xnb file itself, you need to edit the file that's inside it. Pulling out that inner file is called unpacking, and putting it back is called packing."

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So yeah, Elizabeth, looks like you are right.

heady crest
vernal crest
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Yup that's right. Make sure you check all the sources in the file.

heady crest
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right

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theres only 2 and the first one is already like that

vernal crest
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Hopefully you're good to go then!

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(And if that means on to finding the next error, that's normal and still progress)

heady crest
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hopefully

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yall made me optimistic

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if i were to figure it out on my own id prolly have given up by now

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well it kinda worked

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but only one layer of the map is visible lol

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no thats 2 actually

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but still

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kind of not what i had in mind

gilded comet
lucid iron
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the naming scheme is pretty strict

heady crest
lucid iron
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for instance, make a copy of something like the railroad

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and draw over it in tiled, maybe resize it too

heady crest
lucid iron
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yea thats no good

tender bloom
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Anything other than Front, Paths, Buildings is never going to show up

hallow prism
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yeah arbitrary names can't work

tardy adder
heady crest
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:(

hallow prism
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and Back

heady crest
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oh so thats a thing

hallow prism
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just name them back

tender bloom
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You can add layers above/below the game's named layers like Buildings1

hallow prism
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back+1

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and so on

tender bloom
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let me look for the wiki info on this

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this part of the wiki lists the allowed names

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and then below the table there's a description of how to do extra layers

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Keep in mind that some of the named layers are special

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Buildings is the layer that governs collisions, and extra layers in front/behind won't count for collisions

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Paths is special and will not be drawn

vernal crest
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But if there is a more accurate newbie-friendly way to say things like that I am all ears.

tender bloom
vernal crest
# hallow prism back+1

Does Back+1 work (with the + symbol)? I've only done Back1 and that's all I've seen vanilla do as well.

tender bloom
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Back1 not Back+1

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but there is Back-1

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probably because it gets trimmed and parsed as an int

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if I had to guess

heady crest
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wait but can i do Back2 and so on? or just 1 for each

vernal crest
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Here is an example of one of my map's layers (which works)

tender bloom
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You can do and so forth, yes

lucid iron
heady crest
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that answers my question

tender bloom
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Back1, Back2, Back3 etc etc

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At a certain point it does probably get to be a hassle in some ways

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I'm very boring so I have just done the usual sneaky tricks from before this feature existed

vernal crest
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It'd be surprising if you needed more than 2 extra layers for any main layer

tender bloom
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ohh interesting

vernal crest
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Cool so the plus symbol does work

tender bloom
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I wonder if int parsing does accept "+1"

hallow prism
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(i think the + was accepted to mirror the -)

lucid iron
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b4 1.6 did people just have Passable T everywhere

tender bloom
lucid iron
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when they want to draw soemthing over back

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but not make it buildings

tender bloom
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the example there gives a bunch of different formats accepted/not accepted

#
// The example displays the following output:
//       +13230 --> 13230
//       -0 --> 0
//       1,390,146: Bad Format
//       $190,235,421,127: Bad Format
//       0xFA1B: Bad Format
//       163042 --> 163042
//       -10 --> -10
//       007 --> 7
//       2147483647 --> 2147483647
//       2147483648: Overflow
//       16e07: Bad Format
//       134985.0: Bad Format
//       -12034 --> -12034
//       -2147483648 --> -2147483648
//       -2147483649: Overflow```
heady crest
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also i got a question kind of unrelated, if I use only vanilla tilesheet, if i use a mod like daisy's recolor will it be applied? or do i also have to make a version for that? also kind of the same question for seasons, so I have to remake the map for each season???

tender bloom
#

I recommend not trying to name your layers Back-2147483649 ๐Ÿ˜‚

lucid iron
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you can do your Tiled work in the unpacked map folder

tender bloom
lucid iron
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or copy the vanilla sheets into a wip folder

tender bloom
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the game automatically does the seaon switching

hallow prism
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the recolors are applied whether you want it or not based on the user of the mod mods

vernal crest
lucid iron
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do not include any sheets in actual mod

hallow prism
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extra tilesheets need to be added however

heady crest
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also is this better?

lucid iron
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yea, unless it's a sheet from another mod

tender bloom
#

yep!

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load it up and see!

lucid iron
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hm i think the Buildings1 object layer doesnt do anything right

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props have to go on Buildings no numbers

heady crest
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im yet to figure out what object layers do

vernal crest
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It's fine to use Buildings with numbers (I do)

tender bloom
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They're for tile properties

vernal crest
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You just can't expect collision from them

heady crest
tender bloom
lucid iron
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not the tile layers i mean the object layers

heady crest
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and buildings1 is the stuff

hallow prism
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the pink one will be useless

tender bloom
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but yes, the pink ones don't do anything if they're aren't the normal set

lucid iron
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This only affects layer rendering. Tile properties must still be set on the original layers.

hallow prism
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but it will also be harmless

vernal crest
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It wasn't a typo so I couldn't see it

heady crest
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im back to this ๐Ÿ˜ฎโ€๐Ÿ’จ

