#making-mods-general

1 messages · Page 69 of 1

brave fable
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it then simply makes a generic NPC and AnimatedSprite setup with your sprite - no monster data needed, just a sprite

uncut viper
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my point is that a mail flag simply is or isnt. you cant check if the mail flag has a value of 0 or 1 because a mail flag has no value. a mail flag IS the value

latent mauve
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The renovation syntax assigns 0 or 1 to a flag with a type of "mail"

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As part of the renovate actions

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From this piece:

                        {
                            "Type": "Mail",
                            "Key": "Fireredlily_renovation_bathroom_open",
                            "Value": "1"
                        }
                    ],```
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So I'm trying to read that as part of a When condition for a map patch, since nothing else is working.

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That key and value are read as part of the Requirements to enable a renovation.

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But the format's different

uncut viper
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that controls whether or not the mail flag is set when the Type is set to Mail

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it doesnt set a mail flag to 0 or 1

latent mauve
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It should be adding or removing the flag, which meant HasFlag should have worked, right

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?

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That's what I was thinking at the start but it refused to acknowledge that the flag existed

uncut viper
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if Value is set to 1 then you will get a mail flag with the id "Fireredlily_renovation_bathroom_open" when you do the renovation

latent mauve
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...

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I literally copy/pasted the exact same "HasFlag":"Fireredlily_renovation_bathroom_open that I had in there and it suddenly works now.

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I don't even know anymore.

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except now it only runs the EditMap on a patch reload, which is... not ideal.

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hm

uncut viper
#

are you sleeping a day?

latent mauve
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been trying not to, since renovations are MEANT to be instant

uncut viper
#

well, the hasflag token wont update any quicker than any other token, so once a day unless you change the updaterate to something else

latent mauve
#

ah, hasflag is per day by default?

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Sleeping did reset it btw

uncut viper
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all tokens are per day by default

latent mauve
#

Gotcha

uncut viper
#

specifically on DayStarted

latent mauve
#

So if I change it to OnLocationChange, by the time the person goes back to the farm, it will have updated.

uncut viper
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unless they have another mod that lets them do renos from home
(not that i think thats worth worrying about)

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otherwise yeah

latent mauve
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I'd have liked it to work without needing to do an EditMap workaround so that it updated on the actual reno screen, but, since that refused to actually load my map in the first place...

acoustic summit
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Adding it to characters/monsters was the solution, thankyou

brave fable
#

no problem! glad it works SDVpufferthumbsup

quiet dock
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hey! doesn anyone know how to actually create an NPC? my and my friend tried making one with Miss Coriels NPC creator, but i think we had a problem w sprites. any help would be- well- helpful! thanks

uncut viper
#

!npc

ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

quiet dock
#

the wiki confuses me sm 😭

uncut viper
#

miss coriel's npc maker is outdated (though the sprite stuff should be more or less the same depending on what part specifically you got stuck at i.e. appearances)

quiet dock
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ohh it is?

uncut viper
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the first link is a tutorial on the modding wiki and not the official wiki which is more guided and explanatory!

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and yeah afaik its not been updated to 1.6 yet

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NPC dispositions and other related stuff changed a lot in 1.6

quiet dock
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ughhh it seemed so easy and would have been so helpful

uncut viper
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i will warn you that probably even with the NPC maker, making a custom NPC is like, one of the more difficult challenges someone can undertake

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none of the individual bits are difficult but you need a lot of individual bits to make an NPC functional

quiet dock
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yeahh it didnt seem so easy

uncut viper
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very doable tho! so long as yuou have patience

quiet dock
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we were running on a really old gaming laptop too 😭 all for a school project

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i crashed out so many times

knotty phoenix
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oh i'm so relieved to hear dispositions are gone

quiet dock
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they're just- gone?

tawny bough
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Hello! Sorry for immediately writing a long question.I'm having some issues getting Custom locations to work properly. I got one room that's like a hub area to load properly, but when I try to walk through that one to another custom location the warp doesn't work and SMAPI just says "location wasn't found or couldn't be loaded". I put the same info for them both in content.json and idk what I'm doing wrong bc I'm not that good at coding

rancid temple
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They've been replaced by Data/Characters

uncut viper
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i mean the asset called "NPCDispositions" is gone but NPCs do have similar data, just in a much easier to edit model

vernal crest
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Well they're not gone, as such, just much easier to work with now because they aren't a string.

