#making-mods-general

1 messages · Page 59 of 1

lucid iron
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we made custom building type

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which gets put into the serialization json file all fine

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its just not getting put back on load

next plaza
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Hmm

lucid iron
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bc that bit i linked didnt find an entry point

next plaza
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Curious.

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Remind me in 30 minutes to look into that

patent lanceBOT
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.....ok..... (#6293487) (30m | <t:1728595679>)

next plaza
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(I’m about to get off work)

lucid iron
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i printed the instructions and indeed theres no DeserializeProxy getting added

ivory plume
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(There's some fairly significant changes to the SaveGame model in the latest 1.6.9 patch.)

next plaza
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Ohhhh

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That explains it

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I was about to say #BlamePathos, looks like I was right

ivory plume
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(Nope! You can #blameMyuu for this one.)

lucid iron
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here's my minimum repo mod, it tries to give well a custom building type

ivory plume
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(The changes will help SpaceCore long-term though, since it means the save/load logic is much more similar between PC/mobile/console going forward.)

rancid temple
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Thank you for saving my sanity lol. Bittersweet relief to know it wasn't just something I was doing wrong

vernal bone
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This might be a dumb question (sorry in advance lmao) but does anyone know if it's possible to add a gift box to a map w/ content patcher? Specifically, I want to make it so when you marry a someone, a different gift box spawns in the farmhouse depending on who you marry, but so far all I'm seeing is modding the gift box that spawns in a new save SDVpufferwaaah

brave fable
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i was so productive before i installed the 1.6.9 beta 😌 spacecore as a dependency on every mod..

lucid iron
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despite the name FTM is the "spawn stuff on any map" framework

next plaza
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SpaceCore can do something similar too

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With the loot chests

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Though... given the farmhouse, not sure how you'd make it work per player

lucid iron
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maybe u can just have the spouse mail you stuff though

brittle pasture
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mailing is definitely the easiest method that doesnt require any extra dependencies

brave fable
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but also why would your husband/wife send you something in the mail. they live there. it's their house lol

brittle pasture
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I was thinking housewarming gifts from others, in which case it makes sense in the mailbox

lucid iron
patent lanceBOT
next plaza
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Literally just opened it uber

vernal bone
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looking at FTM, it looks like this'll have what I need 👀 thank you!! I know mail would technically be easier, but I just figure a box would make more sense in this context lol

like if I was moving 5-10 minutes away to a different house in the same town, I'm just gonna throw my stuff in a box and go, not ship it LMAO

crystal field
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Sorry it this is in the wrong place.

So i want to make a stardew valley mod and have all the coding skills to do it. But I completely lack any pixels art skill. Any tips or resources out there? I don't want to put out something with crap art.

lucid iron
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art has no rules though just try stuff and see how it goes

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!software

ocean sailBOT
brittle pasture
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just opening up and editing vanilla sprites help immensely in getting your feet wet

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speaking from experience as an art deficient coder

vernal crest
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There's also free or low-cost pixel art resources around like on Itch or open game art

next plaza
lucid iron
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what kind of mod are u hope to make anyways

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there's a lot of things you can do just by recontexualizing vanilla assets

ivory plume
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That's fair. Since I'm committed now, I may as well refactor the save logic.

brave fable
crystal field
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Thanks I will see what I can find and I will just fire up good old Aseprite and see what I can pull off.

Already, have most things working feature and map wise really just lacking art. Already using placeholder art

next plaza
lucid iron
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happy to report it worked wew

next plaza
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Hooray!

rose forge
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maybe this will be a noobish question but I have made a custom tilesheet set for myself, I can use it in tiled to make the map, but the recolors will not work, and if I remove the original tilesheet i edited from the same folder as the map, it will not load the map into smapi

    ```{
        "Action": "Load",
        "Target": "Maps/z_nesting_box_dark",
        "FromFile": "Assets/Maps/z_nesting_box_dark.png"
    },
    {
        "Action": "EditImage",
    "PatchMode": "Replace",
        "Target": "Assets/Maps/z_nesting_box_dark",
        "FromFile": "Assets/Tilesheets/z_nesting_box_{{woodcolor}}.png"
    },```

here is my code? tilesheet works but recolor does not change anything

lucid iron
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Assets/Maps/z_nesting_box_dark

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should be Maps/z_nesting_box_dark

brave fable
ocean sailBOT
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Log Info: SMAPI 4.1.0-beta.4 with SDV 1.6.9 'beta' build 24284 on Microsoft Windows 11 Pro, with 22 C# mods and 4 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

rose forge
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okay I try that ty

crystal field
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Making portraits from scratch is the primary difficulty at this point

heady crest
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is this how i make a working door? checked teh wiki but its kinda vague (or im dumb)

rose forge
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i'm now getting an error ;-;

[Content Patcher] Patch error: (CP) Immersive Barns and Coops > Load Maps/z_nesting_box_dark has a FromFile which matches non-existent file 'Maps\z_nesting_box_dark.png'.

vernal crest
ocean sailBOT
next plaza
vernal crest
brave fable
ivory plume
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(Legacy reasons; the JSON and log parsers used to be subdomains, before they were moved to smapi.io/*.)

ivory plume
crystal field
faint remnant
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Is it possible to edit the mill/what items can go in/out of it with CP?

lucid iron
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ya

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vanilla mill has example

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iirc cornucopia give molasses this way too

faint remnant
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Thank you!

calm nebula
velvet narwhal
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Oh-- SDVpuffersquee the midnight beta was much more than I thought. (Time to take a break from my c# for a few days excuseexcuseexcuse)

brave fable
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content patcher incompatible == modding incompatible SDVdemetriums

blissful saddle
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Hello, my fellow modders.

First time tinkering with Stardew Mods and, before I dwell too deep just to find it was attempted already and not possible, I decided to make this a question:

It is possible to alter the Total Exp needed to level up the skills?

I got to this playing a bit with LevelingAdjustment and finding that I am very unsatisfied in how it approaches the matter, altering the gained xp in the case, and stumbling on things like partial XP. I know the mod has an option to round up the partial ones, but it's very this that makes the solution unsavoring to me.

I would like to make skill leveling slower or faster without resorting to this, and simply altering the amount of xp needed to progress.

lucid iron
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i guess you can just give the needed exp to next level once u hit a specific lower number

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not sure what is wrong with just altering the exp gained though

tender bloom
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Anything is possible with enough C#

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This particular thing might be super annoying

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Especially if you want company with other mods

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Mostly ones that touch professions

lucid iron
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yea im mainly concerned about spacecore skills

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u can always patch spacecore ofc

blissful saddle
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the main problem is that when the altered exp is between 0-1, when goes to integer, the system gets it as 0. Or 1 with the Round Up option built in (ceiling)

lucid iron
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u could prob make a float just to hold the remainder

blissful saddle
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my target is to make, as an example, if would need 5 trees cut to goes from Foragin 0 to 1, now one would need 20. so making the rate go for 0.25

lucid iron
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give the 1 exp once u have 1.23920 or whatever

blissful saddle
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cutting a tree is 1 exp though

lucid iron
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continuing with 0.23920 in the remainder

blissful saddle
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this is a good thing, but I would preffer to tinker with the total exp instead of making a LevelingAdjustment 2.0

lucid iron
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as long as you account for spacecore skills in your solution, it should be fine

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this is C# land you are free

brave fable
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spacecore at least lets modded skills define an experience-per-level array themselves, so overriding those is simple enough. if the base game is similar, you can easily replace experience requirements

blissful saddle
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I think making the inverse rate act over the Total Exp once a day instead of calculating the exp gained would be also a cleaner solution

blissful saddle
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I will dwell on the game libraries so to get where the Total Exp is stored and if it can be set, changed or at least worked with (as a fake exp). I also looked at the LevelingAdjustment code to have some ideas, but it just refers to Player.gainedexp

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as would be expected, of course

brave fable
blissful saddle
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the main target is to alter the base game skills first. I hope it is as easy as the LOC solution sounds

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even if not changing the base game values perse, but at the exp check

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I am right now setting my visual studio project as says the modding guide on the wiki

boreal peak
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Would anyone be available and willing to showcase a mod post for me? I do not have a high enough role.

dusty scarab
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I can't, but I'd love to see what kind of mod it is

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for some reason, nexus mods doesn't seem to want to load for me right now

lucid iron
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link the mod here

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and write what msg u want to put

boreal peak
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Thanks! Not sure if it'll work, but I wanted to try to make a post with a gif as well. Here goes

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Convenient Inventory 1.5 is now available! This update includes: a new quick stack animation (which also works in multiplayer), new quick stack range options "Location" and "Global", a toggleable Auto Organize mode for chests, a Take All But One item modifier hotkey, along with many other improvements and bug fixes. See the updated mod page here for more info: https://www.nexusmods.com/stardewvalley/mods/10384. Enjoy!

lucid iron
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i dont think gifs work over the publish thing

brave fable
lucid iron
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yay lets give it a shot DokkanStare

brave fable
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if they don't then that's just another thing i've broken lol

onyx hamlet
brave fable
boreal peak
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@lucid iron I see the showcase, looks perfect. Thanks a bunch!

dusty scarab
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I have realized that I need to stop trying to find solutions to every problem I encounter now that I have the power of Content Patcher, otherwise I will keep making solutions and never play again XD