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oh right

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i resaved the tmx and it added the ../../.,/ thing again

vernal crest
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You need to have the tilesheets inside the folder while you're editing the map to avoid the tilesheet climbing

hallow prism
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verify the path used

heady crest
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yes its right there

heady crest
hallow prism
#

sometimes tiled grab them from elsewhere

heady crest
#

how do i do that

vernal crest
hallow prism
#

which is sneaky

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it's a recolor however?

heady crest
heady crest
vernal crest
#

Remember last time you only had to fix the source for the daisyniko tilesheet, not the vanilla one?

hallow prism
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ok

hallow prism
heady crest
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ok now its there

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but hwo do i change the path on tiled

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do i just reload it?

vernal crest
#

By editing it in your text editor like you did before

heady crest
#

oh

#

right

vernal crest
#

You don't need a path when it's in the same folder

heady crest
#

oh NICE

#

nothing has collision but i assume thats smth i gotta do on tiled right

#

gotta figure that out too

hallow prism
#

congrats

heady crest
#

wait nvm the mountain has collision

latent mauve
#

the Buildings layer is where you'll be able to stop players from walking through things. ๐Ÿ˜›

heady crest
#

not the fences tho

heady crest
#

not on buildings1?

#

im so confused with this collision honestly

vernal crest
#

Correct, not on buildings1 or any other number

#

Only buildings

latent mauve
#

Yeah, just the base building layer

#

Buildings# is meant for drawing assets over the base Buildings layer, but they won't have collision or accept TileData

hallow prism
#

(buildings#)

latent mauve
#

(thanks)

heady crest
#

is tthat also the case for alwaysfront?

hallow prism
#

(i forgot the s a couple of time and wondered why my layers didn't work ๐Ÿ˜„ )

heady crest
#

i have these on always front and they also have collision

#

the tunnel things

latent mauve
#

I believe the Buildings layer is the only one with collision, but someone can correct me if I'm wrong.

heady crest
#

m

latent mauve
#

There may be something there on the Buildings layer that's hidden because AlwaysFront is drawn over it

#

Try turning off that layer to check

heady crest
#

oh nvm theres also these bottom tiles

#

they imght be whats giving collision

latent mauve
#

Yeah, that's the typical use case. ๐Ÿ˜„

lucid iron
#

you can use data layers to check collision in game

vernal crest
#

If you use water tiles on the back layer you might find that some of them have collision too. That's a tile property though that is specifically applied to those water tiles, not a layer thing. The only layer to have collision is buildings.

tender bloom
#

there's also invisible tiles sometimes

heady crest
#

so ill just be able to walk on water

tender bloom
#

sneaky ones hiding

heady crest
#

how do i make a layer more transparent? i changed the opacity of the water on tiled but here its fully opaque

vernal crest
tender bloom
#

is this real moving water?

#

if it's using the game's water overlay, that has some wonkiness you can't change

heady crest
#

huh

tender bloom
#

well, not without C# or a dedicated framework, which I don't know offhand about

#

there's water (what you see in tiled) and then there's water (the shimmers on top the game adds based on tile properties)

heady crest
#

can i use invisible tiles on buildings to add collision to another layers?

tender bloom
#

Yes

#

The game itself does that sometimes

solemn sand
#

Where are the sell price modifiers of kegs/preserve jars/etc written?

tender bloom
#

machine data probably

#

wait do you mean selling a keg?

solemn sand
#

I'm blind then

tender bloom
#

or selling keg produce?

solemn sand
#

sell price of wine

hallow prism
hallow prism
#

you used (likely old unused) tiles that aren't the one the game use for classic water

#

vanilla use some tiles then have the extra overlay on top

solemn sand
#

It's possible to do with just content patcher, right?

hallow prism
#

i believe so but then you'll erase the old method

#

or you can see if you can add a modifier to the price

#

depending of what you need (but untested, not sure if it works with the C# part)

heady crest
hallow prism
#

yes

#

i know which ones you used

#

(it's why i spoke about which ones you used)

solemn sand
heady crest
#

so i just keep the water like that then

hallow prism
#

there is, look at any vanilla map with water

brittle pasture
#

And also the link Elizabeth posted above

hallow prism
#

(i just wonder if the C# will allow for that to be applied after it calculated stuff)

#

(to my knowledge it wasn't tested)

brittle pasture
#

So for example Wine is 3x fruit price by default. If you want it to be 4x you need to multiply it by 1.3333333
(or to be cleaner divide by 3 and multiple by 4)

#

price modifiers are applied after the item query iirc

hallow prism
#

good then ๐Ÿ™‚

ornate trellis
#

man....where was that image again from the tiled terrain set thingie for the foliage, i somehow lost my copy

latent mauve
#

It's on the same tileset as the ones you are using, but these are the ones actually in use on the vanilla maps.