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

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

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

tawny bough
quiet dock
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i wish i had a pc

tawny bough
quiet dock
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THATS OLD FR

vernal crest
tawny bough
#

Ah ok. So should I change the "Target" to "Data/Locations" instead of just "Locations"?

brave fable
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7 in most electronics' years isn't much. but 7 in laptop years is quite a lot lol

rancid temple
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The Targets for the EditMap's are wrong I'm pretty sure

vernal crest
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Yes roku is correct

tawny bough
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I've been trying to use the examples on the modding wiki but this is all very overwhelming. I'm an art major

vernal crest
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The targets for the EditMaps should be CarrionCrepitations.SolaraValley_FlumeRoom instead of FlumeRoom and CarrionCrepitations.SolaraValley_AntiSolara instead of AntiSolara (I'm fairly sure - I've never use CustomLocations before though because it's old).

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The modding wiki is out of date for anything map-related.

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(Well, most things map-related)

tawny bough
vernal crest
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(Also, you can usually load files that are going into the same area - like Maps - in one Load action rather than my inefficient way of loading my three maps separately. I just haven't bothered to write mine the consolidated way yet.)

tawny bough
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I kinda prefer loading things separately so I can tell what's going wrong

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I think I'm going to try rewriting all the location stuff tomorrow morning, it's like 10:30 where I am rn. Thanks for the links I appreciate the help

cyan marsh
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apparently, people are making bad mods and linking my discord in them <.<

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that makes me worry...

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esp since it's mods i wouldn't ever want to associate with DX

brave fable
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disappointing that Event.int_useMeForAnything2 is in fact already used by the spriteText command, meaning you can't use it for anything while text is showing SDVpuffersquint

sweet meadow
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hello... someone commented on my mod about a weird issue and i have no idea how to start trouble shooting it... i think something is modding the greenhouse and that messses up my mod...

https://www.nexusmods.com/stardewvalley/mods/24997?tab=posts

[game] Can't read map property 'mushymato.MMAP_BuildingEntry' for location 'Greenhouse2f7eb869-7f9f-443c-b6a0-cec413535e0e' because the map is null.
[game] An error occurred in the base update loop: ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
at Netcode.NetList`2.get_Item(Int32 index) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Network\NetFields\NetList.cs:line 22
at StardewValley.Buildings.Building.doAction_PatchedBy<CF.FarmhouseFixes__FlashShifter.SVECode>(Building this, Vector2 tileLocation, Farmer who)
at StardewValley.GameLocation.checkAction_PatchedBy<DaLion.Professions__DecidedlyHuman.MappingExtensionsAndExtraProperties__Goldenrevolver.HorseOverhaul__leroymilo.FurnitureFramework>(GameLocation this, Location tileLocation, Rectangle viewport, Farmer who)

Nexus Mods :: Stardew Valley

Greenhouse overhaul. Makes 8 massive green house rooms, 2 tree rooms, and a water paddy room. Grass can grow in all 11 of the rooms.

rancid temple
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Probably need to get an actual log to see their mod list

teal bridge
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Wow, that is a lot of mods all patching the same method.

rancid temple
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GameLocation.checkAction is one of those absurd method's that does like everything

tiny zealot
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unfortunately, GameLocation.checkAction does everything lol roku beat me

rancid temple
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Way, way, way too much crap crammed into one spot

teal bridge
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Yeah, so the issue could really be in just about any of them.

