#making-mods-general
1 messages ยท Page 58 of 1
oh the different prizes thing
I was waiting for SpaceCore to get virtual currency back in the Api, which it does have now on the beta lol
I think I have it working again, just need to do more testing to make sure I've got it working correctly
Kind of requires either being on the beta or the release of 1.6.9 though
Then I am sure they would love to trade some art to you
(I speak as Pau's friend btw not just randomly throwing other cheetos into commitments haha)
Current functionality is custom prizes, cost, and rare hidden prize chance changes. With the prizes using item queries so they have the full power of CP behind them
what the heo
<PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.3.0" />
</ItemGroup>```
??
is there another secret config somewhere i've missed
no it looks like vs cached the nuget version
Tools โ Options โ NuGet Package Manager โ General: Clear Package Cache
dont quote me idk what a VS is
and ofc make sure u set this on the right project n shit
yeah i'm sitting on the solution
I need something that goes through all my mods and updates my nuget because ugh
okay, that was weird 
Oh I dunno, I'm crazy and want all my stuff updated whenever it can be lmao
you want to update software? you are crazy
1.23 (360 โ 361) for mysterious reasons.
The only updates I don't want are for windows
that one mod is bluebs
I pushed a button on my keyboard to turn on my screen this morning to be greeted with the fucking login screen, absolute rage
currently looking at my desktop with windows, firefox, fork, discord, vs, vscode, and sublime with their stupid
update notices
is this where chu attempts to convince you to move to linux
If I could afford Rider, I would actually consider it lmao
(what is fork?)
fork is sourcetree, but better
ahh, gotcha
and again, cooking-themed
(what is sourcetree?) (/j bc i can look this up better than i can look up fork)
sourcetree is Github Desktop but better 
googles fork ๐ด 
just ~borrow~ someones .edu email
Well, with any luck I'll have my own access to it next year
does rider have a timer on it?
i should probably yoink while i still have my student email 
the day i lose rider access is the day i quit stardew modding. maybe
if you stop being a student you stop getting the license
Does the student access work the same way as paid access?
you have to renew yearly
it does not
if you mean in terms of keeping the last version you got
Eugh
you're given a 1-year grace period after your student license expires, which is nice
is there advantage of rider if ur on windows
but in terms of using it while you have access afaik its not different but idk im not a poweruser
rider over VS i mean
its better
It has better IL... debugging? Something
shrimply, work in education and get an edu email--
probably not, i'm transitioning to linux eventually though
if you like rider more than vs it's an advantage hahah
fair enough
im on windows and use Rider for all my modding stuff bc of that 
just be like that person who build mods with dnspy
When Abs0rbed was helping me learn to transpile, they showed some cool Rider features that really would have helped vs trying to manually find my way through the IL
(and also a bunch of other jetbrains software but mostly rider)
none of this IDE talk
shrimply, make all of your maps with text
i used to use dnSpy to help me make my transpilers
so thats like, halfway there ish sorta
oh yea my look at IL solution is uh
ctrl+f the whole stardew valley.il until i find the function i want
speaking of
hand-written tiled xml files by quill and ink, transcribed by buddhist monks using wordpad
artisanal modding..
i just keep ILSpy like permanently open in case i ever need to look at the code or IL
and also so that i can quickly search things if someone asks a question in here that the code can answer
buttonsearch > elasticsearch
Log Info: SMAPI 4.1.0-beta.4 with SDV 1.6.9 'beta' build 24283 on Microsoft Windows 10 Home, with 12 C# mods and 6 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
something is null that should not be null
or that you are not handling if it is null
{
foreach (Building building in __instance.buildings)
{
BuildingData data = building.GetData();
data.CustomFields.TryGetValue("Aviroen.AtraAntiCrow", out string? customString);
if (bool.TryParse(customString, result: out bool stringActivated) && stringActivated)
{
return false;
}
}
return true;
}```
oh why is it ref Farm
customString might be null
oh-
cause addCrows is in- oh 
i doubt that'd break anything but u know, ref let u change Farm but u dont need to?
you're more likely to want it than not, it doesn't make much difference if you're not changing properties of the farm
ref means you can modify the Farm that is passed into the function and it will change the original
but you just wanna skip things and dont need to mess with the farm
what is the meaning of assigning to a ref T __instance anyways
i was copying atra's original harmony crime
wait i added ref on accident
{
return !__instance.buildings.Any(static building => building.buildingType.Value == "Aviroen.AtraAntiCrow");
}```
__instance in this case would be the farm itself so yeah the ref wouldnt be necessary
guys, i just realized i need to makea house for my NPC, but i also realized i suck at pixel art, are there any custom sheets for house tiles for me to use? i couldnt find any on the unpacked folder
Also this doesnt really matter but I recommend putting the TryGet into the same if statement as the TryParse
or do i just suck it up and face it that i need to make my own despite the fact i suck at pixel art
you could always just edit the existing house tiles on existing tilesheets
(
also do we need TryParse? Just the value being present is probably sufficient, since there's probably no point to setting the key to false if you can just delete it)
you got spring_town and townInterior
๐ฎโ๐จ
(and summer_town fall_town winter_town)
Maps/spring_outdoorsTileSheet should have a lot of buildings on it you can futz with
yeah but i dont want to just copypaste the build or recolor it
Well, looking at it not a lot, but there are some on there
would feel too low effort
tbh id probably just do it anyway just to make it more clear that if its false its intentional rather than just mistakenly missing
then u just gotta draw
I would at least start with something like that as a placeholder and decide where to go from there
u can commission custom assets later if u want
There are plenty of custom tilesheet mods you could use if you wanted a different route - if you're talking about the exterior, Lumi has some really beautiful buildings on their outdoor tilesheet mod
(my NPCs house is just a recolour of one of the existing houses, so without any bias at all id say i think its fine
)
Another option with vanilla assets is frankensteining
you can also see if anything interests you in: https://opengameart.org/ and make sure of their permissions
!anyonecancook
Bit more work but you get something a bit different
really for now just use an existing house without any changes, it's not like you need a fancy sprite to test the mod
might use that lol
You can get very far just frankensteining vanilla sprites
Itch also has a good selection of free or very low cost pixel art assets (though you have to make sure to get the right resolution and perspective)
thats right
wat lol
yeahhhhh i was actually considering that
might not be a bad idea
it means its not true that someone cant do something like art, anyone can if they try, gotta believe in yourself
aw
Most of my custom tilesheets are just ripping out vanilla sprites and editing them lol
anyone can cook. everyone who is good at pixel art had to learn it. and learning is just not being afraid to be bad at something before you get good
my tilesheets for my custom maps are just an overlay on the water
say is there a role for map making
I think probably just content smith
but that might dip into pixelsmith
like we have contentsmith blacksmith (C#) pixelsmith (arts) contentsmith(i dunno other stuff?)
yall are too optmistic
im not used to this
content smith is content packs, rather
yea derp
We are a pretty supportive community and we like it when people try things that are a bit out of their comfort zone and then feel proud of themselves.
ig writing & events goes in contentsmith too
personally, i like to watch people fail ๐
content just a catchall for whatevers left over really
is this still a valid way of making randomized dialogue? i saw it on a tutorial but idk if it still holds up
das nice
you can still do this or you can do i18n randomization too
It is! Though I'd recommend using i18n.