heady crest
heady crest
latent mauve
#

If you open an unpacked vanilla map, the tiles I am showing are the ones used in the rivers. ๐Ÿ™‚

vernal crest
#

Strongly recommend using vanilla maps as a reference

latent mauve
#

The animation is drawn and overlayed by the game itself afterwards

vernal crest
#

Trying to make a fully functioning map without vanilla maps as references is just super-hard mode

tender bloom
#

My maps are all a heavily frankenstein mush of like 3 different vanilla maps

heady crest
#

i completely overlooked the fact that i can open vanilla game maps

finite ginkgo
ornate trellis
#

oh my god i found the image after rummaging through this channel for like 20 minutes lmao

heady crest
#

whats the map for the trainstation named? i cant find it on the unpacked folder

latent mauve
#

Railroad

heady crest
#

ofcvours

#

thanks

heady crest
#

still a few fixes, but it mostly works

#

thanks guys !

#

are these debris? (on vanilla map)

finite ginkgo
#

No, the one with a 3 is a pine tree iirc (it's at least a tree, the type im not sure of), and the other one is a medium bush (the 2 wide one)

heady crest
#

oh

#

right

finite ginkgo
heady crest
#

another question, how do i add collision out of boundaries?

heady crest
#

i have like 10 of those stardew wiki pages open

finite ginkgo
#

Yeah, it happens, i constantly have multiple tabs on the sdv wiki when modding

lucid iron
#

im ok with looking at unpack for most data

#

but modding:maps is essential

vernal crest
heady crest
#

you dont mean here right? its red so i cant place that

lucid iron
#

well normally a edge like that reads as "go to different area" to players

heady crest
#

yeah right

lucid iron
#

you would want to expand it and fill in some more fences there

heady crest
#

so ill cover that up with leaves

#

extend this

gaunt orbit
#

Make sure to put stuff on the buildings layer to prevent anything from escaping the map

hallow prism
#

usually i put the green square in building then the other as fluff in always front

finite ginkgo
# lucid iron but modding:maps is essential

I should, in theory, only need the Event Data wiki page when making events (I can never remember most event commands)

And yet I always end up with like 10 different tabs, one is on the event commands, the other is on the same page but just for the emote numbers, probably one opened to the audio wiki page for playSound/playMusic, tiled open to 5 different maps, aseprite open with the portraits and sprites of like everyone in the event for dialogue and animate/showFrame

hallow prism
#

me : "i have emily in this event, would she say "hi" or "hello" more? let's look at dialogue and mail files too to be sure

vernal crest
tender bloom
#

@outer glacier

#

dunno what this is but it's definitely scam

#

was pinging bouncer the thing to do again?

gilded comet
#

yeah i reported

hallow prism
#

me seeing the first : "this sounds suspicious"
me seeing the second : "yeah it definitively is"

tender bloom
#

I was like "35% off what?"

hallow prism
#

your bank account

tender bloom
#

noooo

heady crest
#

also something i was meant to ask earlier, i put the map ingame and noticed all tiles are making stone (ithink) sounds when i walk on them, how do i fix that?

tender bloom
#

it a tilesheet property

heady crest
#

i did change the tile property of almost every single one of the used tiles

hallow prism
#

by not having the stone terrain property

tender bloom
#

this should be on Back layer

heady crest
heady crest
finite ginkgo
#

Is your map set as outdoors?

heady crest
#

now it is

#

does that has anything to do with it

#

i just changed it like right before you asked

finite ginkgo
#

Yes, the step sounds only work on outdoors maps

heady crest
#

oh

#

alright that answers it then

heady crest
#

isthere smth wrong with the line? the warp to the railroad is working but not the way back

rancid temple
#

Is that the name of the location?

vernal crest
#

No it's not

rancid temple
#

!json generally, sharing snippets instead of the whole thing is less useful for debugging

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.

vernal crest
#

You need to have your {{ModID}}_ bit in front

latent mauve
#

You want to use the exact ID you entered in for Data/Locations, so you likely need... yeah, what aba said

vernal crest
#

Yes

rancid temple
#

Pretty sure tokens aren't case sensitive anyway

latent mauve
#

Unless you're on Linux

#

_>

rancid temple
#

Well, if you're on Linux that's your own fault :P

latent mauve
#

Your poor endusers xD

rancid temple
#

Well, I always assume case sensitivity lmao

#

Even when I know something isn't, I'll still do it

lucid iron
#

I think tokens r fine

#

It's when u have to hit file system like path

heady crest
#

i just think it looks prettier with lowercase m lol

#

also do i just copy this property for each warp tile? or is there a easier way to do this

gaunt orbit
#

No easier way

heady crest
#

ofc

gaunt orbit
#

That's why most maps only have 2-3 tile exits

#

You CAN click the three dots button to get a bigger text box though

heady crest
#

can i do it like this?

gaunt orbit
#

Yes

#

The line breaks won't stay in when you save it though

#

(tmx is xml and xml has no concept of line endings so tiled replaces them with spaces)

heady crest
#

huh

#

but it'll still work right? or its gonna break?

gaunt orbit
#

It'll work

heady crest
#

thats all i need

gaunt orbit
#

Just make sure to double check that there's not two spaces in a row anywhere bc that will break

#

(unless that got fixed in 1.6?)

lucid iron
#

You could use content patcher add warp if you want, even on the custom map

gaunt orbit
#

Oh yeah I forgot about that

vernal crest
#

Hasn't the chat lately been that EditMap is performance costly and to avoid it?