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MMAP, SVE, Professions, whatever MappingExtensionsAndExtraProperties is, Horse Overhaul, Furniture Framework... yikes.

rancid temple
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That's also just the error provided by the user, not even from a log so who knows if it's even related

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Could just be the first red they saw

teal bridge
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True. Like most errors, it's not really worth investigating without a log.

vernal crest
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I blame Chu /j

rancid temple
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I was looking at the code for MMAP but it seems like it should be fine if it fails, also should be throwing a different error

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Just noticed the bots changed too, spoopy

teal bridge
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Too many "boo" puns. They could have made it "Bludgeoner" or at least "Bone-cer" or something.

brave fable
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and i took that personally

teal bridge
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I can only give you partial credit for at least being a rhyming pun.

tender bloom
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I could be Eliza-boo

brave fable
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how do you feel about focus going by the name Doctor without having first defended a thesis?

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surely a controversy

uncut viper
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do you know for sure focus has not

brave fable
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no, but i'm taking a calclated risk SDVdemetriums

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there's really no event command for giving the player an item, huh. more c# to do

teal bridge
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Putting aside the "how do you know I haven't" question, which must remain a mystery, I am not sure that Victor's character technically had a formal doctorate degree.

steady folio
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Focus-Pocus is always a possibility to avoid malpractice lawsuits, if necessary

brave fable
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i'm amazed he even got the part in SVE given his dubious credentials

uncut viper
brave fable
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i don't know SDVpufferthinkblob a question for later

teal bridge
uncut viper
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can you do normal dialogue commands in events? (i know nothing abt event scripting)

brave fable
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the good news is this pure CP event mod only has 2 postfixes, 1 perscreen model, and a constant on-rendered handler

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otherwise pure SDVpufferthumbsup

uncut viper
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oh there is just an action <action> event command added in 1.6

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so you can absolutely give the player an item

teal bridge
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Like a "pure" function that only writes to two files and does one network transfer.

uncut viper
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... or also just the addItem event command listed right below that that my eyes glossed over

brave fable
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and yet the dialogue page is updated with 1.6 commands SDVpufferthinkblob

uncut viper
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why not be the change you wanna see in the world wiki

brave fable
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maybe..

latent mauve
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Wiki editing is scary, but it is the right season for it. SDVpuffersquee

merry jacinth
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Can I get help with C# modding here?
I've been trying to update a mod called "Restauranteer" for a week, but I couldn't update completely. I'm not very familiar with coding, and all I could do was reference the released code of the mod and a similar code used in "Market Town".

As a result, I succeeded in running the mod, and when the event conditions were met, NPCs showed order emotes above their heads. When the order was fulfilled, the game correctly displayed dialogue and farmer could get paid for the food, as expected.

However, the code for placing a fridge in the shop doesn't work (there are no SMAPI errors or syntax issues, so there's nothing left to fix). The fact that there are no errors but nothing works when I actually run the game drives me even crazier!!!!

The problem is that the player cannot freely cook without the fridge. Also, the part where NPCs offer recipes for sale in the Saloon when the player hasn’t learned them yet still hasn’t been resolved.

Therefore, I ended up removing the fridge creation and sell current recipe logic entirely and only have a half-finished mod. The related methods are GetFridge, PerformAction, and GetSaloonStock(SellCurrentRecipe). Oh, the compatibility with the Love of Cooking mod is also deleted, as it’s related to the fridge functionality.

I understand that the author of this mod, "aedenthorn", has made all his mods open-source and does not update them. So I'm curious about where I should upload this file I created to get help. Is it okay that upload the file at here...? Or How can I get help to complete this mod.

I hope someone can fully update this half-finished mod and upload it to Nexus Mods.

late pewter
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What happens if I don't define the Starting Farmhouse furniture for a Custom Farm Map? Does the game pull the Default Farm's farmhouse's furniture instead? Do you end up with no furniture?? Is there an easy visual way of defining the furniture for the farmhouse for my custom farm map??

final arch
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I assume itd pull the standard farm furniture but Id try it out to be sure

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could use lookup anything (with debug fields enabled in settings) and a cjb cheats, then furniture the place and look up IDs/coords?

final arch
vernal crest
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And yes, sheku's suggestion of grabbing the furniture you want with CJB Item Spawner and then using Lookup Anything to find the item ids is a good one!

woeful lintel
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Oh no, it's where I put a transpiler, and I have no idea what it actually does...