Or you can be like me before Pooh taught me dynamic tokens and use both xD
i have no idea of what that is
i checked the SVE folders and saw that 100% of the dialogue grabs stuff from that folder
and it just made my head hurt
do you know how to use i18n in general? if so, you can use the CP randomization stuff to pick random i18n tokens
nuh
ive never done anything with stardew before
i18n is translations
i18n just stands for internationalization aka translations, so if you use i18n it means you can support other languages if people wanna translate your mod
the closest thing to modding ive ever done before was in fnf lol
yeah i noticed taht after opening it and seeing lots of language named files in there
CP has i18n tokens that will grab things from the i18n folder and grab the right dialogue from the right file according to which language the player has their game set to (assuming a translation for that language exists, if not it defaults to default.json which is often just english)
but if you combine i18n tokens with the Random token you can randomly choose different things f rom your i18n files
i bet you just get the popcorn ready whenever i crack open the c# huh? 
i keep a portable popper handy for just such an occasion
i had the example right in front of me for the null thing dammit
okay it's something else
but now is gym time, i perish
{
foreach (Building building in __instance.buildings)
{
BuildingData data = building.GetData();
if (data != null && data.CustomFields.TryGetValue("Aviroen.AtraAntiCrow", out string? customString))
{
if (bool.TryParse(customString, result: out bool stringActivated) && stringActivated)
{
return false;
}
}
}
return true;
}```
<https://smapi.io/log/8b2b4c8b3e264a8eb8bc128d07c3947d>
Log Info: SMAPI 4.1.0-beta.4 with SDV 1.6.9 'beta' build 24283 on Microsoft Windows 10 Home, with 12 C# mods and 6 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
CustomFields is typically null, isn't it?
checked that mod and saw a cute house but its too big for my likings, is it alright for someone to take an asset from a mod and edit to their likings?
Yep
if its for strictly personal use, no one can really stop you
yea u need to do it like this
data.CustomFields is Dictionary<string, string> customFields && customFields.ContainsKey(thekey)
if (building.GetData() is BuildingData data && data.CustomFields?.TryGetValue("Aviroen.AtraAntiCrow", out string? customString))
(this might need to end with is bool b && b)
throws it all into comments to read over
well, pick one or the other 
do we need a ?? false at the end? I dont have my computer to check (it's in 10000 pieces on the floor)
oh nvm I saw your edited comment lol
?? false is probably better
(in Avi's defense it looks like the example on how to use Custom fields on the wiki doesnt do the null check
)
i hate the is b and also b pattern
looking forward to selph's extra pc configs
I'm using the same null check from the adoption thing as a safety net
1.7.0
only change: adds nullable annotation to the entire codebase
modders everywhere rejoice
If imma commit harmony crimes I'll at least cover my tracks
the only change i want in 1.7.0 is for everything to be changed from data models to slash delimited strings
this would be objectively worse but i think itd be funny
nou
April fools
(computers work better in one piece on your desk
)
you keep your computer ON your desk?
you keep your computer in ONE piece?
Yeah, I have cats, so cat hair
Like Button said: for personal use it's fine. Lumi doesn't allow edits to their tilesheets for mods that are shared with others though.
I cant watch the rgb lightshow if it's not

I swapped my side panels to block the RGB lmfao
i could lie my entire PC down on a sheet of printer paper and it'd be small enough to fit and i still think id be too annoyed at how much space itd take up on my desk top
Oh a nano, I just have a micro
fair enough, i guess if i ever decide to make my mod public i'd just revert it to the original mod's one then
I can't fit anything on my desk other than my gigantic tower and my powerboard
i mean you'd need to make sure you had permission to do that, too. i dont know the specific mod in question but its likely you'd need to remove the tilesheet entirely from yours and only reference theirs in your map (thus making theirs a requirement)
Yeah it'd have to be as a dependency but that wouldn't be difficult to change to
yeah thats what i meant
not include the sheet on my folders
what does precision do
uh. in what context
monster takeDamage
is this weapons?
i see some stuff about a chance to miss
i think it might be a weapon stat but it might also be totally useless
but i thought u could only ever always miss (like downed mummies) or just hit
i also agree that sounds right, i think missing got mostly nerfed out of the game at some point or something?
thank u mr ape i hate when i miss randomly
This doesn't work as a condition, right? "Condition": "RANDOM 0.25 SEASON spring, summer, fall",
xcom97%.png
you'd need a comma between the queries
Like "Condition": "RANDOM 0.25, SEASON spring, summer, fall",? But also there shouldn't be commas between the seasons, I don't think.
correct about the commas between the seasons, i missed that too but otherwise yaya
Or maybe you need SEASON spring, SEASON summer, SEASON fall...I can't remember.
Okay cool
that will be true 25% of the time as long as its not winter
if its winter it will never be true
All right, thank you :) Time for a bug report.
u could !SEASON winter if u want
Not my mod
60% of the time, it works every time
Had a support user with a lot of this error: Failed parsing condition 'summer': 'summer' isn't a known query or alias..
the original GSQ will absolutely just throw an error in the console as soon as it loads so im surprised it wasnt caught
I mean, I've seen some of the mods some people put on Nexus, I'm not
A lot of players ignore a lot of red errors in their console as long as their game isn't crashing so I guess nobody has brought it up before.
i just meant like. you'd notice as soon as you tried testing it at all. so i guess if you just release a mod completely untested...
Yeah I cannot speak for the mod author haha
Me I am that author
I was thinking more like your stray
maybe they just only tested in winter
Tbf my red errors are triggered so late into a playthrough sometimes it's hard for me to catch
Yeah, I can't imagine testing an NPC lol
it would error as soon as the GSQ was attempting to be parsed
I would have to move everything I wanted to test to the front one at a time
Like thankfully I caught my own red errors out of BETAS (my own syntax being wrong) but because it was set to synced random after marriage... I didn't care
I aim to have the confidence in my c# as I do with my trigger action chaos 
I haven't made a cp mod since I spent a month working on a romanceable sandy mod before 1.6 was rolling out and I got depressed by everything breaking haha
hy i am new
Late reply but I recall some monsters SVE's Badlands monsters have 50% evasion, and you need infinity weapons (which have boosted accuracy) to actually hit them
can i earn money from this game
I dunno if that's still a thing though
Now see that's when you take the looping red errors as a badge of honor
what do you mean earn money
yes
Making mods? Best not to bet your life savings on it 
huh i never had the bravery to go there without infinity sord
I saw it as a badge of move on ๐ฅน
Yes you too can earn literal cents from making mods!
Was a fun intro
Im nearing 10 bucks in two months 
oh
so champ, you thinking of sticking around and earning big bucks with the rest of us
I had DP enabled for a grand total of 60 downloads so as you can imagine I am rolling in dough
so pixels is a good game i earn daily 3 doller
Oh so it's like an ad
now divide that figure by 30
whats up with this particular channel today
Is it another bot
where are these ppl coming from
The wide web
Press the red button if you're being held at gunpoint
I think bc stardew is 50% off again?
i was gonna ask if they could pass the turing test but i thought that mightve been too mean, but it looks like it mightve been pertinent
Oh fr?
i think only the most popular modders make minimum wage or above off dp 
i would've thought the $8,000USD price point for sdv was enough to deter the cheapskates. or maybe that's why people want to get some money back
LMAO
if ur not a bot type "I like delicious cromulent veggies"
me: someone requested more crab pot locations for the farm map, that should be easy!
also me: if I make the map one tile taller, I can add more waterfalls to the new area! waterfalls are beautiful!
also also me, playtesting: why is the note for grandpa's shrine off by one tile? and the farm cave entrance? and the greenhouse? and the farm house entrance? and literally every other warp tile?
also also also me: incrementing up all my Y axis warp points by one, rueing the waterfalls and my decision to add them
Its for love ๐
So grateful I bought it before the $8,000 ๐
They might need to copy paste it, lol
for $8000/mo I will shut up
its on sale for 82500||โซ||!