#

Or have I just misinterpreted it all?

tender bloom
#

The add warps thing should be fine I thought

#

Especially unconditional stuff gets shoved under the cover of night

#

Reloading entire maps in the middle of the day maybe more costly? But rule of thumb is typically blame C# for performance unless youโ€™re doing something dumb

#

(Color-shifting all of Cursors with ImagEd after config changes did have a noticeable one-time impact, for example, but it was perhaps a little bit dumb of a thing to do)

latent mauve
#

Definitely don't ever do an EditMap OnTimeChange then? SDVkrobusgiggle

tender bloom
#

Maybe if you have to

rancid temple
#

I think EditMap is just more costly than other types of patches, it's not going to be like ever noticeable

lucid iron
#

tbh i was thinking more

#

do it in cp while testing

#

cus it's easier to change

#

once it's all good u can put it into tmx

tender bloom
#

I always always prefer the warps in CP because the tmx format is gross

rancid temple
#

Fractions of milliseconds and all that

lucid iron
#

this is workflow cruff do what you want blobcatgooglyblep

velvet narwhal
#

(unfortunately i am too lazy to do the warps in cp for farm maps because i am too lazy to deal with it)

#

actual custom locations? great, clean, works nicely

rancid temple
#

I prefer doing all my warps in CP because I can use tokens there

velvet narwhal
#

SDVpufferthinkblob though, if editmap only goes in once and that's upon location created, and it never gets called again unless idk something else happens then maybe i might move everything into editmap

lucid iron
#

well doing tile props in edit map kinda succ

#

cus u can only do it 1 tile at a tile

velvet narwhal
#

true, i've just kinda gotten used to it

tender bloom
#

I prefer to copy paste in boxes I can see

#

In tiled the boxes hide

heady crest
#

i didnt even do nothing........god i hate it here

tender bloom
#

I canโ€™t tell from the screenshot but I suspect a formatting issue

vernal crest
#

!log

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnโ€™t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

lucid iron
#

wow json assets

prime flicker
#

anyone knows where to get the love of cooking v1.6 ?

tender bloom
#

Itโ€™s either available on nexus or unavailable is my guess

lucid iron
#

btw if you arent doing it right now, you can do patch reload <modid>

tender bloom
#

Stardew is a 2D game

prime flicker
#

ow ok i tought i read somewhere that the test alpha was available on the discord

vernal crest
lucid iron
#

you wanna implement stardew3d raytracing first?

latent mauve
tender bloom
#

Ah ok! I havenโ€™t been stalking blueberry enough clearly

velvet narwhal
#

SDVpufferthink where's the cursed stardew3d gif

tender bloom
#

Casey has it Iโ€™m sure

velvet narwhal
#

is that another bot

tender bloom
#

Maybe?

#

Itโ€™s either a very lost person

#

Or a bot

uncut viper
#

i assume so bc they sent me a weird random DM request too

tender bloom
#

Ooh random DMs get blocked

uncut viper
#

which is why i came in here to check if anyone else did just in time to see that lmao

tender bloom
#

Thatโ€™s my policy if itโ€™s bots

velvet narwhal
#

that got an immediate report from me lmao

tender bloom
#

If itโ€™s a person I donโ€™t know they get a public ping

vernal crest
#

Aww I am not important enough for a random DM

latent mauve
#

I contacted Bouncer

tender bloom
#

I think accepting comms is allowed here but 3D models comms areโ€ฆso not Stardew

vernal crest
uncut viper
#

surprisingly they didnt send the same spiel to me in DMs but they did hope that my day is "proceeding as planned"

lucid iron
#

searching up this chat to find this exploded my discord

velvet narwhal
#

considering the display name is timothy but the actual account name is 'vicky' uh, safe to assume it's some kinda bot

tender bloom
#

It also read like some chatgpt bland nonsense

lucid iron
#

there was those cool glass obelisks though

#

i think they are rendered 3d models

tender bloom
#

Like actual comms people are like โ€œhey I made X Y and Z, peep them here to see what my style isโ€

rancid temple
#

Oh snap, Button is purple

tender bloom
#

Some nonsense about collaboration and vision triggers my bullshit detector

#

Purple!