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I think it should be fine (FF is probably not the cause of the error), but I don't know what the other mods are patching, so maybe there's an incompatibility

blissful panther
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Oh no... I'm also in this. SDVpufferfear

frigid hollow
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i'm pretty sure i have most of those mods minus professions and my custom greenhouse map (aimon's fancy) loads fine?

vernal crest
woeful lintel
merry jacinth
brisk kraken
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In a custom event, there is a command to slowly move the camera in one direction?

hallow prism
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yes

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viewport move or something, search on the event page 🙂

brisk kraken
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Thx!

noble moth
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I NEEED HELLPPPP

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My audio file isnt working

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ive writting it into code like this

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label prologue:
play sound:"bonk.wav"

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and ive also dropped it into my audio files

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but its not working

blissful saddle
noble moth
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wdym

blissful saddle
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where did you 'write it into code'?

noble moth
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in visual studio

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where i also write the dialogue etc

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just the script

blissful saddle
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ok, explain exactly what are you doing. I have no idea which code you are editing on c#. Are you making a new mod?

noble moth
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NVM IM GOOD I FIXED IT

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thanks tho

blissful saddle
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I updated aedenthron's Spoilage this week, so his logic is kinda fresh yet on my mind

brisk kraken
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Is possible to change from beach map to "changeLocation NightSceneMaruMap"?

If so, how? I cant find the Maru event that does it

velvet narwhal
brave fable
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how come you're not called aviraven for halloween

blissful saddle
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'if any value is given to [pan] , no panning occurs'?

brave fable
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aviroe'en

velvet narwhal
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i could make it something different

blissful saddle
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got me confused there

velvet narwhal
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[ ] on the wiki means optional

blissful saddle
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ok, 'any value given' means 'no value given'

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I am not an english native. sometimes these descriptions makes me confused

velvet narwhal
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that's fair, it's not correct in english, i honestly haven't bothered to look at the description since i knew what it did

brisk kraken
# velvet narwhal

Thx, this works, i hope I can properly set it up so just the night sky is vissible

velvet narwhal
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the whole map is 'fake', so i think the night sky is baked in

blissful saddle
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it is clear enough by code logic, but damn... sometimes descriptions makes it harder to understand

brave fable
#

it's more that the parameter pan should be named ifThisParamIsGivenThenDon'tPan

blissful saddle
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I think I had some issues learning how some events worked during the week because of that

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I had to experience myself with a testmod

brisk kraken
velvet narwhal
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you can use changetotemporarymap on anything

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you can make your own map as well

brisk kraken
blissful saddle
velvet narwhal
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it's a bool

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true/false

brisk kraken
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Maybe I can just move around the valley

blissful saddle
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oh, ok. I thought it was the panning coordinate

velvet narwhal
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changeToTemporaryMap Island_N false

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yeah probably should update that but i honestly just use a copy paste from the wiki.gg

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changeToTemporaryMap Island_N false/bgColor 0 0 0/ambientLight 0 0 0/

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cause the lighting on temporary maps act strange SMCKekLmaoDog

brisk kraken
#

let me try it!

brave fable
blissful saddle
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I have an idea to a Jack O'Lantern lil quest for halloween challenge, like the find-my-axe-Robin-one, but these event and quest edit makes me think twice

velvet narwhal
#

you wouldn't need to edit an existing quest, you can throw your own in and it's easier than editing

brave fable
#

oh question for stardew players, is golden pumpkin an op reward for doing a task ingame

velvet narwhal
#

not really?

blissful saddle
velvet narwhal
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i think it only has the universal 'love' right? not like stardrop tea?

brave fable
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is it worth a ton?