Is it because it's called "general"?
So they get auto redirected to this channel somehow?
(hello logo!)
Oh no, pretend to be talking about mods
Wow you sure do fit right in here Logo
making mods hard
a modding mod
i dont think i need to make mods anymore if i can make daily 3 dollar from pixels, so this might be the last you see of me in here
at least it's cute? XD
I'm a cheeto under this green
well
not hard
moreso
i do not have the energy....
Moldy cheeto?
logo is a moldy cheeto yes
why did your mind go to mold before lime
I'm a Junimo under this orange - wait no
Man I want lime hot cheetos now
wait what's despacito under cheeto called. do we have a name for that
hm how do i expose ways for people to upgrade a trinket 
anvil
yea i was thinking that but idk maybe they want event to do so?
is the upgrading separate from the reforging
Trinket anvil (jeweler's bench)
Trimmed Lucky Purple Shorts
most people probably wouldnt question it if you just made it a simple machine tbh
(Actual modding note, I have no idea what other chaos I can cause in custom fields
I did contemplate that bus cutscene as a toggle)
anvil would be simple ofc, maybe modder just make a special fuel
and use the alternate output method that i impl to do +1
I feel like they can just define their upgrade as an additional trinket and add their own machine fules
despacheeto
Oh yeah, I need to decide for my bus mod if I'm gonna try to keep the bus animations
well, i cant stop them obviously
but i am letting ppl define entirely different abilities per level too
I've already descended into the madness, but for custom farm animals, can I use a random token in the ProduceItemIds ItemID field?
Easier to just not use them, but I dunno maybe some people like them
i was trying to think of how u might do so with a trigger action, which does take in item 
more custom fields
work on Marlon mod
work on expansion
attempt karaoke ui with focustense's stardewui
drowning
can it take a particular inventory item?
stardewui is not for this at all dont do it
You can do random tokens, but then every animal of that type will produce that produce that day
Hey friends, is there a way for me to set a specific filepath via a config (like making it a token) and then make an EditMap patch using that token? I'm trying to figure out if there's a way I can still have two different bathroom sizes via config for my bathroom mod and only patch the farmhouse once to avoid the weird empty spouse room/vanished cellar issues you get from patching it mid-save.
does that already use common item spawn fields that have randomitemid (or w/e it is) in them? bc the Random token will be the same for all of them each day, i think?
i might be confusing something about pinned keys though idk i dont use the random token much admittedly
If you add multiple produce to the animal's produce list the game will pick randomly from them
No need for a token
im sure focustense can explain it better but see it's a ui framework that only do "updates" when it knows it needs to
Alternatively, if it makes no sense to try to work around it that way, I just toss out the patch version of my bathroom mod and only allow the renovation method going forward.
mostly when layout needs to be maffed again
it's not fit for minigame where u want stateful updates to happen every tick
so that u can detect key press and score player on it
According to the wiki, ProduceItemIds doesn't use item spawn fields
I'm trying to find an easier way than typing out the possible produce. So this is what I thought might work:
//Fall items - regular
{
"ItemId": "{{Random: 404 770 408 281}}",
"Condition":"SEASON fall",
"MinimumFriendship": 0
},
//Fall items - advanced friendship
{
"ItemId": "{{Random: 422 420 BroccoliSeeds 497}}",
"Condition": "SEASON fall",
"MinimumFriendship": 500
},
You can add each of them as their own entry in ProduceItemIds
if you make the filepath into a config and use the config itself as a token in the FromFile of your EditMap does that work? i might not 100% be understanding what you're lookin for here tho
That's what I wanted to avoid, since each has the same condition. sadness.
Gotta convince Pathos to add item spawn fields to farm animal produce before 1.6.9
It's annoying, but it is what it is 
are you allowed to define the condition as a token to use throughout the whole file 
I could ask, but it's likely too late for that
well it can always go in the next version of a certain framework mod
Currently it loads a specific tmx depending on a config option to the Farmhouse2 and Farmhouse2_Marriage map, which, if the config is changed anywhere but in the title screen, the farmhouse gets upset and vanishes the cellar and spouse rooms.
(Extra Animal Config do add item queries for animal produce, but you presumably don't want an entire dependency just for this. It also doesn't play nicely with Lookup Anything)
way ahead of you 
sigh guess I'll just go back to copypasta 
How'd Casey's pr for templates go?
awaiting
you could make a dynamic token whose value changes based on the config token and use the dynamic token as a When condition on the map patch, but it'll still make the map reload the patch when the token changes bc thats just how tokens work
but it'd move the reloading to overnight, i think
which might be better? shrugs
You can do the fromfile as a config, I unfortunately don't have a ref because I didn't push to git 
this causes the vanishing problem though, evidently
Sadly that still won't fix the underlying issue, sleeping doesn't revert the farmhouse freakout, only reloading the save from the title does. So loading it from a config might not even solve it
Just gotta move to patching it with C#
its not an issue im familiar with so im not sure if theres a way around it besides a C# component since GMCM C# lets you make something only changeable on the title screen
And the Farmhouse Fixes mod, which supposedly fixes that issue for some folks completely breaks when used with my mod, so that's fun.
(iirc)
is there anywhere, like a dedicated server or smth where i could find someone to make character portraits 4 me? i was checking kofi for some commissions but the first 3 i found were like 80 dollars for portrait and overworld sprites and im not made of money atm lol
!commissions
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
good commissions are not often cheap
Yeah, if I can't do it without adding C#, I am just gonna throw the option away entirely. Once 1.6.9 drops, I won't need the patch version to work anyway.
yes i noticed
the best one i found was 50 for portraits only
Patch version of my bathroom mod is literally just so my group can decorate walls and flooring until the renovation walls and floors code change is implemented in the stable version
Which will be in 1.6.9
Last (and only) time I commissioned portraits it was $50 for one expression but two ethnicity variants.
๐ฎโ๐จ i need to get a job

i hear pixels has 3 doller waiting for you
I haven't set any specifics to my commission pag-- HAHA
I can't even motivate myself to finish my own portraits
But I'm honestly in a burnout phase art wise
I feel like I've been working on my 40+ NPC portraits for entirely too long
I have less than 15 portraits to go at this point but I open my art program, see who's up next and go "nah"
That really depends on the details. Animations happen every tick and they are part of the system already.
i think aviroen wants to make something like DDR
a number of notes as defined by model would animate across screen at given time
omg this is the perfect use for a marquee
Anyone here ever played the flash game version of DDR?
It's never (well, rarely) going to be any less performant than a vanilla UI that does its computations on every frame, it might be just as bad if you force a full-tree layout on every frame, but in the majority of cases it's still many times faster because it's only updating the parts that need to be updated, not redoing the whole UI.
Flash flash revolution is what it was called I think, it was a long time ago
There's already one of those 'member? I played your meme straight.
i can sort of imagine doing such a thing with bindings for margins on a bunch of panels but uh
it seems very round peg square hole to me 
That being said, if there's no layout to speak of and you're just positioning stuff at arbitrary positions on screen, maybe it's not a good use. If it's content that's just scrolling right to left in a straight line, that might be a marquee, literally.