#

I wish I was purple

vernal crest
#

Ya it is marketing nonsense-speak

uncut viper
#

why am i the only person who knows this is still blue

ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 10 Home, with 19 C# mods and 7 content packs.

velvet narwhal
#

no i agreed with you, it's blue

vernal crest
#

Because you are clearly colourblind, Button

uncut viper
#

oh i missed that ok thank u avi

velvet narwhal
#

i checked the hex code it's blue

tender bloom
#

Look at the little rock

latent mauve
#

It's a fancier blue

tender bloom
#

The rock next to your name

#

Itโ€™s a purple rock

uncut viper
#

yeah but its not the same colour as the rock

tender bloom
#

Ergo the junimos think youโ€™re purple

latent mauve
#

It's blurple

vernal crest
#

No but it is still purple

tender bloom
#

If they picked a purple rock

lucid iron
#

blurple

uncut viper
#

it was smack dab in the middle of the blue section of the rgb line

velvet narwhal
#

petition to put it in the actual ourple hex

tender bloom
#

RGB doesnโ€™t have P though

#

Purple is a mix

uncut viper
#

the gradient from red to red, whatever its called

tender bloom
#

Oh HSV

#

hue

uncut viper
#

the colour wheel but a rectangle

#

yes that

#

art is not my passion can you tell

tender bloom
#

Art is not my passion but it is a fun hobby

lucid iron
tender bloom
#

That looks purple to me

rancid temple
#

The color polygon

lucid iron
#

need to sample of the rock's ourples

velvet narwhal
uncut viper
lucid iron
#

button's color is uh

#

cornflower blue in css names?

tender bloom
#

Thereโ€™s a super fine line between what I perceive as blue vs purple

latent mauve
#

Optical illusion shenanigans because of the Discord background color

tender bloom
#

Itโ€™s hard to eyeball in the hue bar

lucid iron
#

Medium Slate Blue

#

so yea blue

tender bloom
#

Even when I full screen the images I see purple

vernal crest
#

Yup I am still only seeing purple

#

I wonder if it would look more blue against white

tender bloom
#

We gots purple eyes

uncut viper
#

maybe i should believe no one not even myself until everyone in this channel calibrates their monitor colours

velvet narwhal
#

color theory is fun and engaging

tender bloom
#

Iโ€™m on my phone

#

Idk that that can be calibrated

lucid iron
uncut viper
#

i actually dont know either

latent mauve
#

LOL My antivirus blocked that site, said it's compromised

uncut viper
#

im gonna release a recolour mod to change the.... whatever the fuck rock this is to blue

velvet narwhal
#

is that an amethyst?

lucid iron
#

well u can just google the name and hex blobcatgooglyblep

tender bloom
#

Fairy rock

#

Not amethyst

next plaza
rancid temple
#

The hex I grabbed looks purple in Affinity, but blue on every hex lookup website lmao

#

The names also aren't just one solid color lol

lucid iron
#

the css color is more about what browsers will render

#

although idk if thats a real limit in modern web

faint ingot
#

I'm never letting myself write an event this long again!! 20+ characters, 5 maps, 3 music changes... and I'm barely halfway done SDVpufferwaaah

rancid temple
#

Sounds long, is it even gonna work in MP?

faint ingot
#

oh no what is MP??

uncut viper
#

multiplayer

rancid temple
#

Multiplayer

#

Where time doesn't pause unless you use a mod

lucid iron
#

what if you just make a passive festival

faint ingot
#

oh let me tell you I have NO IDEA

uncut viper
#

where time does not stop

lucid iron
#

5 maps yggy

faint ingot
#

I haven't ever played multiplayer and haven't tested any part of my mod for it even once. So that will be a huge mess

rancid temple
#

For an event mod, timing is going to be the biggest issue for MP

#

I don't know what happens if the day ends in the middle of an event going lol

zenith robin
#

Idk about an event, but if a player is in a cutscene (heart event) when the day ends, the cutscene continues to play until it is over and then the player passes out. I haven't tried any mods that add cutscenes that are not heart events, so I don't know if they work differently or not.

rancid temple
#

I believe that is typically what is meant by an event

#

So the other players connected are just stuck on the end day screen or something?

zenith robin
#

yes

rancid temple
#

Lol oof

vernal crest
#

Yes, cutscenes are events

velvet narwhal
#

SDVpuffersquee my singular character expansions are anti-mp sorry

vernal crest
#

Except for grandpa's intro I guess

rancid temple
#

It's a weird distinction, because cutscenes I usually think of as the intro and that's actually a minigame

#

But that comes with the familiarity of what the base code is like

vernal crest
#

Yeah lol

#

I dislike it when people refer to festivals as events

#

Because that's just...so confusing

#

I mean I understand it

#

But game code wise, no

rancid temple
#

Lmao, fun with word meanings

calm nebula
vernal crest
#

Yes I know Rokugin just said :P

rancid temple
#

I think from now on, if I make any AT packs, I'm just gonna be okay with the index names

#

I've got 4 helper scripts to create these manual variants and this is still taking an eternity