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is... is this the cheeto curse?

brave fable
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just one of the many responsibilities of godhood

dusty scarab
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I should not want to make a mod just to hide a single star trek reference in one of the items XD

proven spindle
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Someone made a mod to fix a single missing pixel in one of the fish sprites. I say go for it

dusty scarab
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...I'm already working on art assets XD

lucid iron
vernal crest
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Haha I was going to mention 6480's fish mod

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The mod description says "why would you even download this"

dusty scarab
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speaking of fish mods, I hope that one person who was working on better images for the fish is able to post their mod soon. I'm looking forward to better pictures of feesh!

teal bridge
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Hey @ivory plume, do you think you might ever consider adding a ContentHelper.LoadAsync, where mods can request an asset to be loaded in the background and then use OnAssetReady to pick it up?

ivory plume
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The game is single-threaded and not really threadsafe; so even if the mod doesn't need to handle it immediately, the load will still happen single-threadedly as soon as it's called.

teal bridge
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Ah, alright... I figured it could open the file, do the parsing/decoding/whatever in the background, and then just do the "submission" back on the main thread.

blissful saddle
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I just noticed I may make LevelingAdjustment 2.0, but because the code is not so hard to update to my purposes

ivory plume
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(RIP my Nexus DP. After the changes to that system, my amount for September is the lowest since July 2021. SDVpufferpensive)

next plaza
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Same here, down to the month 😔

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There's hope for "some point in the future" though:

velvet narwhal
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it's time to riot if they only pick the other games for that 'special pool of extra dp' kyuuchan_fire

lucid iron
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i wonder what kind of algo inadvently leads to modding tools to get dp cut

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cant just be bell curving this right

velvet narwhal
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i think i read somewhere about repeated downloads and repeated users across your downloads? but i honestly have no idea

tender bloom
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I feel like framework is hard to define, I sort of expect them to get things wrong potentially

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Like, obviously SMAPI and spacecore: yes

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But I wrote a dinky little mod to add some conversation topics Lumi wanted

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Technically that’s a framework I guess?? It’s no SMAPI

calm nebula
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The algorithm is to give pathos and Casey ($$$$$$

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And I would vote for that algorithm

tender bloom
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Specifically just the two of them 😛

brittle pasture
tender bloom
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More seriously, I do think the two of them definitely do, but it’s hard to pick as you get smaller and smaller

vernal crest
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Maybe they will look at the number of required mods or something - and by that I mean number of other mods requiring the framework mod

tender bloom
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And nexus hasn’t got a lot of good will these days for making definitely good choices that everyone understands

lucid iron
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if nexus seavers become 2~5x more reliable in exchange for deleting the DP system i'd take it

tender bloom
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I do believe they’re making the choices they think are best for whatever their personal metrics are, I just think they’re doing an awful job of selling that story to their audience

velvet narwhal
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it's too complicated for nexus imo, but if i'm making a pack for a framework even though, yes, i am contributing to their UDL's by making a pack, i would still like to opt in to contributing further with my own UDLs or whatever they're attributing dp to
i get that i could just add in their names to my dp split but it lags and i'm forgetful

old edge
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Hello I'm working on my first farm map ever. I have an issue with the greenhouse appearing glitched out. anyone know which mod is causing it?

dusty scarab
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what even is the DP system?

rancid temple
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I feel like the greenhouse entrance tiles being weird shows up fairly often but I can't remember if I've ever been here when the fix is found

velvet narwhal
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SDVpufferthinkblob i can't... specifically remember if it's because the greenhouse itself is not in a favorable spot, or if it's a tilesheet, or some other thing

rancid temple
vernal crest
rancid temple
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Looks like those tiles are hardcoded

dusty scarab
rancid temple
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Though it's more like, how popular is every mod you have now

velvet narwhal
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is it? i thought they were trying to move away from the modular mods

rancid temple
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As I understood it, it was essentially how much traffic all your mods generate, rather than based on each one

velvet narwhal
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ah, that's where my reading comprehension failed SMCKekLmaoDog

rancid temple
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But also they aren't exactly saying that, because they don't want people to know 100% what it is

velvet narwhal
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the double edged sword, you want true transparency to the ones who deserve it, but you're also opening your back to those who will abuse it

rancid temple
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Trust nobody: never be betrayed

tiny zealot
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thinking about how trustno1 is (or maybe only used to be) one of like the top 5 most common passwords

rancid temple
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Lol

calm nebula
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I make chatgpt handle all my passwords

rancid temple
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nOt StRoNg EnOuGh, NeEdS a SpEcIaL cHaRaCtEr

tender bloom
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Also numbers

calm nebula
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Hey, life is fleeting. Live on the edge

tender bloom
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But some special characters are banned

rancid temple
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Also make it long, but not too long

calm nebula
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My bank password is Bobby drop table

lucid iron
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Swordfish

velvet narwhal
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are we all gonna move to stenographing passwords

tiny zealot
rancid temple
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Special characters are my trigger

lucid iron
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.choose docs, sml, me own farm map

patent lanceBOT
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Choose result: me own farm map

lucid iron
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Scary

velvet narwhal
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wdym, it's not bad

rancid temple
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Especially when it refuses to tell me that I need to use one when signing in

lucid iron
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.chooses docs, sml

velvet narwhal
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LMAO

rancid temple
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Like I don't remember which sites I've had to put special characters in my password so fucking tell me

lucid iron
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I'll do sml probably

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Docs also scary

velvet narwhal
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i've gotten so used to adding a special character that i forget which specific password of mine got gibbed by a hacked website

rancid temple
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Lol, flip a coin and if you don't like the result, then you know which one you wanted to do

lucid iron
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Exactly

calm nebula
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What is sml?

lucid iron
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I do want to make a farm that's got a big canyon in it

brittle pasture
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you need to rig it, add multiple options that's the one you want

velvet narwhal
brittle pasture
lucid iron
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Make another example for focustense's stardewui, sml being the file extension for the ui templates

brittle pasture
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it's a markup lang like xml

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kinda like XUL

calm nebula
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Nice!

velvet narwhal
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iirc focus said it's a hybridization of html + xml

lucid iron
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the problem with farm maps is like

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theres too many good ones out there but u only use 1 at a time KasumiDerp

velvet narwhal
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pif it-- SMCKekLmaoDog (has no idea how pif works)

lucid iron
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maybe i just make more pif instead

rancid temple
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Make a mod that lets you buy and run additional farms

brittle pasture
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That already exists

lucid iron
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i figured out how to build in my pif cave (while banning it from regular carpenters)

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so it can totally just be a farm lul

brittle pasture
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Stardew Realty I think

velvet narwhal
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uploaded in august SDVpufferthumbsup

brittle pasture
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Though literally every expansion mod also adds their own farm lol

velvet narwhal
calm nebula
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(I still want a farm map where you start out super tiny but you increase space over time via unlockable bundles.)

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You knoe

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For 2026

velvet narwhal
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SMCKekLmaoDog i just replicate raccoon-- no

rancid temple
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I was thinking about that when I saw some of the tiny farm maps too

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Having an expandable farm would be neat

calm nebula
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Hi rhubarb!

brave fable
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do hearts and stars exist in the dialogue font, or just in the small font?

velvet narwhal
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unlockable i assume exactly like the community center

brave fable
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whobarb

calm nebula
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I mean like the framework mod unlockable bundles

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Because I as sure as fjck will not be doing my own menuing

velvet narwhal
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who knows, could easily dig my heels into stardewui

brave fable
velvet narwhal
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and i wouldn't have to deal with the offset tree

calm nebula
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I cannot be trained to maintain anything anymore

calm nebula
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Look, I only recently recalled that I have a Nexus accounr

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I haven't logged in at all for months

velvet narwhal
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to help with aquarium and then vanish back into the void?

calm nebula
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vanishes prematurely

velvet narwhal
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SDVpufferthinkblob y'know, maybe i could implement unlockable bundles in my already tiny farm map and just ... extend with conditions

pine elbow
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How would I go about making a mod that extends the earthly recolor mod to cover the vanillin farm mod? I have no idea where to begin

modest dagger
true coyote
brittle pasture
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with your graphic editing program of choice

calm nebula
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This isn't hard

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Maybe I need a new profile pic

velvet narwhal
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knitted socks

brittle pasture
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if you want to make a separate, reuseable mod that doesn't touch the original, I would get familiar with Content Patcher's syntax and how it loads/edits image assets, find the tilesheet asset the farm map is using, and edit it with your own edits

pine elbow
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I feel like you just answered that question before I even sent it

brittle pasture
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Browse the SDV mod directory, find the farm mod's folder, and see if it uses any pngs

lucid iron
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anyone knows what lefauxmatt's shopping cart mod used to do

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it's hidden rn

pine elbow
velvet narwhal
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i'd assume it held items in a separate 'box' rather than immediately buying from the store?

brittle pasture
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Open up earthy recolor's pngs in a separate window and use the color picking tool

velvet narwhal
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usually looks like this

brittle pasture
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Then paint all over. Trust your judgement and your eyes SDVpufferthumbsup

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Alternatively, depending on what image editor you're using and your level of knowledge you can hue shift the entire thing

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that's a bit more finnicky though

velvet narwhal
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maybe i take this time to actually play the game again SMCKekLmaoDog

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deactivates my own mods though

teal bridge
brittle pasture
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XUL is awesome!
(Admittedly I only say that because of fond memories with XUL addons and not any experience actually working with it in any serious manner)

teal bridge
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Hah, I'll take your word for it. I only know it as a minor failed/obsoleted framework that was mostly an internal Mozilla plaything.