I honestly would like to see more minigame mods
i like making minigames. it's just hard to make the mod they're meant to be in lol
I wanted to make a minigame but it was extremely difficult so I just janked up the existing fishing one
For fireworks festival, I wanted to have the thing where you catch goldfish with a fragile net thing
Instead I smooshed the fishing minigame into being located in the submarine and rewarded you in carp
There was a chess mod
how do you see the fireworks from a submarine 
Would it be hard to make a fishing mini game that had you target certain rings for prizes based on cast level?
It's a minigame inside the fireworks festival
the fireworks viewing is the ending event and takes place aboveground
like you enter festival, you can optionally do the fishing minigame for carp to trade to the fox for clothing
but you can also just skip and go straight to the fireworks watching
Ah I would have to look up marquees
But that's for when Uber yells at me to work on that mod
(fireworks festival was for a mod jam so there was also a certain amount of "oh hell, it's good enough, ship")
you should absolutely not make a ddr minigame using html marquees
I do like that spacecore allows for custom currency for mini games now
next mod jam when 
mod jam overrated, need mod pickles
your name is red so im taking it as fact
Lol I regret to say I am not involved this go around
If there is one I don't actually know anything
too late ive already told everyone i know and said it was personally assured by a doctor no less
/lh
A witch doctor
mod jam helper huh
I helped last year!
Are we allowed to work on our long term mods during mod jam? XD
That's fine
dont the mod jams give you a concept you need to base the mod off anyway
I just want to be fueled by the motivation of other people producing things to get progress done, LOL
Typically yes, though depending on the mod it might fit
I should work on my long-term mod project
Somewhere in my spreadsheet there's something about minigames
We stare at logo, longingly
so what youre saying is, we should learn how to rewrite our git history timestamps
That's like several versions in though and honestly probably not
how's your equally impossible mod going
testing stuff for the alpha for 1.6 also really derailed me
The original concept is just ripping apart target game
(actually i am curious since i wasnt here for the past Any of them, how long of a time limit was given for past mod jams?)
completely 100% identical twins
Maybe for mod jam I can actually work on some of my smaller ideas. Like making Pierre a better person.
I think we gave like 10 days or 2 weeks
"smaller" is relative
In the past past there have been weekend ones
events are usually 2 weeks, occasionally 3
but somewhere between 24 hours and 1 month is a pretty safe bet

Oh I can definitely push out a shitty mothman in that time-- okay not 24h
I hope there's a way to go purple
I love when events and I can be purple again
the problem is I'm only purple reaaaaaally deep down in my heart
trade with me i wanna be red
i heard rumour of role colours....
I am attached to being orange mechanistically
but i'm not involved either ๐
yeah apparently if you make a mod you get an orange name
I usually go red or purple in channels where you can set it because of my username but orange is close enough xD
sorry to lord over you with our red and purple names
Red for name, purple because favorite
one of my friends mentioned "I don't usually know people's favorite colors, but I definitely know yours"
Purple is subjectively the best color
attac rectangle
i put too much knockback 
i dont know if its intentional but please keep the bat being flung off into fucking nowhere bc it was so unexpected and made me laugh
is the rectangle attacking you or the bats?
Oh are colors happening
we are twiddling our fingers hoping for colors
the rectangle is my test sprite
in the total absence of confirmation
We are dreaming of colors
oh color mask was implemented a while ago
Please keep, I squawked in the gym
much safer than hoping that the next portrait I try to draw comes out decent
i will not install trinket framework without super bat knockback /j
Do I get an intensity int
its a float actually
Can I send flying monsters to the moon-- HELL YEAH
ah so my problem was that i put knockback 5
which is actually like knockback 50 in terms of weapon stats
smack those bats off the screen so hard they vanish out of existence
(iirc that is a real thing the code does)
The trinket is a floating baseball bat
Or an electric flyswatter
Don't steal completely original idea
Well, quitting and reloading my save is making my building disappear now lmao
don't knock the power of the electric flyswatter. swatting flies was never more fun than when I got an electric flyswatter
snap! 'yeah, I got one! take that, you winged vermin!'
Do I need to register NetFields?
There is an RSV weapon with knockback so ridiculous I had to edit it to make it smaller because I never got to kill anything
Needs knockback damage, damage taken for hitting things when being knocked back hard enough
Knocking an enemy into other enemies and killing all of them would be hilarious
Ten pin bowling
Just like in my Like a Dragon Infinite Wealth
new minigame idea
I could maybe manage a 2 week modjam. Krobus just had a weekend one and I spent the entire weekend stressing about ideas and made absolutely nothing.
to be fair, my only remaining idea is to make increasingly-valuable items that you can buy and sell as a way to hoard wealth without going over the integer limit, so that you can flex to your friends about how much money you've made XD
buying pieces of a dragon's hoard, but instead of the physical treasure, he sells you a voucher that worth X amount of G and can be sold back to him for equivalent value. dragon's selling the dream, stable crypto!
Well, I'm still fucking something up I guess, even without the net field my building is still deleting itself
Does log say anything
Nope
Can also check your save for the serialized building
Oh yeah when did you register the save type?
GameLaunched
That's correct hrm
But when u first build the building it all works as expected?
On that day
Well, it has no functionality currently, trying to add something so I can be sure of that
Before I commented out the netfield, it was showing up in Lookup Anything
Yeah ig u should check if it ever makes it to the save file
you may need to annotate certain fields with [XmlIgnore] if you aren't already?
though i've no idea why your building's removed
I'm contemplating adding the crow critters as another custom field
What kind of things need XmlIgnore?
i really just coughed that into chat without thinking on it much, large instances such as animals or location references would be safer marked as xmlignore i suppose? if you're using any, that is
Hm, if anything I'm maybe not establishing enough about this building currently, just wanted to know lol
though really any data that doesn't need to be persistent should be marked xmlignore
If I wanted to test my mod against SVE and don't want to play until the CC gets unlocked, does the normal debug command for the community center completion still work?
Useable Community Center needs to be tested against SVE and CC Reimagined with a specific config for my next update
Not sure if it was fixed, there was an issue of one of the completion flags not being set if you didn't watch one of the animations but I can't remember which one
I ended up making a trigger action that sets the flag if you have all the others so I could test without watching all the events lol
So in theory if I add the bundle flags one by one and then the completion flag, it should be fine to test against?
The flag that wasn't getting set is ccIsComplete
Ok
I believe each time you watch the little animation of the junimos talking it checks if you've done all the things and if you have it sets that
So if you don't get the last animation it doesn't get set
There's also that animation the day after you need to view for something, can't remember what it triggers
I think it's necessary in order to unlock the theatre?
I only need the CC refurbished in order to test my mod ๐
I had a much better grasp on this when I was actually trying to fill out the mail flags lol
Since it only patches the CC interior at that point
I usually just do debug completecc because I don't care about the other flags 
Some things in the game are locked behind ccIsComplete
Which you won't get with that debug
I just need the boat to be unlocked and the movie theatre and that usually does it for me
Fair
I need the rooms, so I usually go through and do those flags manually one by one
I can't remember what it was now, really screwed with some testing I was doing for a couple days lol
The crafts room is the annoying one, so many CC mods change it
Somebody asked me if the dye pots in the crafts room worked with a specific setup and the answer was no because I didn't have that setup to test and SVE removes them.
But apparently CC Reimagined can override SVE's changes, so here we are
I'm guessing this is what I'm looking for in my save files?
I finally got the doAction functionality to work so I can tell that it's using my class for the building
When u use spacecore save serialize it stores the class name in a second file
And puts it back into save on save load
I've got these, farmer is an empty list
And this is in the other one right
You can find the matching building in the full save right
Can I just crack that with a text editor as well?