#

342 dog variants SDVpufferpain

faint ingot
rancid temple
#

This makes me want to learn python, could probably make something way more efficient for this process lol

lucid iron
#

oh i thought it was like

#

5 new custom locations or something

#

roku cant u just do it in C#

#

not as a smapi mod just a C# console program

rancid temple
#

Oh I guess, I've never done that either

#

Only really used C# in Unity and SDV

lucid iron
#

doing it there means u get to use newtonsoft.json if u want, for parity

rose forge
#

finally did my first map mod ;; im so nervous

velvet narwhal
#

...why do you have 342 dog variants

rancid temple
#

It's a personal conversion of Elle's Cuter Dogs

vernal crest
calm nebula
#

Although I think unity breaks people

rancid temple
#

I definitely think Unity has handicapped me to using C#

#

So many things normally handled for me that I really don't know where to start with

rose forge
calm nebula
#

I'm not a person who thinks the way someone starts programming breaks them for life

#

But also like, I started in vba

#

So I would be so damaged if that was the case

lucid iron
#

hm did you put only 1 tile prop per pen?

rose forge
#

there's only 12 animals in the barn, so i put 1 tile per pen and that didn't work

#

so i tried 2 and it didnt change anything

#

there's 12 stables

lucid iron
#

interest, i'll test with your mod and see about fix

rose forge
#

okay, thank you!

#

i hope it works lolol

#

i never done map mods before

lucid iron
#

collision shenanigans probably

rose forge
#

if peta says they need more space maybe i have to make the pens bigger

lucid iron
#

manifest error

#
"UpdateKeys": [ "Nexus:"28462" ],

to

"UpdateKeys": [ "Nexus:28462" ],
rose forge
#

agh

#

on it

calm nebula
#

It's a rhubarb!

brave fable
# uncut viper

colour is more than just hue SDVdemetriums push the lightness and saturation around with hue r255 g255 b0 and you'll get anything from yellow to green to brown to white, but nobody says those are all yellow

#

you're purple and you'd better get used to it ๐Ÿ˜Œ

rose forge
#

updated sorry

calm nebula
#

You're purple

brave fable
#

i'm not used to it ๐Ÿ˜Œ

calm nebula
#

Lol

#

I'm orange and not used to it

lucid iron
#

you have to put the tiles on the grid

#

game doesn't read these half tile props

rose forge
#

ohh

#

im sorry

#

i will fix it

lucid iron
#

it helps to turn of the snap to grid feature

lucid iron
#

but hm, i think the spot logic is not quite right either

heady crest
#

i dont get it

vernal crest
heady crest
#

"Did you restart the game but not load a save?"

rose forge
#

omg the snap to grid i did not know i could do that

#

holy shit this is a huge difference

heady crest
vernal crest
#

Yet you showed a screenshot of errors in your SMAPI window.

rancid temple
#

I thought default Tiled behavior was snap to grid lol

lucid iron
rose forge
#

omggg

#

it works

#

!!!

lucid iron
#

do u want my version of barn3 as example Bolb

#

i did remove all the npc barrier props cus it was hard to see stuff

rose forge
#

yes pls i will take a look, i am putting everything on grid rn

lucid iron
rose forge
#

thank you im gonna test it now with all barn types

vernal crest
lucid iron
#

u can do this with large amounts of tiles that should have the same props btw

heady crest
lucid iron
#

then u only gotta setup one of these

#

debug setupbigfarm my beloved

vernal crest
lucid iron
#

maybe i should do a save where thats what u start with

calm nebula
#

Fish ponds

lucid iron
#

fish dimension

calm nebula
#

Debug setupfishpondfarm

#

Is best

lucid iron
#

yes

#

i didnt know fish pond fish had shadows util then blobcatgooglyblep

heady crest
vernal crest
heady crest
#

yep

#

with no clip cuz idk how to edit the railroad area and make a proper entrance yet

vernal crest
#

Maybe the first time you'd forgotten to save your file after fixing something on it

heady crest
#

probably lol

#

why is the objects grid offset

#

is it supposed to be like that

#

kind of annoying

brittle pasture
#

springobjects? It's not?

zenith robin
#

Where would one go to find how to make custom buildings? I can't seem to find anything on specifically making buildings with Content Patcher, so I am unsure as to the fields to use.

brittle pasture
zenith robin
#

ty

#

I assume I still make the building with Content Patcher though, right?

heady crest
#

guys when theres a dialogue with the player alone, is it refered as "you" or "me/i"? like "You ate an apple" or "I ate an apple"

brittle pasture
#

Yes

vernal crest
latent mauve
#

It's "you"