velvet narwhal
brave fable
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id like something satisfying but not busted lol

velvet narwhal
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i go look

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"Price": 2500,

brisk kraken
velvet narwhal
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eh

brisk kraken
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And is a loved gift

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But thats it

brave fable
#

hmmmmb seems fair

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tyry

blissful saddle
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I would say it is a good gift. not busted

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has kind the same worth of the chest treasure that you can randomly fish from the start

vernal crest
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Not like me getting magic rock candy for my birthday and immediately selling it

velvet narwhal
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i think the main problem you'd have with a robin-axe quest, is the 'find reasonable tile' to place the item

brave fable
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quest items are added to an overlay objects layer, but I'm not sure how to use that from content only

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so you won't have to worry about colliding with existing items

blissful saddle
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also removing any forage that may be at the tile, or randomizing it

velvet narwhal
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i'd just do the 'isTilePassable' or something, there's a method somewhere that checks whether it's clear

blissful saddle
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what is not doable by CP I can try to with c#.

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yeap, I saw it

velvet narwhal
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i contemplate just putting this half baked npc out now because i'm not in the mood to script heart events

blissful saddle
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I also think about having partial outcomes in case you try to return the wrong item, as an easter egg

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but not sure if it is doable

velvet narwhal
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game would consider it as gifts probably

blissful saddle
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my main issue would be doing the npc sprites...

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I have zero experience with this lmao

vernal crest
blissful saddle
#

what is in less than 2 weeks

velvet narwhal
vernal crest
velvet narwhal
#

oh discord changed it's blip noise i don't know how i feel about that

vernal crest
blissful saddle
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I am aware

vernal crest
# blissful saddle I am aware

Sorry, I misunderstood your message then because it looked to me like you were asking what was happening in less than two weeks.

blissful saddle
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it's driven me nuts because I had the idea for a nice lil quest mod but there are lots of things I would need to learn to there

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sorry, should had used 'which' maybe?

vernal crest
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But now I think you were saying "the end of the month is in less than two weeks". Which, to me, is a long time away because the only other mod jam I've participated in was a weekend one lol

blissful saddle
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also I will be busy starting the middle of the next week. so maybe I will skip this year as I just showed up to the mod community

velvet narwhal
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god only 48 hours for a mod jam sounds like a nightmare

vernal crest
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Definitely don't push yourself! If it's stressful rather than fun then I don't think it's worth it.

blissful saddle
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people are extra creative with these short schedules. I see lots of nice things on game jams

vernal crest
blissful saddle
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but also it usually goes well to the ones used to modding/game developing and has enough practice

vernal crest
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This time around I think that even if I don't finish in time or if I make something that's pretty crappy I will have at least learned some new stuff and practised drawing more.

velvet narwhal
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i learned that sprites in detail hates appearance data

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so that's fun

vernal crest
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Got to do things the old fashioned way?

velvet narwhal
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yeeeeeup

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it's fine, since there's only a winter option, i'm not gonna bother with a full season recoloring

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i hope i annoy people with the fact that mothman speaks in piglatin

vernal crest
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I laughed

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And yeah I think Mothman can easily get away with not having seasonal outfits lol

velvet narwhal
#

dwarvish wouldn't make sense cause no one acknowledges him except krobus

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and speaking ~eloquently~ didn't fit, so i was like "what sounds like gibberish but is still coherent?"

blissful saddle
#

It sounds awesome

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I would probably be very annoyed to, basically, have to learn a new gibberish language to understand him

velvet narwhal
#

i did honestly contemplate my own morse code but in verbal clicking but i was like "that's far too niche"

blissful saddle
#

most of our comprehension comes from context though, so depends in how you do it, may go very well or very annoying lmao

velvet narwhal
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oh it's a translator

brisk kraken
#

is there a way to give an item in an event? Without using mail I cant find a command for that in the wiki

velvet narwhal
#

addItem <item ID> [count] [quality]

blissful saddle
#

Reciprocate does it with villagers giving gifts back to the farmer

velvet narwhal
#

oh there's setskipactions i didn't realize

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definitely going to be useful for me later but i'm done dealing with the mod i'm thinking of for now SMCKekLmaoDog

brave fable
#

nooo event playsound doesn't have a pitch modifier...