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There really is no XML whatsoever involved, though.

brittle pasture
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(It's not that internal, Firefox/Thunderbird's GUI used to all be XUL. And so were its addons, being allowed to directly modify the browser's GUI in ways that isn't allowed now. Arguably it failed because it was too big for Mozilla to maintain; allowing extensions with that level of control was too risky, and letting Google maintain WebExtensions for them to use was much less effort)

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There's like at least 4 Firefox forks that added XUL back to the browser

vernal crest
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I think DaisyNiko might have Photoshop masks for her recolours - or someone else has

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I've downloaded some but haven't actually looked at them yet and am on mobile at the mall so I don't have links

vernal crest
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Yup I'll try to find them

velvet narwhal
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(nexus might be a lil slow unless it's just me)

vernal crest
pine elbow
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Tysm, now I just gotta figure out how to use it 💀

heady crest
#

can someone tell my why the warp isnt working? idk whats wrong here

lucid iron
#

did u forgor your {{ModID}} again

heady crest
#

huuuuhhhh

brittle pasture
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Your warp is Maxine_Railroad, while the actual name is MalkeTFC_MaxineCustomNPC_Maxine_Railroad

heady crest
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ah

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i have to put all that on the warp thing?

brittle pasture
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yeh

zenith robin
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Yes, because to the game that whole thing is the name of your location.

heady crest
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ohhhh

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right

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sounds like it makes sense

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so ill go with it

lucid iron
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you can do the warp in content patcher instead if u want to use token

heady crest
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like this right

tiny zealot
#

the debug command helpfully does fuzzy matching, which is why it works in the SMAPI console with the shortened name

harsh harbor
#

Stardew mods are codded in c# correct?

brittle pasture
#

code mods, yes.
content mods use JSON files and rely on a framework like Content Patcher to add them to the game

harsh harbor
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Ah okay thats cool

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Was just wondering how everyone learned c#?

zenith robin
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I don't know about others, but most of my knowledge of C# is from reading documentation and trial and error when making mods.

brittle pasture
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C# is one of the easier languages to get started, especially if you already know how to program

harsh harbor
brittle pasture
#

That link I posted has links to a couple beginner guides

calm nebula
#

!yellowbook

ocean sailBOT
calm nebula
#

But nothing really beats opening VS and arguing with it until it bends to your will

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What are you trying to make?

brave fable
teal bridge
#

I don't think C++ is so bad, though C# is certainly easier to work with for things like this.

pine elbow
dusty scarab
heady crest
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i saw a actiontouch thing on the wiki to make the player sleep but i tried it and it just makes the screen darker without going to the next day

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is it a bug or its supposed to work like that

harsh harbor
dusty scarab
harsh harbor
brave fable
#

university haha

harsh harbor
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Ya i was thinking of starting some type of night class to learn it cuz i get to distracted at home trying to learn

rancid temple
#

I learned the absolute basics of Java and C++ but didn't ever leverage them the way I did C#, need projects to practice and grow with

brave fable
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yep, it's one thing having best practices and requirements drilled into you with deadlines, and it's another to really want to do something and do it well

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it's good to have a balance of both.

old edge
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The island tilesheet 1!!!!!!!!

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Yeah it's new but also this one only blends with the summer tilesheet!

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The green grass of spring and fall won't match up.

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Am I correct?

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Idk actually maybe your not using grass

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I'm making my first farm but only using the summer ones since the ginger island tilesheets don't have seasonal changes

teal bridge
old edge
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I think the dirt is the same color

brave fable
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i have a job lol, i'd like to keep it

teal bridge
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Ah, the ole-fashioned real life.

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(Though TBH, my reaction to arbitrary deadlines at work has generally been double-barrel middle fingers, too)

brave fable
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you probably have a lot more clout at your office than me then

teal bridge
#

Maybe. It helps to actually be very productive if you want to say "it'll be done when it's done". But it's also frame.

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I don't argue or get upset, I just laugh uproariously when they say it has to be done in 6 months and reply that they'll be lucky if it's done in a year.

brave fable
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i suppose it helps we run on short release cycles. either way it's funny to be described as uncharacteristically serious SDVdemetriums

teal bridge
#

If you've got a team that runs on short release cycles and plans that way then you've got it good. Most "agile" is actually "ok we'll have status updates every 2 weeks but we still need quarterly estimates for everything".

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(I don't know your role; if you're not a lead, then your lead may shield you from that nonsense; I always did.)

rancid temple
#

I really thought I had seen something recently about sleeping in different locations but I can't find anything by searching

rancid temple
teal bridge
#

You mean tent kits, or is this related to a specific mod?

rancid temple
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Specifically about adding sleeping to locations that aren't the farmhouse I guess

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Using TouchAction Sleep

heady crest
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when i stepped out the home it updated to the next day

old edge
#

What's it called a Boolean? With the touch action sleep.

#

On back layer

slate totem
#

Hello! Sorry to break the flow of conversation. Newbie modder question. I've been stuck trying to figure out how to make it so the game checks if I want to gift my custom item like with regular game items - i.e. if I wanted to gift Abigail an amethyst. Right now as soon as I'm next to the NPC the item is gifted. Where should I be looking to find information for this type of check? I hope that makes sense coonDERP

teal bridge
#

It's amusing to hear this channel described as a flow of conversation. It's more like a circus.

#

Is your question that you want to show some kind of modal dialog before the item gets gifted? Because that isn't something that happens with normal gifting.

slate totem
#

So like the little present that pops up on your cursor when you hover over an NPC with an item in your hand. Right now if my item is in my characters hand it just gives it, no clicking needed

brittle pasture
#

that sounds like a bug, unless you specifically coded it to do that?

teal bridge
#

It's definitely not a vanilla behavior that I've ever observed.

zenith robin
#

If you are using content patcher to add the item, it should act as normal items do with regards to gifting.

brave fable
#

have you any other mods installed, or just your own?

slate totem
#

coonDERP I did not code it to do that on purpose.
I have other mods installed yeah. I was trying to fix the Adopt Leo mod for my own game but gave up and decided to make my own. Maybe I messed up somewhere in the object.json then and the game isn't registering it as a normal item

ivory plume
#

Can you post a zip of the mod, so I can see what the game code is doing? (You can send it to me in a DM if you don't want it to be public yet.)

slate totem
#

Yessir! Give me a sec to zip it

rancid temple
heady crest
#

Bed?

#

should i add that for it to work?

rancid temple
#

Yeah you can put it on the same TileData

zenith robin
#

Is it just leo that you are having an issue with, or is it any npc?

unique sigil
#

i just had a brilliant idea, but i have to know if it's possible to add custom panning data to a modded farm map? or on a custom map in general

slate totem
old edge
#

I found this method which is the same thing.

rancid temple
#

Probably because it doesn't actually care what the value of Bed is

#

Just that it has a value at all

brittle pasture
rancid temple
#

I actually gotta wait for SpaceCore and CP to be updated before I can get back to working on mods lol

brave fable
#

surprisingly, spacecore is updated, just cp isn't

rancid temple
#

Oh, I hadn't checked if Casey actually pushed that earlier code lol

rancid temple
#

I tried to fix CP myself but I don't actually know what the original code is supposed to be doing so I have no idea if my fix works as intended lol

velvet narwhal
slate totem
zenith robin
#

Okay, I had the same interaction with the other npc's, so I will look into Leo in a min. I just have to get a save to that point.

slate totem
#

Thank you so much for helping coonLove

heady crest
ivory plume
# slate totem It's a hot mess

That doesn't happen for me in Stardew Valley 1.6.8 or 1.6.9. Does it still happen if you temporarily remove all mods except Content Patcher and your content pack?

slate totem
#

I'll give it a go!

slate totem
zenith robin
#

Well that's good. I think it would be interesting to know what mod was causing the problem though. But that is something to think about later.

rancid temple
#

Even with that SpaceCore version from earlier, I'm actually getting errors from every mod trying to access StardewValley.SaveGame.CustomData

slate totem
#

Yep! I'll keep it just as is for now and work out my dialogue bugs. Thank you so much for helping me figure it out. It was driving me nuts

ivory plume
rancid temple
#

Ah ok, my Steam is being lazy about updating me. Thanks SDVpufferheart

#

(Elden Ring update drops that breaks every mod, updates the second it becomes available. Opt-in to a SDV beta because I'm trying to make sure stuff continues working, updates every other day I guess. Thanks Gabe)

#

Huzzah, no errors

brittle pasture
#

You can set update priority in Steam

#

There's a settings for "update as soon as possible" instead of whatever scheduling it uses

rancid temple
#

Ah, I see, thanks. I used this setting for ER to try to keep it from updating, though it ignored my choice. Forgot about it since though lol

heady crest
#

why does the warp on the editmap section works but not the ones in load? should i put those somewhere else?