#

Non-speech dialogue is always narrator-style

heady crest
#

thank yous

vernal crest
#

Also wow I have never read most of these strings

heady crest
#

lol

latent mauve
#

I've gone through most of the dialogue at least twice by now with my in progress NPC overhaul mod

vernal crest
#

Tia said something about using map strings for important character development that you don't want the player to miss and I was like "uhhh I never read map strings"

velvet narwhal
vernal crest
#

So much movement and clicking for so little payoff

velvet narwhal
#

my map strings are 65 keys of books i've raccoon stashed over the years

rancid temple
#

I always forget map strings is even a thing lmao

calm nebula
#

vs update

#

oh god this is slow

velvet narwhal
#

i didn't even read the changelog for vs

vernal crest
#

I am learning so many new things about vanilla NPCs

#

I've never even seen Kent's note to Jodi

velvet narwhal
#

i like the immersion of map strings cause it's just, "yeah i left this out and you get a glimpse of my life that doesn't involve me talking"

tiny zealot
#

there are a few "you do X" lines in StringsFromMaps, and none of the "I did Y" variety, but personally i much prefer the ones that are purely descriptive

vernal crest
#

I like the idea of them for that reason but I get bored of finding and clicking on them

velvet narwhal
#

me, with like 16 bookshelves that have a rotating randomizer of their titles: "yeah, these are all actual books and some of them are recommendations, the others are just my personal life in the form of school books i was forced to buy"

tiny zealot
#

"You rifle through Clint's personal effects." ๐Ÿ˜ฉ
"There's a bunch of carpentry magazines." ๐Ÿ˜Œ

lucid iron
#

cant believe clint was the one commissioning all those romancable robin mods

velvet narwhal
#

god when i was looking for roku's "make robin anywhere" mod and i stupidly just put "robin" never again

tiny zealot
#

... those aren't from the same entry, they're just examples

rose forge
#

the robin mods arent as bad as the caroline mods where she "acts like an older sister" romance

#

and immersive where you watch pierre get his heart broken

#

and swoop in

vernal crest
#

Wow I can't believe Harvey is advertising Pravoloxinone

#

"In extremely rare cases (1 in 500), test subjects experienced complete disintegration of one or more bones."

#

"JojaMart.4": "Taco sauce for babies",

tiny zealot
#

the jojamart product strings are hilarious and i love them

#

"JojaMart.76": "Blue Alien ENERGY... Get LAUNCHED", my beloved

tender bloom
rose forge
#

is it the fences?

lucid iron
#

possibly, the animals are checked for collision bolbthinking

#

i know when i put tile too close to bowl the animal dont like it

rose forge
#

hmm maybe i place the bowl as a front tile instead of building and see if it works lol

#

err

#

ill remove it first

#

and see if its the problem

lucid iron
#

yea maybe blobcatgooglyblep

#

i suppose i could just ignore it and let map makers deal with animal in wall oops

rose forge
#

dammit peta

#

let me have small pens for my animals

lucid iron
rose forge
#

ahahah what the hell

#

now they're ALLL there

calm nebula
#

they want friends.

lucid iron
#

hug box

#

maybe instead of accepting T i could accept a height and width

latent mauve
#

So, I finally got my Night version of the map to properly load, but the transition is... jarring, to say the least. Is there a way to imitate a fade for a tile change through CP?

#

Or do I just need to only update it OnLocationChange to avoid it feeling so abrupt?

teal bridge
#

Help me with phrasing here... I'm trying to write my docs, how would you guys describe to a normie in plain English how the SpriteText looks compared to the other fonts?

rancid temple
#

Which one is the sprite font?

teal bridge
#

I meant SpriteText, I cannot stop getting those two mixed up.

tiny zealot
#

yeah which one is that lmao. could you describe it for us? SDVpuffersquee

teal bridge
#

It's the one that normally appears inside "scrolls" (also a ridiculously overloaded term but I'll assume you know what I'm talking about there).

tiny zealot
#

oh, ok. i'd probably go with that then, or something like it. if you're able to show a screenshot, you could say "it's this one"

velvet narwhal
#

stardew font SDVpufferthink

rancid temple
#

I didn't know there was other kinds of text other than the small font text

tiny zealot
#

failing that, i'd describe it based on where it's used instead of trying to describe its appearance

teal bridge
#

There are four Stardew Fonts, so calling it Stardew Font definitely won't clarify.

#

(I'm including the tinyFont which is somehow larger than the smallFont, no idea what it's used for)

velvet narwhal
lucid iron
#

@rose forge ok so when you want a animal thats 2x2 to go somewhere, the tiledata needs to go to top left

#

like this basically

#

(the stick was me marking where fences go

rose forge
#

nods nods i got it

#

wanted to show you the coops work great

lucid iron
#

chiqn

rose forge
#

imprisoned chiggin....

lucid iron
#

that said u may need to do something about the produce areas think

#

or just tell ppl to spawn autograbbers lol

rose forge
#

uhh can I do like a no spawn barrier I think?

#

they never spawn oddly for me

lucid iron
#

yea maybe, i forgor what tile prop that was

rose forge
lucid iron
#

hm i didnt do anything different besides rebuilding in debug think

#

oh i removed the bucket too

#

made sure they had clear 2x2 basically

rose forge
#

yah I did too

#

fences are giving them 2x2

lucid iron
#

the code is the same though..