Hm, doesn't seem to be here
Yeah, just going through looking at all the building matches now. No matches for crow or feeder
I see all the other buildings that are typically on the farm
Something must have exploded during save 
could you share the basics of your building code?
i am finally back home
?? false made the entire line do a red squiggly funny, so i've fallen back to this:
{
foreach (Building building in __instance.buildings)
{
//BuildingData data = building.GetData();
if (building.GetData() is BuildingData data && data.CustomFields?.TryGetValue("Aviroen.AtraAntiCrow", out string? customString) is bool b && b)
{
if (bool.TryParse(customString, result: out bool stringActivated) && stringActivated)
{
return false;
}
}
}
return true;
}```
sadly, is bool b and also b by the way actually works
I DIDN'T RED ERROR 
god why do i try and use cue.setvariable() it's been 3 mods now and i hate it
now how in the heck am i gonna determine that it's actually working
Can I use PFM to make a mod with the same logic as vanilla Stardew's kegs and jars?
For example, I put 1 strawberry in the jar and it gives me a strawberry jam, then I put a grape in and it gives me a grape jam and so on.
Don't need pfm in 1.6, not sure how flavored items work in 1.5
iirc tosko is squint modding mobile
That's why I bother mentioning 1.5
that's an lmao that hides a lot of pain
๐ฅฒ
TBF, I'm usually grasping
Did you put () around the entire thing
https://github.com/zombifier/My_Stardew_Mods/blob/795fd55cdc3360790b6334bd13184e1d8bb3592e/ExtraAnimalConfig/Utils.cs#L27
is there anything about spacecore serialization stuff besides just the one line in the github readme for it?
you want documentation?
Not that I'm aware of, probably would need to hunt it down in the source and try to understand it to learn more lol
unfortunately
{
foreach (Building building in __instance.buildings)
{
//BuildingData data = building.GetData();
if (building.GetData() is BuildingData data && data.CustomFields?.TryGetValue("Aviroen.AtraAntiCrow", out string? customString) ?? false)
{
if (bool.TryParse(customString, result: out bool stringActivated) && stringActivated)
{
return false;
}
}
}
return true;
}```
i was just wondering where you'd even know that xmlignore or w/e is a thing you might have to use
Been loosely following what atra did for registering the shovel
And also how the base game is set up
you've hit a breakpoint on the spacecore register method, right? it's actually being registered?
Need a ( before data.CustomFields and a ) after the ?? false part
i've never tried subclassing a building, so i'm not sure if the game handles it weirdly
I have a stupid idea for testing
I can throw a breakpoint in to be sure
A strange quesiton perhaps. What will you call the act of finishing bundles in the community cneter? i m doing my i18n work... Is "donate" appropriate?
i imagine you donate items and complete bundles
otherwise the code thinks you're trying to &&-ing the first two conditionals, and fails because the latter can be null (and you didn't make it not null with ?? false)
But u might be able to see errors this way
(why does avi want this again though. TryGetValue returns false if the key doesnt exist in the dictionary)
(the dictionary can be null)
because there's a ?. in the chain
honestly i'm confused and lost at this point
Definitely hits the breakpoint
but that's ugly
we have that in common. let me live with bool b in peace
LOOK at ur pfp and tell me to use ?? false instead
for reference, without blueb's "is bool b && b" or selph's ?? false, it was throwing this error whenever i saved: NullReferenceException: Object reference not set to an instance of an object.
Can you provide a sentence that you'd want to use it in?
basically your condition can be boiled down to
A && B
but B can be null, causing your code to error out
blueberry's and my code basically adds a "if B is null turn it into false" and make it not complain
A && (B ?? false)
or
A && B is bool C && C
Maybe I should ask Casey if this is working correctly lol, seeing as how I can't seem to find anyone else who has actually used this for buildings
(fuck null, we should all use Rust rahhh)
god i love this forwarding feature i just yeet the advice straight to my personal c# chat 
c and js would happily accept false || null but here we are
is this for the scarecrow building?
yep
both roku and i 
IT DIDN'T WORK
impressive. group therapy
how dare u, there's an elegant beauty in my sneefing cat pfp
oh wait no i'm stupid
because content patcher couldn't be included, my mod with the json attached didn't work
var data = building.GetData();
if (data.CustomFields is not null && data.CustomFields.TryGetValue("Aviroen.AtraAntiCrow", out string? customString))
{
if (bool.TryParse(customString, result: out bool stringActivated) && stringActivated)
{
return false;
}
}
why not do it like this
can... data be null
it screamed at me that it was null, but i can try it
like I will donate some items . I think "donate" is enough, but I didnt find it in English wiki so I want to make it sure
I wish you both the best of luck! :D
though, couldn't you also do it in Content Patcher by adding the context tags crow_scare and crow_scare_radius<>? or did you want to do it in C# for the personal challenge?
some part of SDV's code thinks so IIRC
then if (data is null) continue; before the if statement
author capability, also i just enjoy bashing my head against c#
or just add it to the if statement
Donation is usually associated more with the museum but I don't think it would look out of place for the community centre either.
dont think it would be needed, as to get into the if, it has to not be null
data.CustomFields is not null &&
oh no, stardew updated
not quite, data.CustomFields explodes if data is null
did that break everything
Rokugin found that putting gigantic numbers in for crow_scare_radius made Range Highlight and other range-showing mods freak out so they wanted to circumvent that (just in case someone wants a several hundred tile sized farm I guess haha)
just null chain everything and give up
why do ambient sound cues play at full volume even when you use SetVariable("Volume", 0.00001f)
I remember that, lol. that's why I put a warning in my mod about turning off the scarecrow function for that mod and mods like it if you used them
i appreciate you, random citizen, but i am stupid when it comes to c#
What did you set your radius to? I set mine to 30 and both Data Layers and UI Info Suite 2 were fine with it.
I actually do not use those mods, but I thought it would be a useful warning to anyone who does
Yes but you did not actually answer my question :P
oh! for the scarecrow! I set it to 500 XD
500 covered every farm I could find on the Nexus
yeah that'll nuke someone's game
Oh yeah
Anyone who is using any of that kind of mod (which is probably a lot) is going to hate you haha
and people do not read, which is why roku and i are going the road less travelled
But remember it's a radius so you only need 340 to hit both the side and top of even that gigantic map
that's why I warned them to turn off the scarecrow option! XD

shit
maybe sdv1.7 will make the AmbientLocationSounds class more mod-friendly...
my favorite gif for people who do not read
i need to edit asset in c# now
I do not regret for one moment my decision not to mess with 1.6.9 until it's out
who released this midnight beta patch
i swapped my c# into 1.6.9 because there was a method that was unprivated 
Alright, time to see if I successfully did the thing I'm not supposed to do or bricked the hell out of this save file
oh god, how do i do this goes to the wiki
Cool cool, no errors and the building is gone
Slowly but surely working my way towards "give up on this and just use mod data"
you went the much harder road i went the "screw this" road
1.6.9 went out, or was it a patch to 1.6.8?
I'm really wanting this to work because I wanna add some other functionality besides just the dialogue
some beta patch got me
Nightly beta
Good, back to slog I go.
1.6.9 should drop on the 4th
As in the 4th of November? That's so far off it might as well be next year.
Yeah lol
I am torn, between 'do I start a play file with all my mods now, or do I wait until 1.6.9 when I will have new toys to play with'
not really that many new toys 
Yeah, 1.6.9 might break a few toys but it's not adding a lot of new ones for players.