#

ive treid putting it here too but it didnt work

rancid temple
#

Load can't use tokens

heady crest
#

idek whats a token.....

rancid temple
#

{{ModId}}

ivory plume
#

(Load can use tokens in the patch itself, but the issue is that AddWarps isn't a field of Load patches.)

heady crest
#

sorry guys im really new to this, it smy first time modding

#

dont mind me being kinda stupid soemtimes

rancid temple
#

Oh, huh I had heard Load couldn't use tokens before SDVpufferthinkblob

brave fable
#

does anyone in the SDV repository know if there were changes to CraftingPage.cs:clickCraftingRecipe other than for checkForQuestComplete -> NotifyQuests in SDV1.6.9.x SDVpufferthinkblob
i replaced my decompile export with the latest version without thinking.

ivory plume
#

Load only sets the initial version of an asset to a specific file; it doesn't make any edits to the file. To edit the map, you can add an EditMap patch to edit the asset after it's loaded.

zenith robin
#

There is no reason to be sorry, a lot of people get caught up, just earlier today I forgot a brace and spent half an hour trying to figure out what I did wrong.

heady crest
#

so i gotta make a editmap to the custom railroad?

zenith robin
#

I then quickly transitioned from notepad to VScode for editig json files.

rancid temple
#

Yeah, learning is a process. Like how I'll just spout stuff I thought I knew because I heard it before lmao

ivory plume
#

(Basically you can use tokens in any patch field, but the file you load is raw data rather than part of your patch fields.)

rancid temple
#

Oh okay, so I'm just struggling with the brain thing right now

tender bloom
#

i freaking hate what github has done to their website

ivory plume
tender bloom
#

all this stupid rich text feature stuff makes it borderline unresponsive

ivory plume
rancid temple
brave fable
#

thanks! my transpiler blew up a while ago and i wasn't sure if there was more to fix.

ivory plume
#

(Or you can put the warps in the map's Warps property directly in Tiled.)

rancid temple
#

Yeah, I usually decide where I'm gonna do it depending on if I'm using tokens or not

heady crest
rancid temple
#

Unless I'm mistaken in if Tiled can use tokens or not too SDVpufferpain

velvet narwhal
#

tiled does not like tokens SDVpufferthinkblob

rancid temple
#

I have only tried it once but it was one of my earliest mods so I can't be sure any more lol

ivory plume
#

Tokens only work in Content Patcher patches; anything outside Content Patcher (e.g. map files or loaded data files) can't use tokens.

velvet narwhal
#

the vague handwavy time that i used a 'token' with tiled, it was pulling from some convoluted way that i did it and i inevitably changed over to cp

tender bloom
#

idk what tiled thinks a token is but there's no way it's the same as what CP thinks a token is

rancid temple
#

Might be worth looking at how a vanilla maps has its Warp property set up, but I feel like even an improperly set up Warp should still load just with issues on the warps

tender bloom
#

improperly set warps used to crash if you tried to access the map

rancid temple
#

Pretty sure if you put a token in Tiled it just becomes literally that

tender bloom
#

I think that got better in 1.6 but I'm not sure

#

the warps field was incredibly touchy pre-1.6

#

i got so familiar with the errors it threw I could spot it just from a log most of the time

old edge
#

Is custom farm loader necessary for a new farm?

vernal crest
#

No

ivory plume
#

Warp properties are fully validated in 1.6, so theoretically broken warps shouldn't cause any issues beyond warps not working.

vernal crest
#

Broken warps just don't warp you to the map and you get an error in SMAPI

#

That it can't find the location

brave fable
#

what happened to my poor il.... ldloc.1 turned into some hideous ldfld class StardewValley.Item StardewValley.Menus.CraftingPage/'<>c__DisplayClass42_0'::crafted

#

i never knew captured variables were so ugly

brittle pasture
#

oh yeah welcome to the "nothing changed about this function but there's this wack capture class now?" club

lucid iron
#

Is this from the notify quest thing added

#

It takes a delegate

brave fable
#

misery 🤝 company

latent mauve
#

I may have made that mistake before

brave fable
#

pathos: nooo we can't change the recipe method haha, think of the transpilers SDVdemetriums
pathos 5 mins later: 🔥SDVdemetriums

velvet narwhal
#

pathos did say blamemyuu

brittle pasture
#

to be fair, IIRC nothing actually changed

#

the compiler just decided to be funny apparently

velvet narwhal
brave fable
#

somewhere, a butterfly flapped its wings

#

this sent a ripple through the .net platform

velvet narwhal
#

and the save serializer, but casey is quick with it

heady crest
#

then i'd reload the map on tiled and it'd automatically replace the space with \n

late pewter
#

I made the mistake of using a map that hadn't finished being updated to 1.6 thinking it worked because the comments said it worked. Anyways, it continues to disappoint me with how buggy it is, so I'm making my own now.

Question: What considerations do I need to keep in mind before making a map bigger? I have Tiled and all that jazz all set up, but:

1) How does the Game determine the warp locations for going to the Bus Stop/Cindersap Forest? Does it use the Entrance location where you get dropped off when entering the farm? And just kinda makes that tile and maybe the 8 tiles around it auto warp you to the forest/bus stop when you touch it? Or is there a hidden warp I'm not seeing?
2) How do I add more layers in Tiled? Unless I missed it, I don't think the wiki tutorial covers this...

lucid iron
#

Farm warps have special props

#

So their sizes are very flexible

#

For non farm maps if you extend right and down only then the original coords stay the same and you don't have to think about it

velvet narwhal
#

I don't suggest making vanilla maps 'bigger', as you'll inevitably run into incompatibility, you'd skew the <x> <y> coordinates if you were to expand the maps
"more layers" is subjective, if you're talking about the 'layering' affect like an art program, you can simply do things like 'Back2" "Buildings2" etc, but know that "Buildings" is the only impassible layer, even if you have a "Buildings2", it will not make those tiles have a movement-blocking effect

crystal field
#

Arrr having so events many events that switch map assets is proving to be a headache. But it's one of the core features of my mod so I shall forge on.

crystal field
velvet narwhal
#

there's plenty of ways to get to your new areas, spacecore's warp totems (mod), the new minecart feature (vanilla), the... unofficial bus locations? (mod), even an itty bitty TouchAction warp (vanilla)/warp action from an original vanilla map SDVpufferthinkblob

latent mauve
#

If you are copy/pasting from some text editors then you might be getting the \n as a hidden/code character that will need to be removed from your warp entry

slate totem
#

Well I figured out which mod was running interference with my mod. Looks like both PolyamorySweet and FreeLove mess up something to do with gifting my custom pendant. Which kinda sucks if you wanted to have a spouse and adopt Leo as a Roommate

brave fable
# brittle pasture oh yeah welcome to the "nothing changed about this function but there's this wac...

how exactly did you work around this SDVpufferfush i'm trying to invoke this method:```cs
public static Item TryApplySeasonings(CraftingPage menu, ref Item item, List<KeyValuePair<string, int>> seasoning)

previously this il worked:```cs
CodeInstruction[] call = [
  new(OpCodes.Ldarg_0), // menu: this
  new(OpCodes.Ldloca_S, 1), // item: crafted
  new(OpCodes.Ldloc, 2), // seasoning: seasoning
  new(OpCodes.Call, seasoningMethod)
];

but my updated il doesn't:```cs
FieldInfo crafted = ilOut.FirstOrDefault(ci =>
ci.opcode == OpCodes.Stfld
&& ci.operand is FieldInfo info
&& info.Name == "crafted").operand as FieldInfo;

CodeInstruction[] call = [
new(OpCodes.Ldarg_0), // menu: this
new(OpCodes.Ldflda, crafted), // item: crafted
new(OpCodes.Ldloc, 1), // seasoning: seasoning
new(OpCodes.Call, seasoningMethod)
];

#

errr wait i think i need to prepend it with ldloc.0

#

nope still broken nvm im smert and it warks

late pewter
#

Ok so I figured out where the warps are kept. I'm now trying to move the tile properties stopping Livestock and forage from leaving the map, but the boxes aren't napping to the grid, how do I move several Tiledata boxes at once and make them snap to the grid as I move them??

Nevermind, figured it out! Will wait a few more seconds next time before asking questions...

dusty scarab
#

good to hear you figured it out! keep going :D

late pewter
#

Assuming "?" is at the coordinates of Map Property "FarmHouseEntry", is this the correct hitbox of the farmhouse? (And this should remain clear of junk?)

#

Assuming "?" is at the position of Map Property "GreenhouseLocation", is this the hitbox of the Greenhouse?

#

For both of these questions, I *think* the answer is yes, if my understanding of the wiki map tutorial is correct, but I've been dead wrong about my assumptions before, so wanted to confirm real quick.

dusty scarab
#

yes, those should be correct for the farmhouse and greenhouse

late pewter
#

Sweet, thanks!

unique sigil
#

do note that the spouse area is actually a 4x4 area and the coordinate for spouse patio is still the top leftmost tile. the spouse patio you see on finished maps is actually the lower half of the whole spouse area.

late pewter
#

...Hey this Dot shaped paths object doesn't actually spawn anything right? I can use it as a generic visualization marker?

unique sigil
#

they dont. i usually use them for planning paths and crop areas too.

late pewter
#

...Can I locate the mailbox seperately form the farmhouse? What happens if I try to move the farmhouse later? Or does the mailbox always have to be positioned at the second "?"