#

can you try on a new farm just to make sure

rose forge
#

ye ill try my test save

lucid iron
#

debug setupbigfarm will give u some coop & barn full of animals

rose forge
#

ooh

#

thank you will try

rose forge
#

the code did not give me any buildings just a bunch of crops and objects

#

maybe i did something wrong

#

i did it again and it worked nvm

#

yay its working now

#

not sure if it was the 1.0.0 build or new save

#

i will check with my other save now

#

its working now, i think it was the build

#

thank you so much for the help!

lucid iron
#

well ig i can upload it again how odd

rose forge
#

can I ask a very noobish question how can I make it so my mod will not run without yours?

gaunt orbit
#

like this:

"Dependencies": [
  {
    "UniqueId": "spacechase0.SpaceCore"
  }
]
lucid iron
#

Oh you know maybe it's gates

#

I put only fence when I test but gate would impact the collision

rose forge
#

i tested on my main with the gates and its working fine still

rose forge
gaunt orbit
upper rune
#

is there something different about how trellis crops count days in phase? I keep trying to mess with it but whatever I do it's always showing the final regrow sprite as the harvest sprite and then when i harvest it turns invisible. i know its still there because its a trellis and it won't let me walk there

formal radish
#

Hiii I hope this is where I ask quetion regarding mods. I used to use the Ui Info Suite mod but I recently was redoing all my mods to update everything and it isn't working. I was just wanting to know how I should fix this and if anyone else is having problems with it as well?

formal radish
#

thank you :D sorry

upper rune
formal radish
upper rune
#

np

zenith robin
#

How would I go about changing the tile that you are placed on when entering a building?

zenith robin
#

I have been reading that, but I can't seem to get it to work. I can change the warp locations from map to map, but not upon entering a building. I'll try some more though.

faint ingot
#

Is it a vanilla building or a custom one you are adding?

zenith robin
#

vanilla

faint ingot
#

If you you have unpacked the game files, open the map for the location you're warping FROM, then see if there's a map property called lockeddoorwarp or something like that

#

this is an example from the mod I'm working on but it should be similar I think.

zenith robin
#

Okay, I'll look. Thank you.

faint ingot
#

good luck if you still have trouble come back and maybe somebody competent will be around instead of just me : )

upper rune
#

what can i check in the code

lucid iron
#

could you show us your sprites

upper rune
lucid iron
#

add another one, there should be 8

upper rune
#

is that a minimum requirement for all trellis crops?

lucid iron
#

its for regrowable crops

#

the last one is after you harvest for first time

upper rune
#

ah, ok. guess i lucked into doing the correct number with my other two regrowables

lucid iron
#

ContentUnpacked/TileSheets/crops.png

#

check against vanilla crops

zenith robin
#

Is there a way to change the tile that you warp to when entering a farm building such as the barn?

lucid iron
#

map property mushymato.MMAP_BuildingEntry x y

latent mauve
#

Does anyone know offhand how many unwalkable tiles I need on the edges of my map to avoid the black outside from showing when the farmer walks around?

lucid iron
#

that would depend on screen size

velvet narwhal
#

that changes depending on resolution but i tend to keep like, a 10 tile border from my edges

latent mauve
#

this is what I'm trying to fix

velvet narwhal
#

you'd probably have to do filler yeah i'd just take that as ref of how many tiles you'd need

#

SDVpufferthinkblob is there a map property to offset the viewport until the map is centered?

zenith robin
#

could you not just make the map stop scrolling when you get so far from the edge?

latent mauve
#

All I saw was one to make the viewport follow the player or not, but it seems to follow the player regardless of the setting there.

lucid iron
#

is your location outdoors

latent mauve
#

Yes

frozen field
#

so I fixed a bug in a mod and I know that the modder is still active but idk if they're looking at all at this very popular mod they have...

spice inlet
latent mauve
#

oh good call, there's a property not listed on the wiki in the BusStop map: ViewportClamp

latent mauve
#

ViewportClamp has resolved it nicely!

brave fable
#

now add it to the wiki for future generations ๐Ÿ˜Œ

latent mauve
#

If I knew enough about how it actually worked rather than just guessing, I would xD

brave fable
#

feel free to leave a TODO or some short description about where it appears as a hint, it's better than not knowing it exists right?

velvet narwhal
#

"clamps viewport to map, TODO: explain better"

rancid temple
#

I'll add it if you don't want to

heady crest
#

WHY DOES THIS KEEPs HAPENNIG I DIDNT DO ANYTHING

#

it was workingso fine right now

brave fable
#

null reference in updateDoors SDVpufferpensive

heady crest
#

what does that mean

brave fable
#

check your map properties for double-spaces, leading and trailing spaces, newlines, and other problems

frozen field
velvet narwhal
#

my comments are verbose, so i can't relate

rancid temple
#

My comments are pretty trash lol

#

I try to make up for that by making my naming descriptive

frozen field
#

every so often, at work, I have to translate some comments from german

#

and all it ends up saying is "Todo: idk ask Bob"

latent mauve
brave fable
#

i run into the occasional TODO: find out what this code does on my own code

#

knowledge lost to time

latent mauve
#

Screenshot in the making-mods-art channel if anyone's curious as to how it worked out with ViewportClamp ๐Ÿ˜„