Wait until every C# mod that broke in 1.6.9 gets updated
I have to play now, before I become orange and therefore am forbidden from playing, since cheetos stop playing when they become cheetos. or so I've heard XD
That's a lot of nonsense, really.
It happened to me before the en-puffening
I mean, if you count testing, I play a lot
i get the inkling sometimes, and then while i'm playing i'm like, "i want a feature in c#" and then i write it in a comment, and proceed to not do it
I don't really make a distinction between playing and testing at this point.
I still play but I barely qualify as a real cheeto
If it's not a feature that I'm actually going to use while playing, then it hardly seems worth maintaining as a mod.
you've already completed the cheeto pipeline, support -> cheeto 
also, I have a question, because of course I have another crazy idea. if I wanted to make a custom NPC, where all they did was hang out at a specified location (probably just end up making a custom farm building for them, honestly) and sell items, would I need to follow the make-a-custom-NPC tutorial, or would it be a simpler process than that?
just a shop? no npc necessary
You use a simple/non-social NPC for that, or even just a tile action.
hell, you can get away with just a portrait load in the texture
they can just be a jpeg like the traveling merchant
Draw something, give it the ability to sell items, and then pretend he's an NPC.
Probably preferable to a real NPC for something you want to live in a farm building
okay. I always find myself discouraged from playing once I've bought all the stuff and the money keeps accumulating with nothing to spend it on, so I was wondering... what if there was an NPC that sold Stupidly Expensive Certificates that could be sold back to the NPC for a full refund, and that would give a reason to keep earning G because you'd not risk overcapping anymore? or maybe I'm overthinking it. I just hated having to build multiple gold clocks to spend my money down...
but that would need C# right, for NPCs (even antisocial ones) to path into farm buildings
that's it, i'm gonna make a texas holdem minigame
How many years into a playthrough would you have to be to get multiple gold clocks?
I think you would just warp them directly to and from the building like the spouse
Straight from building to bus stop, bus stop to building, or wherever, just no pathing on farm
modded or not? might be a better question for the crowds at seasoned-farmers
I think it was more aimed at Sekundes
I usually start building them around year 3.... >.>
I didn't even know there was an actual non-integer cap to money lol
ah okay I though focustense was asking a general balance question lol
i thought it was 32bit capped, i could be wrong though
It was a semi-rhetorical question, like by the time you're making that much money it's time to start a new game because you've already done everything. (I guess unless you're using a money-making mod.)
by the time I end year 1, I try to have at least 3-4k preserves jars made and running
imo that's definitely not normal progression
That sounds like it would take a lot of time managing
yeah, which is why I wanted to try making a mod where all it does is sell money-sinks
3-4k? 3-4 thousand? That's effectively impossible in a vanilla progression from the coal costs alone (and way more inefficient than kegs).
Automate is a ton of help
Mind you, I never use automate or anything
I can't live without Automate
If I want to play a factory game I go play one
even with automate that's definitely not a typical progression
I make massive tree farms and use lots and lots of charcoal kilns to get my coal production up, as well as buying stone from Robin before Year 2 hits
I have 8 preserves jars and 12 casks whoops, kegs
I just hate loading and unloading machines, my fingers get tired lol
I've gotten it down to an art form, honestly XD
Well, if you enjoy it that is good
When you're in the middle between buying a Golden Bell and climbing to the top, there's a real lack of motivation to make money
Yeah, Automate just takes away the monkey work. I ran some tests and it doesn't even really alter the balance that much except if you use it to "cheat" in the mines during the first copper dive.
and I just prefer jars to kegs. I have modded sheds, and I name each of them Bob Marley, because they be jammin'!
Can't imagine playing without it. It's so silly to spend 10 real minutes just running around putting stuff into machines.
It takes me about 30 seconds every 3 days to manage mine so shrug
I don't get where you would even place 3-4k jars or kegs, you need like a dozen sheds for that. Which means you have no space to grow crops.
Unless you use modded sheds like Sekundes said?
To be honest, after all the preparations have been made, it is somewhat boring to wait for the growth of the numbers
Dr Who sheds
I have one extremely Tardis-like shed
I have a mod that gate automate behind hoppers, and it's surprisingly therapeutic. I have 3 sheds that I scale up gradually, and I never spend that much time every day reloading them
at this point in my save they're all automated though 
Oh, I missed that. Yeah I guess if there's some giant shed mod then that makes it feasible.
I don't even bother with hoppers
aaaaanyways, moving past me and my degenerate, makes-Joja-look-like-casual-scrubs ways, if I just wanted a shop with an NPC portrait and a cute little story you learn through the shop menu chatterbox as you talk to them, maybe a letter or two, that's best done through a custom building, right?
Everything on my farm is handmade artisanal product xD
yeah.... my sheds hold a thousand jars per shed XD
best is subjective
I would just do it with a map tile
TARDIS sheds indeed
but of course with all the expansions/NPC mods lying around map space may be at a premium
Trying to mentally estimate the square footage of a real building with a thousand barrels
3-4k jars. If without automate, it seems that you can't finish putting stuff in one day
Lol, this is really getting to ya
I use Automate, yes
Hell, without Automate, you couldn't even make your way around 4000 machines.
Never mind the milliseconds to load/unload.
with Automate, my farmer gets around 4000 machines ๐
Me? Nah, I just think it's funny for reasons that I suppose only chronic min-maxers would understand.
The town has become a gigafactory
I had considered finding a mod or making one to try to balance Automate a bit by adding a more substantial cost to the connections
Have you looked at Junimatic, roku?
yeah, it was going to be a fairly small building. maybe a 2x2? just big enough to hold a little cave and a teeny little dragon with a single copper piece clamped in his little jaws, from a DnD story I read about where a town had a custom of using that dragon and his singular coin as change for purchases, and the party was supposed to take this dragon and his coin, travel with him a little, and spend him in another town because he liked to travel
I haven't, I'll check it out though
also this was the mod I was mentioning: https://www.nexusmods.com/stardewvalley/mods/11727
I have seen it described as a less OP automate
Oh my god and it has tiny little Junimo's running around
There are several mods to try to "balance" automate but, at the risk of repeating myself, I've found that it doesn't really have a huge impact on balance except at a few critical moments in the early game and then very very late in the game when the kinds of players who care about balance have already started a new run.
Walk of Life also has its own spin on automation, though it's rather underwhelming
Yeah, I've never been bothered enough by the perceived imbalance to do anything about it, but having Junimo's run around carting stuff might be worth it lmao
(it just makes hoppers able to take output instead of just putting in input)
I always took Junimatic to be more of a fun/flavor mod than a serious critique of Automate's balance.
But who knows what the author intended.
IMO early game is pretty important, even a couple seconds not spent checking a couple kegs help immensely with the grind(tm)
but then again I don't really do speedrunning so I'm not sure if machines are actually a crucial part of speedrunning. I don't imagine it is?
I think it depends on how you define "speedrun", I'm not aware of a lot of players who are literally optimizing for real time as opposed to in-game days (it exists, but it's not that common).
and tbh AutomateChests is definitely a flavor mod for me as well. It just feels thematic you have to buy magical devices from the Blue Man that can make your machines automagically work on their own
In a min-max run there are a few critical days when you often have to restart, one of them is the first mine traverse where you need to collect enough copper to build an extra furnace and smelt enough copper to have 5 bars to upgrade the pickaxe, all by around 2-3 pm in game so you can make it to Clint's by 4. So if you use Automate to "help" with that, it can be a bit of a cheat.