brisk kraken
#

And for looping music? Because If I understand correctly, "continue" just play the background season music

brave fable
#

the first command in your event sets the looping music

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e.g. "Custom_MyMod_Event1/u 1": "spirits_eve/-1000 -1000/farmer 69 69 1/end plays spirits_eve

brisk kraken
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Yes, but, if it isnt the first music?

brave fable
#

you can change the track later with playMusic spirits_eve

brisk kraken
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Yes yes but, i have a long cutscene and the song only last 1 minute

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How can I make it loop?

brave fable
#

it doesn't loop? then i've no idea hahah

brisk kraken
#

I think i read that it doesnt, but, im going to test it first

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Well, it loops, so no trouble lol

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I dunno where I read that in the wiki

velvet narwhal
#

just don't ever use the sine sound, it will break SDVpufferclueless

brave fable
#

why in gods name would you play a looping sine wave as background music for your event lol

velvet narwhal
#

i was testing out all of the soundids that didn't have examples

blissful saddle
#

because sines are fun

merry jacinth
# blissful saddle yeap, you can upload free code, and as aedenthorn has their codes under MIT lice...

The following updates were made to the original GetFridge method: I modified the method to reflect the updated data types in OrderData.cs, since I had changed them. (In order, string, string, int, string) Additionally, I replaced all instances of objectInformation with objectData used in version 1.6. Afterward, I only made minor fixes related to data type issues. Although no errors occurred, the fridge did not appear anywhere in the game.


    public static Dictionary<string, NetRef<Chest>> fridgeDict = new Dictionary<string, NetRef<Chest>>();
    public static Vector2 fridgeHideTile = new Vector2(-42000f, -42000f);

private static NetRef<Chest> GetFridge(GameLocation __instance)
{
    switch (__instance)
    {
        case FarmHouse _:
            return (__instance as FarmHouse).fridge;
        case IslandFarmHouse _:
            return (__instance as IslandFarmHouse).fridge;
        default:
            __instance.objects.Remove(ModEntry.fridgeHideTile);
            NetRef<Chest> fridge;
            if (!fridgeDict.TryGetValue(__instance.Name, out fridge))
            fridge = fridgeDict[__instance.Name] = new NetRef<Chest>(new Chest(true, "130"));
            
            return fridge;
    }
}

I originally had an if statement related to autofillfridge within the method, but the code was getting too long, so I'll upload just that part.

blissful saddle
#

maybe something else is changing or taking the fridge away

#

or not putting it

#

FarmHouse should had a fridge by default after the first upgrade is bought

#

the mod also changes the farmhouse map?

#

maybe it sets a fridge in default if no fridge was found, but I can't understand where

#

check for references to this method, if it is being used somewhere

merry jacinth
# blissful saddle it doesn't put a fridge. it just gets the Fridge NetRef if a fridge is found

I see. I'm sure there are several fridge-related logics, but the fridge doesn't show up at the saloon, so I thought one of them also creates a fridge.😥 I don't even have a plausible basic knowledge of c# or coding, so you might feel my explanation is ridiculous. Thanks though! I'll have to look for more information about the fridge.

Can I also attach the code for Getsaloonstock? I tried to fix this, but the smapi error seemed to say that utility calss doesn't have the getsaloonstock method. It was supposed to be done like this

    [HarmonyPatch(typeof (Utility), "getSaloonStock")]
    public class Utility_getSaloonStock_Patch
    {
      public static void Postfix(Dictionary<ISalable, int[]> __result)
{
...
}

So since it doesn't exist in the utility class anymore, I tried to write logic to replace it and there are no errors to see what's wrong, but it didn't work. Nothing was added to the stock at the Saloon.

public static void UnlockRecipesFromOdersInSaloon()  ///Replace Utility.getSaloonStock
{
    if (!ModEntry.Config.ModEnabled)
        return;