#

I notice when I move the farmhouse on a Vanilla map, the Mailbox moves with it.

unique sigil
#

the mailbox coordinate have to be on that right ? tile i think

#

it will still move alongside the farmhouse

late pewter
#

Figured as much, thank you!

dusty scarab
#

yeah, the mailbox comes attached to the farmhouse

mighty ginkgo
#

i assume you can change the relative position by editing the FarmHouse entry in Data/Buildings if you want? or is it decided by something else

dusty scarab
#

it's an EditMap action, actually. you're editing the coordinates on the FarmMap (whatever your map's name is) for the FarmHouseEntry field (or entry, I can never keep the difference between those two straight)

#

here's an example from my own farm map :D

mighty ginkgo
#

ah i see. that's simpler

unique sigil
#

i usually only do this for warps that have an unlock condition or compat for other mods, otherwise i just put them all into map properties in tiled

dusty scarab
ocean sailBOT
#

@dusty scarab You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!

dusty scarab
#

eeeeeeeey I'm a new shade of blue!

unique sigil
#

yoooo farmer!! now you can be a cheeto!!

#

oughh my map is finally done. now the annoying part,,, paths layer and map properties,,,

dusty scarab
#

I like sprinkling that stuff around. I'm like the Oprah of trees! this spot gets a tree, this spot gets a tree, this spot gets a tree... look under your Paths layer everyone, you're all getting trees!

patent lanceBOT
#

@velvet narwhal: research karaoke (3mo ago)

merry rampart
#

It used to be you could move the mailbox to be separate from the farmhouse but I suppose that changed.

You could also get a mod that makes the mailbox a placeable item. That's what I did

woeful lintel
#

randomly checking my server level for the first time in months

frigid hollow
#

i got this a while back

frozen elm
#

Thanks for letting me know that this is how you check it, I was wondering about that actually

unique sigil
#

getting a couple of weird reports that the newest update to secret grove (where i added assets from my tilesheets) has tilesheet loading issues, so the map won't load at all.

i'm confused because the map loads perfectly fine on my end when i download the zip from nexus and install as usual. i'd appreciate if anyone here can try installing secret grove and check if it's broken as well, because i have no idea what the problem is at this point SDVpufferthinkblob

#

fyi: the new tilesheets are embedded in the .tmx and there's a dependency for the tilesheet in the manifest.

frigid hollow
#

the tilesheet has to of course get loaded into Maps through content patcher

mighty ginkgo
ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Unix 6.1.0.23, with 4 C# mods and 4 content packs.

frigid hollow
#

does the name of the embedded tilesheet in tiled matter again? SDVpuffersquint i think it does?

mighty ginkgo
#

in this case the tilesheet mod just doesn't seem to be loading that tilesheet. it doesn't appear in the log at least

velvet narwhal
#

if it has the season modifier it will change SDVpufferthinkblob

frigid hollow
#

huh, the tilesheet mod does have the load for it

velvet narwhal
#

though i don't think the nexus for SVE has the season logic, i have no idea how the customlocations works in parallel to a data/location SMCPensiveMove

rancid temple
#

I believe CustomLocations just create a super basic Data/Locations entry

#

Would have to pick apart CP to be sure though

velvet narwhal
#

oh that 10pm pst content patcher beta update

#

i can go back to work in beta ig

calm nebula
#

Here is your research on karaoke

rancid temple
#

Eye witness accounts

velvet narwhal
#

that means i get to research how to create a tile action SDVpufferweary

calm nebula
#

Easy peezy lemon squeezy

unique sigil
frigid hollow
#

it seems the recolor token isn't ready in time for the load

#

so it doesn't actually load the map

calm nebula
frigid hollow
unique sigil
#

so i have to change something to the tilesheet's content? but i followed another tilesheet's content.json example and, again, there was no problem...

frigid hollow
#

you could give it vanilla as a default value

velvet narwhal
frigid hollow
#

the config has vanilla as default but the dynamic token itself has no default on it

#

oh wait, for some reason it's defualting to VPR

unique sigil
#

hold on did the config file come with the zip?

frigid hollow
rancid temple
#

Whatever the last satisfied condition is for a dynamic token is what will be chosen

unique sigil
#

the dynamic tokens has a HasMod condition for recolors, so it would not load if you don't have the recolor mods

frigid hollow
#

yep, you left the config in

#

so it explodes if people don't have VPR

unique sigil
#

ah crap it was still there?? i thought i removed it already SDVpufferchickcry

frigid hollow
#

bc it tries to load recolor according to the selection, but it can't do it since VPR doesn't also exist

#

i think you could also leave out the condition entirely on the vanilla part of the dynamic token? doesn't it check the dynamic tokens in order, so it would apply the VPR one on top of the vanilla (?) (not sure though someone more knowledgeable could answer that)

unique sigil
#

ugh no wonder people keep reporting issues when there was no actual issue

#

then again they probably didn't read the config too even when ive made detailed config instructions on the tilesheet page

frigid hollow
#

yeah for example simple foliage has the dynamic token just load vanilla without conditions, and all the mod-specific options are listed after it

unique sigil
frigid hollow
#

mm yeah, i mean as long as no config file for non-vanilla is in the zip it probably works fine out of the box

unique sigil
#

right that's taken care of now. thanks yall SDVpufferheart

frigid hollow
#

no more ominous blank red room! SDVkrobusgiggle

velvet narwhal
#

SDVpufferclueless i love forgetting my config files in my zips, thankfully my niche audience has the Figure It Out and don't report to me every time a yellow smapi yells at them

tiny zealot
#

i crave reports

velvet narwhal
#

"0/10 mod, couldn't throw my buddy into the volcano"

#

i now scan every day for a crow

#
  "Action": "EditData",
  "Target": "Data/Buildings",
  "Fields": {
    "Deluxe Coop": {
      "CustomFields": {
        "Aviroen.AtraAntiCrow": "true"
      }
    }
  }
}```
![SMCKekLmaoDog](https://cdn.discordapp.com/emojis/965981699982901348.webp?size=128 "SMCKekLmaoDog")
calm nebula
#

(atra likes crows and thinks they're smart.)

velvet narwhal
#

i do too, i'll eventually make my own custom building with the crow critters as a throw in

tiny zealot
#

crows are great but ravens are where it's at

velvet narwhal
#

day 7 and still nothing, i think i've finally got it

tiny zealot
#

i'm sure you do, but just making sure you have more than 15 crops outside (crows won't spawn unless you have more than that)

rancid temple
#

Another reason I didn't want to completely abandon all the crow logic, no feedback makes it hard to know if it's working

velvet narwhal
#

oh i just did debug setupbigfarm

#

i'm sure i can just reroute the logic to a pseudo scarecrow counter to a building, maybe i can throw a sign asset in front of the selected building? but that's "Big Brain Problems ™️ " which i do not have

unique sigil
#

and id rather not have to be DMd on discord even if i say you can contact me here lmao

velvet narwhal
#

mine are scattered all over the place now, it's either a DM on nexus, a discord message (because i setup a bugreport channel in my own), or the Figure It Out actually make bug reports

unique sigil
#

im starting to have published just enough mods where checking their individual comment sections every day is becoming a hassle

#

i think i should make a pinned going forward and hope for the best SDVpuffersquee

rancid temple
#

I don't get comments enough for it to be a bother, but I did set up Nexus to show a notification when I have new comments

velvet narwhal
#

i think my favorite is when i get a comment on a bug report and nexus doesn't tell me it's a bug report comment and instead just says, "User commented on this mod" when i know ferdamnsure i removed comments on those mods

woeful lintel
#

How would I go about having config tied to each Furniture Pack? since each Pack can define its own config fields (a bit like CP does), I don't know how I could use something like helper.ReadConfig<PackConfig> since the attributes of PackConfig are completely dependent on a json data file.

woeful lintel
rancid temple
#

If I haven't at least talked to a person before I will ignore friend and DM requests

woeful lintel
#

Oh, god, don't get me started on people sending "Hello" as a DM and expecting me to answer

calm nebula
#

Are you interested in a land share...okay i can't do this with a straight face

bronze crystal
#

So
I'm not sure this is the right place but I'd like to participate in mods, but only in the art aspect, and I don't know how to go about it? I'd like to make pixel art for mods

tiny zealot
#

my solution is simply to be aloof and unlikeable so nobody tries to DM me

velvet narwhal
rancid temple
#

3 doller per day

calm nebula
#

Plenty of coders who either want art for their mods or would help you put your art into the game

bronze crystal
#

Okay!

velvet narwhal
#

is currently trying to read through alternative texture's logic of how he deals with configs

bronze crystal
#

Thank you

rancid temple
#

Does AT have separate configs per pack?

woeful lintel
unique sigil
velvet narwhal
#

oh wait, isn't it a GMCM handle?