And if that bothers you, then just... don't put a chest next to the furnace.
makes sense that the limited energy already limits the amount of work you can do per game day, and the rest of the night can be spent loading machines (automatically or not)
To be clear here, what Automate is "helping" with there is not the time spent loading the machines, it's automatically smelting new bars even when you don't have elevator access.
yeah I was talking about the other use cases outside of that case
That's why I'm "meh" about the whole balance thing re: Automate, it's just these weird occasional little moments where it matters, it's easy to just not use it to cheat in those cases, and at almost every other point in the game during Year 1 you don't have enough machines or crops for Automate to tip the balance significantly.
If you like it to be behind some progression then that's fine too, I get it, that's why I designed the fishing mod to have optional progressions.
the perpetual fight to make an 'aging valley' mod vs my patience to write that much bs, i choose my sanity every time
if you need help writing dialogue, I wouldn't mind helping! or code-writing from a template
it's a serious offer, I have copius amounts of free time and am always looking for things to fill it with
probably once i'm done with my outdoor maps i'll put out an audition? sos? help wanted? for writers/overworld sprite artists for my expansion
sounds good, I'll keep an eye out for it :D
cause i sure as hell ain't writing the amount of npcs i planned to put 
lol, I run a Shadowrun TTRPG discord server, writing dialogue for NPCs and telling long, convoluted stories is what I live for
(this is also after i've settled out a job so probably not until december cause i do want to at least settle some initial payments for the effort)
just let me know when you're putting out the auditions, I'd love to apply
man drawing this patchy grass takes forever
it was a good call for kisaa of yesterday to make entire sections on the ground fully dirt
yeeeah, drawing stuff like that can take forever. Kisaa of yesterday was wise
drawing the cliff shadows dont take as long at least
just wait until you get to the leafy greenery that sits on the Always Top layer
been there done that thrice over, i do that layer much faster than i do the grass and dirt on the Back layer 
to this day i still dont understand which cliff shadow tile is supposed to be for which cliff face and it's mostly bc of how the tiles are organized on the tilesheet. mr ape your mind is an enigma....
Someone told me to ask for help from here instead so uhh
I am not much of a coder and not really good at content patch usage but, I wanna know how to code it so that my character can react differently for others' portraits, for example getting happy when morris is panicking instead of mimicking the expression, or not getting sad when alex raises a football-
Also, i'm using sve and sometimes my chracter reacts the wrong way to them. i.e. crying when they're happy
https://www.nexusmods.com/stardewvalley/articles/2052 I assume you meant you're using the 1.6 version, I'm transitioning off of mobile right now so I'll grab some other links but this is probably what you're going to refer to while also reading content patcher docs
I am using the 1.6 version yes
!gettingstarted
If you would like a guide to setting up mods for Stardew Valley, check out the getting started guide! https://stardewvalleywiki.com/Modding:Player_Guide
god every time
Thank you so much I needed that
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
you guys are a literal godsend thank you, I've been wanting to make an in-general emotion template for my character on SVE and now i have the capability to start it, i only hope that I can focus enough to follow through.
feel free to drop in here anytime, this channel has a mixup of when people are active so if no one responds don't feel bad about it, the chat is probably asleep
aight, thank you so much guys
the sun never sets in this chat
I'm starting to work out the specifics of a changing weather system (I'll need y'all thought on the balance later), but I just realised I completely forgot to acknowledge green rain
I still don't know if I'll actually try to make this mod, but it's fun to think about the mechanics behind
im having issues with some custom hats and haircuts. some of the custom hair styles bug out when i put hats on. one bug is where the custom hair gets switched to another custom one when putting on a hat. is there a spesfic way hats and hair are suppose to be done?
is this vanilla or FS hair
whats FS? it's just modded vanilla stuff
Fashion Sense
which hats are you testing? some hats have a "hide hairstyle" setting
oh i didnt kno that. was trying several random ones. i take it i can look on the hats data file to see that setting and adjust it?
also wow i didnt kno concerned ape was in here ;o!!!
O>
actually not seeing that on the hats data file
https://stardewvalleywiki.com/Modding:Items#Data_format_7
the field (2) right after description determines what to do with hair
can someone help me understand why smapi is pooping itself https://smapi.io/json/content-patcher/38cbc3e7cb864fd7a07fe5891fa7c53b
im not trying to use coops or barns as a token im just using it from my config
Check the spelling of your config option
That usually pops up if your key in the Config Schema isn't exactly what you used in your Condition
it is spelled the same...
Restarted
your config value defaults to "Version 2", but "Version2" is one of the allowed values
Not sure if that causes problems but try fixing it
If I have a mod that is a CP replacer, is there a way i can update it to the current version of CP which lets me add things instead?
โฆthat may be confusingly worded, I apologize
what is a CP replacer?
Is it something that replaces CP?
Can you link the mod for better context?
sorry
This would be for personal use only, but for example this mod
Currently, it replaces wood fences. Is there a way to update it to add these fences as a separate option instead? Or would that mean getting in the weeds with code and basically rebuilding it
If you wanted to add it as a custom fence in the game (rather than replacing an existing) then you'd likely need to get a little bit into the weeds but I don't think it'd be too difficult.
You'd need to define it as an object and then define it as a fence via CP's EditData action.
You would need to mostly rewrite the CP portion but as fireredlily says it's not terribly difficult
Especially if the png is already in the correct layout
Based on the normal Fences, it looks like you'd need 4 parts/actions:
- Loading in your png asset as a texture
- Creating a Data/Objects entry
- Creating a Data/Fences entry, and
- Creating a Data/CraftingRecipes entry (if you want it to be craftable)
None of those are hard, the modding wiki defines the data formats pretty well, but it's easy to miss a piece.
I'm asking for some UX help. I'm making a cross platform savefile viewer and editor. But, I'm a bit confused on one aspect.
Right now, as it works, the user has to manually add in the Name_* files to the app.
The other approach is setting a directory (e.g the default stardew valley savefile directory) and the app will automatically scan the files.
The advantage of the current approach, as it seems to me at least, is that it's easier to deal with. For example, if you play on Switch, you can easily just import the Name_* file to your phone, edit it and export it back to the Switch. No need to deal with anything else.
Which one would you prefer?
or would you want both?
I've just had to fix a bug in my mod caused by SMAPI Keybinds.
{
if (Config.ZoomKeys.JustPressed())
```
In the above code if you hit 2 buttons at the same time, they both pass the if condition because the state is still flagged.
I had to do this to get around it:
```if (Config.ZoomKeys.JustPressed() && Config.ZoomKeys.Keybinds.Any(x => x.Buttons.Contains(e.Button)))```
Does anyone know a cleaner way? Ideally it would be nice for Keybinds to have a Contains<SButton> function
just to clarify, what's the issue? Is it that your initial condition fires twice if you press a keybind combo?
Is this a mobile only app?
nope, both mobile and desktop
Well a save is at least 2 files (SaveGameInfo, name_11111111)
SaveGameInfo isn't necessary - all the data there is available in Name_*
parsing wise, it doesn't take that long either
Yeah but just in case ppl want to edit something that needs to also go in SaveGameInfo
changes can be reflected into both files if needed, SaveGameInfo only stores the <player> element. ๐ค
So back to UX thing, I think u would do something like citra (rip)
The default save folder is searched and listed on opening app
A open button exist if you need to grab the save folder from non default location
And ppl should be able to change the default save folder in settings
the input docs recommend using ButtonsChanged instead of ButtonPressed for this exact reason: https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Input
Don't use the ButtonPressed event to check keybinds, since it's raised once for each button pressed. If the player presses two keys at once, your keybind would be activated twice. Use ButtonsChanged instead.
What are some use case for ButtonPressed
i'm sure there must be one, but i don't think i've ever used it
Hit 2 keys on the keyboard at the same time, they both land on the keypressed event, but then both pass the Keybind IsPressed against a single bound key. So press Home and Insert, if the bound key was Home then Insert passes the check too. Makes sense why it would, but ideally need to check if the pressed key is the bound key
try using ButtonsChanged instead of ButtonPressed (see above)
e.Button == Config.ZoomKeys?
It gives you the specific button in the event args
i'm gonna ask here but i don't know if it's the good spot ,
do you think someone is able to make all crops regrowth like the blueberries , and others ? maybe in exchange of the exact price in seeds directly from the purse of the player ( for example , if you collect a Blue Jazz , the mod are gonna automatically remove 30 po because it's the price of the seed ) this is something not really needed but if you want to balance it
regrowing: easy
deducting money: C#
though changing the regrowth property in the middle of a game might not affect previously planted crops
you can just change the crop data for the vanilla crops
the easier way to rebalance is either a) make seeds more expensive or b) make the crops sell for less
you'll notice that berries typically aren't super expensive per berry because you end up with a ton
i see ... so deducting money is dead for me ( i tried to modify the mod hibernation for the 1.6 but even with help i don't have the capacity to make it work ) , so how i could make the crops regrowing ?
- Make a CP pack https://stardewvalleywiki.com/Modding:Content_Patcher
- Edit Data/Crops https://stardewvalleywiki.com/Modding:Crop_data for the RegrowDays property of each crop you want to change
you also need to edit their sprites to have a regrow sprite
Crop sprites are stored in TileSheets/crops
!unpack if you don't have the game unpacked, start with that
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!
so in the unpacked version i should find mostly the format of the code needed to change ? i'm gonna need to do that for every single crops ?
yes
if you use C# you can do it programatically (ie. just loop over every crop entry and edit their data)
i don't know how to use C# :/
The unpacked version has the format of the data the game reads
When you make a CP pack, you're writing up instructions on what to change
But importantly, CP packs have a different format than the game data
You cannot just copy the game data and use that as the CP pack
it's gonna take me a while to do that ...
Usually making a mod takes some time. I suggest trying to do it for one crop to start with
You may find it easier to work for a little bit, and then come back later
If you've never made a mod before, sometimes learning all the formatting can be a lot all at once, so breaking it up into smaller chunks helps
on the link you give me , the crop data , i see that : The number of days before the crop regrows after harvesting, or -1 if it can't regrow. Default -1 , so i hopped i could change just a number to do that ... i know mods take time to make , but i hopped something like that took like 10 mn to do uh
Most of the time will be in figuring out how to make a content pack at all
The actual edits are not terribly complicated
you think someone can do it for me ? :w
you can ask around or try to commission someone. it's possible other people are also interested in this
There is this mod which makes some (not all) crops regrowable (among other changes):
https://www.nexusmods.com/stardewvalley/mods/4685?tab=description
If I set an 'action AddMail mail_name_here received' just to set a mail flag, do I also have to add an entry for that mail to data/mail? And will it show up in the player's mail tab?
@rancid temple re: custom building type
i could make a well into a fish pond like this, and a custom type if i do spacecore register
oh thanks , i'm gonna install it , it's better than nothing :D
it's what i asked at the start , maybe someone are kind enough to do that ... or at least other people want this type of mod
no and no
Thanks!
i think if you do make it a data/mail entry, it will show up in the collections tab (but it might only get added there when you read it, i'm not fully sure)
So if someone would likely to make a mod where all the crops regrowth I would be happy :D
I think FTM supports CP conditions now?
a certain version of rubberducking ๐
In Visual Studio, if I am building a mod with both a content patcher part and a C# part, how do I get them to be in a configuration so when I build the project it loads both parts? If there is a content patcher mod folder in the main mod's folder it won't load the CP part., but if they are both in their own folders in a main folder it works, but VS won't let me build it that way.
Do I just have to manually move the content patcher folder every time I rebuild the mod to test it?
okay, I will look at that then. ty
theres so much brown and green 
that works great, ty so much.
Is there a 1.6 equivalent/update for Free Love?
PolyamorySweet is one that most people are using, but in the future, this is a better question for #modded-stardew
there is a command for updates to free love but- yeah what fireredlily said about the other channel
(i dont remember the command)
Hahah I was mostly looking into it for compatibility for my own mod so I thought it would belong here, oopsy
hard to tell if someones looking for a mod for mod making purposes or playing purposes, sorry!
no worries! i wasn't very clear so it's all good
I dont think we shouldnt mention that mod cus its NSFW 
First I'm hearing about PolyAm being NSFW. that's news to me. But if so, I'll not mention it again!
are nsfw mods allowed on nexus? because it's definitely just up there
Wait, is it NSFW? I did not know
Had considered trying it at some point but not if it's that kind of vibe
i think polyamory is a grey area since we do have a command for that?
I literally see no mention of it being NSFW on the mod page and normally that would be.
I don't want to ping Apryll directly just to ask LOL
yeah i'm looking through the files right now and not seeing anything nsfw about it? unless we're considering polyamory itself to be nsfw somehow
Well the NSFW-ness of a mod is decided by moderators of this server
I guess u could ask bouncer if u want
I know it was at one point, maybe they removed the content again
i'd personally guess its the npc because the intro event is burnned into my mind but alas, idk to be sure, i barely actually play atm lol
they are, but there is a filter. this server doesn't allow discussion of NSFW mods though
Part of the problem with the mod was that Apryll did not warn anybody that it was NSFW. The NSFW content may have been removed now, I'm not sure.
!freelove There is an unofficial 1.6 fix for Free Love as well. Also, EnderTedi is working on a new polyamory mod (available on the ES server).
A semi-official update of Free Love and several of its associated sub-mods is available on the Stardew Valley forums.
Free Love: http://forums.stardewvalley.net/threads/unofficial-mod-updates.2096/post-123155
Bed Tweaks & Spouse Rooms: https://forums.stardewvalley.net/threads/unofficial-mod-updates.2096/page-134#post-121068
Spouse Patios: http://forums.stardewvalley.net/threads/unofficial-mod-updates.2096/post-121068
https://www.nexusmods.com/stardewvalley/mods/20655
Hugs and Kisses: https://www.nexusmods.com/stardewvalley/mods/21019
I'll probably just stick with this for now since I'm familiar with it and then add support for the new one if that gets a full release, thank y'all!
And it doesn't disappear on save load?
I am kind of confused as to what you mean by making it into a fish pond and a custom type though
i was trying out the manually put in xsi:type="whatever" strat
but hm i think there is problem with spacecore save serialization, we are both testing this on 1.6.9 right?
It downloads fine for me. Maybe restart your browser, clear cache, etc. Comments on GitHub say it was fixed recently.
It's a 200 MB download so I can't really just upload here.
yea i think this transpiler failed to find entry
https://github.com/spacechase0/StardewValleyMods/blob/develop/SpaceCore/Patches/SaveGamePatcher.cs#L208-L234
i tried my scythe enchants mod that definitely worked in 1.6.8 with 1.6.9 and yep it wasnt getting put back
i think so, rokugin and i were both failing to get buildings
Failing to get buildings? What does that mean?