#

squints that also doesn't sound right

unique sigil
#

ive DMd twice by a person going "hi i like your pfp" and getting sent a friend req and,, yeah nah lmao

bug reports or away you go from my inbox

rancid temple
unique sigil
#

might as well send me a "we are reaching out to you about your car's extended warranty" because at least i'll get a laugh out of it instead of being wary SDVpuffersquee

woeful lintel
velvet narwhal
#

the only way you'll get me to visit town square, i get dinged there to immediately close out of it

#

welp

rancid temple
#

CP might not be a great comparison, since it's basically doing its own GMCM stuff

velvet narwhal
#

i'm a strange one and i need to understand the core of something to then understand the rest of it SDVpufferclueless so i'm not useful for like 99% of scenarios

woeful lintel
#

thank got Github can get me the references of ConfigSchemaFieldConfig, I don't have to search for it manually

unique sigil
velvet narwhal
#

will we get yet another to use the turing test on, maybe

woeful lintel
#

After going through some CP code, it looks like there are custom methods to parse, save and load everything, so not helping much the case

#

I guess I can't use the semi-automated SMAPI config handler

velvet narwhal
#

SDVpufferthinkblob i assume you don't use the contentpacks helper

woeful lintel
#

IContentPack? Yes I do

velvet narwhal
#

oh-wait yeah it has to actually register SDVdemetriums

woeful lintel
#

holly shit, there's a Read/WriteJsonFile methods on IContentPack that I never noticed.

#

What the hell is a TModel tho?

velvet narwhal
#

google says, generic parameter

woeful lintel
#

ok, fair enough, I didn't go even this far, but what restrictions does it have for the parsing to work?

#

I'll look into it, I have another design question before putting my hands in the beast

velvet narwhal
woeful lintel
#

So here comes my actual question regarding config: I'm trying to lazy load Furniture Packs, so that I don't have to actually load or parse the content.json until I have to fill Data/Furniture, but FF can't tell if a Pack has config to load, save and show in GMCM until the content.json is loaded, so is there an event handler for when the GMCM menu opens so that I can load the packs and register the config pages for the packs?

woeful lintel
#

oh shit, I never looked passed the AddOption functions

#

my bad

#

Oh, but there isn't any event handler, it's all just stuff to change the state of the menu, nothing to be notified when it changes...

velvet narwhal
#

i might be getting lost in translation, but initial load of a mod usually doesn't come with the config.json, it gets created with cp, so ig the thing is to do with your mod is to auto-generate that config like how cp/gmcm does? SDVpufferthinkblob

calm nebula
#

Leroy, you don't necessarily have to like

#

Register gmcm at game launched

woeful lintel
#

So from what I gather, I would have to at least load the content.json at game startup to parse the config structure, and leave the actual Furniture parsing for later

calm nebula
#

Plenty of my mods either do their registration or part of it at saveloaded

woeful lintel
#

yeah, that's what I'm trying to do, but it would be weird to open the config menu and the pages of the mods you installed are not here

#

I would be totally fine with registering the packs only when the mod menu is opened (or when I need to parse a pack anyway)

zenith robin
#

This might not be the right place to ask, but how does one add a spoiler tag to information on their nexus page?

woeful lintel
blissful panther
#

That are (or were?) quirks with formatting inside of spoiler tags though, so be aware of that.

zenith robin
#

Ahh, brackets. everything I saw was saying was to use angle brackets.

blissful panther
#

No angle brackets in BBCode!

velvet narwhal
#

i've only tested with spoilered images and those work good, but i haven't done anything wild like quotes or w/e inside of a spoiler, just know that the stupid preview on nexus won't actually show the spoiler tag and you just have to Trust

blissful panther
#

I just wish they would replace it with a Markdown system...

calm nebula
#

They are planning that

#

Also apparently upload-from-github is a possibility

velvet narwhal
#

i wonder how that's gonna work if code gets trunicated?

#

or does it just not care and it looks for the actual modfile SDVpufferthink things to contemplate

blissful panther
#

I remember they're at least aware of the desire for an upload API.

calm nebula
blissful panther
#

I wonder how it's going to do that...

calm nebula
#

Anyways, hi DH!

blissful panther
#

Hello!

calm nebula
#

Long time no see

velvet narwhal
#

yeah.. we're uh, a .dll thing, so we'd have to effectively make sure a folder or something is just for nexus? SDVpufferflat

lucid iron
#

maybe if they make github workflow thing

calm nebula
#

I see you have left the leaf and become an apple again

lucid iron
#

nexus i mean

calm nebula
blissful panther
#

Honestly, I think I'd prefer just an upload API. That way it could be made to work any which way. But I'll take what I can get.

calm nebula
#

What's an API lol?

#

(I kid I kid)

tiny zealot
#

god automatic sync with the github would be nice, but i don't actually maintain mine exactly the same so i'd probably have to adjust

calm nebula
#

....why is there a tesla at the gas station

tiny zealot
#

inertia

velvet narwhal
#

depends, my city has those solar panel things next to gas stations for EVs

lucid iron
#

i havent bothered releasing anything on github except as temp file share LilyDerp

velvet narwhal
#

(i took the downtime of content patcher to actually sync up my working folders with my github so SMCKekLmaoDog )

woeful lintel
lucid iron
#

your furniture packs are not CP/content pipeline right

tiny zealot
#

one nice ("nice") thing about having to do two releases is i can do the nexus one first, then by the time i finish doing the github one, the file has gone through nexus's CDN and has the checkmark so i can post about it without worrying about scaring my dozens of users

woeful lintel
lucid iron
#

well i suppose u can patch gmcm

#

this mod replaces gmcm ui with own ui

#

you prob dont need to go that far but i dont think gmcm otherwise exposes "on gmcm open"

#

could also do custom option inside gmcm ofc

woeful lintel
#

Yeah, I don't think I'll go this far

#

Wait, hold on, how do I handle a Furniture Packs where the config structure gets patched by CP at different time? Do I change the config menu registration/structure to reflect the patch? Or do I just move the config structure to a file that doesn't go through OnAssetRequested to avoid it getting patched?

lucid iron
#

well u set up the asset invalidated stuff right

woeful lintel
#

Thinking about it, I think I can just Unregister the pack from GMCM when its content is invalidated and just run the registration process again

lucid iron
#

so that the cached version of furniture packs are consistent with the content as they have been loaded

frozen elm
#

@woeful lintel this is nitpicky, but I was wondering if there is a way that when you place the furniture, the faded icon that you see in the green square could match the icon rectangle instead of the source rectangle? (sorry for interrupting)

woeful lintel
frozen elm
#

since I'm making the source rectangle empty so I can draw the texture with an offset using layers

#

which means that when I place it I can't see what I'm placing

woeful lintel
woeful lintel
#

yeah, that makes sense

#

I could also add an option to draw the layers during furniture placement

frozen elm
#

yeah thats probably even better

woeful lintel
#

The only case when drawing layers during placement is bad is when there are multiple overlapping because the opacity would add-up and it's kinda ugly

frozen elm
#

oh yeah i guess that's true. But if you make it optional then either way is fine I guess

#

Really looking forward to that new update btw! If you need any help testing, I'm working on this mod right now so I'd be happy to help.

woeful lintel
#

Btw, I might also just add a base layer offset that would completely solve your problem at the root.

tiny zealot
#

TIL the russian version of the "HATS" banner that hangs at hat mouse's shop was updated in 1.6

true coyote
#

ok so I just loaded in my mod for testing, and looking through CJB, 99% of the icons loaded in "correctly" ie the image changed, however most of them are out of order (wrong icon with wrong item), some are missing. I'm not sure how to remedy this with the new 1.6 modding changes, as I have the items in the same order on the png file as they are in the data json

rancid temple
#

Are you using sprite index correctly? (like reading from top left to right, top to bottom)

true coyote
#

yes

#

they seem mismatched randomly, not like by any of the adjacent images

#

and the first like 3-4 seem to be matched correctly

rancid temple
#

!json can we see the data?

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.

true coyote
#

(also is there a way to further filter cjb, I can type the mod name but I'd like to filter it down further to just like honey or juice etc)

rancid temple
#

Never tried stacking keywords, though I would wager probably not

true coyote
#

first one

#

second one

#

(should I validate it a certain way? or is none fine)

rancid temple
#

Huh, what is this for?

true coyote
#

my b

#

I misunderstood

rancid temple
#

I need to know what mod this is a content pack for, as it's not one I'm familiar with

#

Had assumed you were using CP, gotta familiarize myself with the other framework

true coyote
#

sorry, didnt mean to cause confusion

rancid temple
#

No problem lol, just need some time to look over this mods documentation

true coyote
#

first data is for Cornucopia more crops, this one is for More flowers. Take your time, Ive got nothing going on here

woeful lintel
#

I'm starting to wonder if I shouldn't just ditch the idea of a "base layer", and just force modders to define at least one custsom layer (which would be used as a base layer).

steep frost
#

I have this idea for a mod but no real know-how: Non-human farmer mod, it doesn't change the appearance of the farmer or anything, it changes dialogue and reactions of characters to the farmer so they refer to the farmer as if they're a type of friendly humanoid creature

brittle pasture
rancid temple
#

Itty bitty embed

brittle pasture
#

well not 100% your idea, but the method's the same

#

basically just a bunch of dialogue replacements

steep frost
#

kind of but it's more like, like imagine how the other characters would react to krobus or like, a monster walking right out of the mines and being friendly

#

like, the longer the farmer is there the more the dialogue changes and I'm good at making dialogue but the coding know-how is zip

brittle pasture
#

!cp

#

!contentpatcher

#

whats the command again fuck

ocean sailBOT
rancid temple
#

Gov being slow today

brittle pasture
#

anyway yeah you can follow that link to learn content patcher's syntax

#

!unpack

rancid temple
ocean sailBOT
#

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

brittle pasture
#

unpacking the game is also recommended so you can see the game's dialogue and know what to patch

true coyote
steep frost
#

I also mentioned the idea here incase anyone else wants to utilize it because I struggle with management because I'm more of an artist-

frozen elm
true coyote
woeful lintel
woeful lintel
#

Another advantage is that it will simplify the documentation: I wouldn't have to explain the fields for the base layers separately from the custom layers

rancid temple
rancid temple
#

There are some things I don't seem to be able to get like Ancient Coconut, I'm not really familiar with Cornucopia so I don't actually know what that is

true coyote
#

I think I have 170 going rn lol

#

Ancient coconut shows an icon for me but marjoram, tarragon and wormwood are missing

#

In fact wormwood is pulling juice and pickles twice, one missing (my assets) and randomly assigned assets from fancy even though the only other fancy one I'm running is for vanilla

rancid temple
#

Yeah this doesn't seem right lmao

true coyote
#

I yoinked the data file from the original bagi mod I was referencing, and that works so idk why it's all mixed up on mine. Maybe my manifest is messing with it by having a dependency for the main ebagi fancy (not required) in it SDVpufferthinkblob

#

Yeah the other one of wormwood's on mine shows the juice as -50 energy lol

#

I'm in town rn so I can't get a screenshot but some shenanigans are afoot and my smapi log seems fine

rancid temple
#

For the Marjoram, Tarragon and Wormwood you have too many entries in Vegetables and not enough sprites in the sheet

velvet narwhal
#

(side steps in, were you also prefixing addCrows to your building, roku? i'm probably gonna do a harmonyafter annotation SDVpufferthinkblob )

rancid temple
#

Yeah, I'm making it count the crows it feeds

rancid temple
true coyote
rancid temple
#

Yeah I noticed the leer stuff too, no idea what that's about, assuming some kind of translation issue maybe

#

As for the order issue, still seeming like a conflict issue at this point, I'm checking random things in your images to see if I have anything out of order but so far have been matching

true coyote
#

It's funny cause I don't have an issue with any of those ones AFAIK. But yes I will double check the data file when it return home

#

I'll load a smapi log for you too for my mods list, see if anything stands out for you

velvet narwhal
#

(leer, from previous iterations, was just "read" iirc SMCKekLmaoDog in spanish)

true coyote
#

Cause AFAIK my mod should be the only one changing cornucopia artisan sprites

rancid temple
#

Yeah, though it's not in a place where you should be using translations as far as I can tell

#

So really no idea why it was there, worst case it was probably just not doing anything

#

Well, other than offsetting the number of sprites you need lol

#

God, I know bell pepper is fruit, but I hate that

acoustic summit
#

what else would it be? haha

lucid iron
#

vegetables aren't real

brittle pasture
#

vanilla hot pepper is a fruit

velvet narwhal
#

is it a new vegetable? nope just Brassica oleracea

brittle pasture
#

hmm WAG hot pepper ice cream

tiny zealot
#

brassica oleracea mentioned

velvet narwhal
#

listen, i enjoy tajin on fruits as much as the next guy

rancid temple
#

I need my fruits to be sweet and my vegetables to be... not bitter but I dunno, not sweet lmao

velvet narwhal
#

peppers are sweet if you cook them-- aSDVpufferbonk

rancid temple
#

I guess that's true

#

I tend to kill their original flavors with other spices lmao

tiny zealot
#

so are carrots but you don't see me calling those fruits /lh

rancid temple
#

Ironically, this jaunt into off topic can be useful here @true coyote all those entries starting with leer are actually fruit anyways so you can just remove them from Vegetables lol

true coyote
#

Wisdom vs knowledge forehead tap

rancid temple
#

Yeeesss

velvet narwhal
#

is ichor's next shitpost a, renames everything that's actually a brassica oleracea into brassica oleracea

latent mauve
#

All I need is to find out onions are defined as fruit for me to find out I actually don't like any vegetables

true coyote
#

Also once I get this mod published, how do I acquire thr fancy mod maker role 👀

brittle pasture
#

onions are not fruits?

#

they're the plant bulb

true coyote
#

They are not, since they are the bulb of a plant and not the fruit part (ie pollinated flower offset)

#

Squash tho

#

👀 froot

#

Strawberries? Not technically a berry

latent mauve
#

(I did not know bellpeppers were fruit, RIP my favorite 'vegetable')

true coyote
#

Bananas? Beery

#

Berry*

velvet narwhal
#

i'm gonna ruin your life

rancid temple
#

🌟 Science is a curse 🌟

vernal crest
true coyote
#

Delicious pea fruits

true coyote
velvet narwhal
#

i want to get hard pinged if they actually do setup a modjam

vernal crest
#

I've never had a cheeto

rancid temple
#

Cheeto's are okay, all chips get stuck in my teeth and I hate that

vernal crest
#

Yeah me too and am not a fan

velvet narwhal
#

SDVpufferthinkblob the urge to make a junkfood 'food' mod

vernal crest
rancid temple
#

Special buffs, they give you speed for a few minutes and then reduce your speed for a few minutes after that

gaunt orbit
velvet narwhal
rancid temple
#

Any like flavor coated snack is best had in small quantities

humble timber
#

i like cheetos

#

i will eat a whoel bag

rancid temple
#

I'll eat too many Takis and then regret my life choices

calm nebula
#

Funyons

rancid temple
#

Funyuns are similarly good in small quantities lol

velvet narwhal
#

off topic, i'm a rye chip fiend

vernal crest
rancid temple
humble timber
#

i just have the bulletin board as the only channel in this server i dont have muted

#

ez

lucid iron
#

Update that puffer chick mod to produce cheetos instead of eggs

#

And cheetonaise

velvet narwhal
#

this is still technically mod gen, i am thinking about it (i will not do it)

vernal crest
#

Me, unable to tell someone using a tbin to edit their map in a text editor: SDVpufferwaaah

vernal crest
gaunt orbit
#

Open it in a hex editor

lucid iron
#

They can just save to tmx right

rancid temple
#

SDVpufferglare why crow spawn private

lucid iron
#

Unless they r tIDE purist

gaunt orbit
#

That's not a joke btw I actually did that for my greenhouse mod

rancid temple
#

The method and event that spawn crows are private, just means have to remake the functionality or I guess reflection

lucid iron
gaunt orbit
#

Tmx was not cp-supported yet and I needed to make a large number of identical maps where the only difference was the season string in the tilesheet name

vernal crest
gaunt orbit
#

Nowadays I just use tmx and a python script

lucid iron
#

If you want crows to do something besides eat crops then u probably need to make your own crow critter

rancid temple
#

Crows eating crops is a facade

#

The crop is destroyed and a crow is spawned on the crop spot

velvet narwhal
#

this.spawnCrowEvent.Fire(tile); i like how this is just, "Fire it."

lucid iron
#

Smoke and mirrors huh

rancid temple
#

Vapes and shiny surfaces indeed

velvet narwhal
#

oh no, i'm a crow

brittle pasture
#

RSV has a rare event where it spawns 10000 crows on the summit farm

lucid iron
#

Wait u mean that wasn't a bug

#

I thought it was shenanigans between rsv and custom bush

brittle pasture
#

... why custom bush specifically SDVpufferclueless

lucid iron
#

I had a vineyard up there

#

With grape bushes

vernal crest
#

Right, looks like I'm up for the day. What should I do SDVpufferthinkblob

velvet narwhal
#

what's your list looking like

true coyote
#

hmm ok removing the leer entries has fixed the three herbs not showing, but wormwood still has extra entries, and we're still mismatched

vernal crest
#

Hiria: outfits, dialogue, events, gift tastes, marriage, probably a bunch of other stuff I forget
Map: map
UI Info Suite PR: figure out what lines to edit to make NPCs invisible

true coyote
#

what do I have thats adding wormwood twice...

#

oh I wonder if its forager

brittle pasture
#

yes it is

true coyote
#

yep it is

#

I wonder if t hats the conflict

brittle pasture
#

there should be no conflict, they are different items

#

We're not in JA land anymore

true coyote
#

there is something conflicting somehow that's making my sprites mismatched

rancid temple
#

Well something seems to be causing a sprite shuffle for them because I don't get it when I have minimal mods

ashen oak
#

Q: Looking to make some music tracks and want to keep the vanilla Stardew soundtrack feel. What are some good synths and/or programs for this?

velvet narwhal
ashen oak
#

(I've been out of the digital composing game for a looooong time)

brittle pasture
#

if you disable Forager does the issue go away

true coyote
#

the jellies and wine seem to be correct but honey, and vegetable related things are off (pickles and juice)

#

it does not fix the mix up no.

#

obv removes the extra entry since they're separate things

vernal crest
true coyote
#

example of a mixed up sprite, prismatic rose honey showing on winter honey

lucid iron
#

Is this ebagi

true coyote
#

yeah

#

an add on pack for ebagi fancy icons

#

for cornucopia

#

a mouthfull

#

ok so

#

the honey are all in order now except these roses (preliminary, gotta check the rest)

lucid iron
#

Might not be thing fixable by you then, though I'm not sure how ebagi handles flavored items think

#

The fear is that they r still use parent sheet index and preserve index

brittle pasture
#

opened your mod files, your 8th to last entry is RoseWinter
your 8th to last sprite is that swirly rainbow honey

#

so that seems working as intended to me

true coyote
#

so somewhere before that i accidentally duplicated something to push it ahead

#

who is the culprit...

brittle pasture
#

just edit one of either the json file or the sprite to fix the order

#

there seems to be no problem with either EBAGI or your mod itself, just the ordering is mixed up

tiny zealot
rancid temple
#

I guess that explains why I thought everything matched, technically it does I just didn't know it wasn't the desired images lol

tiny zealot
true coyote
#

ah found it

#

the config image i was looking at was in a different order than the data file and i didnt process that when looking between the two

#

some switcheroos and that should be fine

#

the pickles and juice though...

brittle pasture
#

probably same issue. Which ones are mixed up

velvet narwhal
#

!json

ocean sailBOT
#

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

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

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

velvet narwhal
#

assuming it's your own mod, but uh, is this another fiddly with the renovations again

true coyote
#

yep I see the problem

velvet narwhal
#

probably, if you could upload whichever pieces you changed so we can see, i honestly don't know if the cellar gets moved though

true coyote
#

well this just got a lot more complicated SDVpuffersweats

velvet narwhal
#

i'll check this in a bit, pressing bugreport just came in SDVpufferweary

true coyote
#

i forgot to eat SDVpufferdead

#

mod on back burner while i stuff sustinence in my face

rancid temple
#

Oh right, that's why I feel like shit

unique sigil
#

was about to test my map but i forgor i still havent made the quarry map at all,,

#

it's 1 am and it is Too Late to start a map from scratch

agile terrace
#

@woeful lintel
I mean allowing the base layer to be untethered from the hitbox could be pretty interesting, I don't really know how I'd use that to my advantage but I don't think it would be a Disadvantage? Overall I think right now I'm ambivalent? I mean if I'm going to have to rewrite my stuff one way or the other... If it's something you think you'll wanna do in the future do it now when we're already having to rewrite...

hasty steppe
#

Hey there! I’m newish to modding but wanted to ask how possible something might be before jumping in. ||I’m playing with the new update of SVE and like the idea of the western frontier being a new area unlockable on the frontier farm, but I also prefer playing on smaller farm maps (playing on Aimon’s Small Forest Farm rn and really loving it). Would it be possible to make a personal mod attaching the frontier and all its related quest lines to a different farm map? I know it would require patching any other map but that’s fine.|| Any help is very appreciated 🙂

vernal crest
#

Yeah, that should be possible I think. Does the frontier farm replace a vanilla farm or have they made it an additional one?

velvet narwhal
#

it uses additionalfarms

#

......i just realized, this code block in frontier farm doesn't... do anything

true coyote
#

heck yeah got it fixed

sacred rain
#

Does anyone know how Stardew Valley validates savefiles? How does it tell apart a corrupted/incorrect savefile from an accurate/valid one? It doesn't show the corrupted savefiles in the load game menu. I've looked at decompiled source code, but nothing points to a validator.

iron ridge
sacred rain
#

That was my guess too. I suppose that means parsing the entire file?

#

I was trying to cheap out and only look at specific values in the xml document.

#

But I guess that's not really feasible

iron ridge
#
try
{
    using FileStream stream = File.OpenRead(pathToFile);
    f = (Farmer)SaveGame.farmerSerializer.Deserialize(stream);
    SaveGame.loadDataToFarmer(f);
    f.slotName = saveName;
    results.Add(f);
}
catch (Exception e)
{
    Game1.log.Error("Exception occurred trying to access file '" + pathToFile + "'", e);
    f?.unload();
}

definitely just seems to catch errors

sacred rain
#

yep, that's it

late pewter
#

Making a Custom Farm Map: Does the Map Property "PetBowlLocation" refer to the "?" or the Bowl itself?

rancid temple
#

Usually the coordinate refers to the top left corner, so the ? here

#

The pet bowl area includes the weird tiles under it

late pewter
#

Got it, thanks

tender bloom
pine elbow
#

I’m currently working on a mod to add additional weapons to my game, what should I put in the “StockItemCurrency” section?

#

I’m not entirely sure what it means tbh

brittle pasture
gilded comet
pine elbow
hallow prism
#

google isn't always updated with most recent info

brittle pasture
#

your guide sounds like it was made back in 1.5
In 1.6 land you need neither JA or STF, just good ol content patcher

pine elbow
#

So I could add the new weapons using only content patcher? that’s so annoying, I spent like 3 hours looking through YouTube and google searches lmao

brittle pasture
#

modding went through significant changes in 1.6, and for now the wiki is the most authoritative source of updated info
(that and unpacking the game files)

vernal crest
calm nebula
sacred rain
calm nebula
#

It shows up on thr save load menu

pine elbow
#

What program do y’all use for your pixel art?

#

I see a few on the wiki, but which one is the most simple to use?

vernal crest
#

Most simple is probably going to be something like Piskel or Pixel Studio. Maybe paint.net.

#

I use Aseprite, Affinity Photo, or Photoshop.

late pewter
#

Question: How do I set in my map so that at night, it uses the glowing lamp, but during the day, the lamp appears off? (Along with corresponding light glow). I figure the glow comes form the light bulb on the paths layer, and the different appearance has to do with the Map Property "DayTiles" and "NightTiles" but the wiki is pretty vague with how to use the property and what all the numbers mean....

I vaguely recall messing with the NightTiles parameter back in 2017 for a now severely out-of-date map I edited a long time ago. That was in 2017 - I don't remember how to do it anymore...

vernal crest
# late pewter Question: How do I set in my map so that at night, it uses the glowing lamp, but...

DayTiles and NightTiles have 4 arguments per tile they're changing: layer the tile is on, tile coord X, tile coord Y, and tile index (e.g., Front 6 1 1253). Place your tile you want during the daytime on the map itself and set the DayTiles property up to reflect that, then set the NightTiles property to match the layer and X/Y but with the tile index of the night-time tile instead. As for the glow...I use the Light map property but I don't think that has an on/off.

loud ice
#

!commissions

ocean sailBOT
gilded comet
true coyote
#

Now to make a mod image. But first I must retrieve my child from daycare

late pewter
# vernal crest DayTiles and NightTiles have 4 arguments per tile they're changing: layer the ti...

It's the 4th number I'm having a hard time understanding For the glowing and not glowing lamp on the mine there, what is their tile index? I think I understand the other 3 numbers well enough, but that 4th one the wiki is too vague on IMO... I recall the light has an on-off? At least i think it did back in 2017? But then I could just be remembering wrong, it was only like 7 YEARS AGO...

OH MY GOD IT'S BEEN 7 YEARS SINCE MY LAST FARM MAP MOD.

#

OR 6 I FORGET WHEN I RELEASED THE SECOND ONE

vernal crest
atomic vale
#

So what do you use for moding Stardew? (SMAPI)

#

like coding

late pewter
#

Oh right, the Mountain map! I'll copy the numbers off the mountain.

vernal crest
#

NightTiles has 507 for the tileIndex so if we click on the tileset and go "edit tileset" and then click on the lit lantern on the tilesheet you can see it has the ID 507 which matches the NightTile argument.

uncut viper
atomic vale
#

(dotnet doesn't open)

uncut viper
#

well, thats up to both personal preference and whats supported on your machine. lot of people use Visual Studio

brave fable
#

pretty much everyone uses visual studio community (2022), some use jetbrains' rider if they have a license

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!startmodding lists IDEs i think

ocean sailBOT
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Making mods can be broadly divided into two categories:

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

lucid iron
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any text editor is fine really

brave fable
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.. for c#?

vernal crest
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Going to be tricky to build lol

lucid iron
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yea u can just dotnet build

brave fable
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wordpad is my IDE.

lucid iron
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from the cli

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so its fine/10

brave fable
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you have a very, very low baseline for fine lol

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(is your name pronounced chewy or shway)

lucid iron
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how do u get shway KasumiDerp

brave fable
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(or shoe)

tender bloom
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Probably from the French

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I blame them for any weird vowels

vernal crest
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I would've pronounced it chu-ur (very bad approximation of Chinese e sound)

lucid iron
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its actually just chu but i got no strong feelings about any particular form

fathom rapids
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i hear chewy

lucid iron
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my origin story is that i defeated all the other chu<realnumber> and now there is just me

vernal crest
brave fable
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hi elizabeth, how do i transform Game1.windGust into some circular motion for a simple pendulum sort of behaviour

tender bloom
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Cos and sin

brave fable
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my beloved circularFromRatio method fails me since my implementation is a screwy version of bush shake code

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windgust and globalwind in sdv are real weird, gust occasionally gradually increases from 0 to 5 or 10, then immediately returns to 0

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globalwind sits at some value 0/-0.25/-0.5 depending on the season, and increases (negatively) by some amount of the current gust each tick, while decreasing by a constant rate until back at baseline

tender bloom