    GameLocation saloon = Game1.getLocationFromName("Saloon");
    if (saloon == null)
        return;

    foreach (Character character in saloon.characters)
    {
        string orderDataStr;
        if (character.modData.TryGetValue(ModEntry.orderKey, out orderDataStr))
        {
            OrderData orderData = JsonConvert.DeserializeObject<OrderData>(orderDataStr);
            string dishName = orderData.dishName;
            if (!Game1.player.cookingRecipes.ContainsKey(dishName))
            {
                Game1.player.cookingRecipes.Add(dishName, 0);
                ModEntry.SMonitor.Log($"Recipe for {dishName} has been unlocked from Saloon order.");
            }
        }
    }
}
blissful saddle
# merry jacinth I see. I'm sure there are several fridge-related logics, but the fridge doesn't ...

It's good. I was also learning some c# code and logic through the week. People here like to help if them can.

The Getsaloonstock you referenced above is an Harmony patch. Harmony is a framework that let's you add things to the base code.

So, in this case, the public static void Postfix you referenced should be implemented as a Utility method. To update this you need to update the Harmony logic, and it is beyond my grasp right now (to be sincere, I refrained to dwell too much in this for now).

Even if redoing the logic in a new method, you would need to patch the new method with Harmony so the game can use it as intended. There are things that, if not patched in the game code, the game just overrides.

#

hope it helps you understand how to parse it to Harmony and fix

#

sorry for my answers. it's raining here and internet is unstable

#

also, on Visual Studio, you can check where a method or property/variables are used/referenced rightclicking on it and selecting 'find all references'

#

it will so make a list at the bottom window where you can check everytime that variable/property/method was called

#

it will help you understand the basic logic behind all c# STV mods

#

and what you need to change/implement to make it work

#

also, I am sorry if my instructions sounds a bit pedant. English is not my native language and I am just trying to be clear without bringing it to a ground floor lecture

#

feel free to ask anything that you didn't understand

#

and feel free to call me by DM so we can free this channel

merry jacinth
whole raptor
#

Not really experiencing any problems, but there's something that I'm curious about... if it's already possible to take the asset or a single i18n token from another mod, would it somehow be possible to edit just this i18n token? SDVpufferthink Probably not, but just something that came to mind 😅

old edge
#

I'm still on 1.6.5....

mighty quest
#

what?

[SMAPI]    Vanilla Tweaks Style Stardew Valley Expanded Seeds 2.1.0: https://www.nexusmods.com/stardewvalley/mods/24669 (you have 2.1.0)
[SMAPI]    Vanilla Tweaks Style Stardew Valley Expanded Seeds 2.1.0: https://www.nexusmods.com/stardewvalley/mods/24669 (you have 1.0.0)
teal bridge
iron ridge
#

its a universal love iirc

whole raptor
#

The only reward I'd consider OP with my mod load is a million bucks... SDVkrobusgiggle

teal bridge
#

Sure, I guess being a universal love is... sort of useful. But you have access to other sources of those.

lucid iron
#

Tea set is the most op item if your goal in game is to collect all the things

teal bridge
#

If you are the sort of player who cares about OPness then you are most likely the sort of player who has already collected 5-6 golden pumpkins by the end of year 1.

#

(as well as a few dozen rabbit's feet)

old edge
#

Is 1.6.8 mod breaking ?

whole raptor
#

Haven't opened the game in half a year and after trying to update a mod there's just one error... I'm honestly impressed by myself SDVpuffersquee

uncut viper
pine elbow
#

Hello everyone! does anyone have a guide to how to make hair for fashion sense, i just cant find anything about making hair from 0...

whole raptor
#

Okay, all the errors are dealt with... now do I want to test the mod or throw it at users and wait for bug reports... SDVkrobusnaughty

teal bridge
#

I'd like to claim that stable vs. buggy releases are an earn it or burn it decision (the "it" being your credibility/social capital).

...but unfortunately, in reality, that's not even remotely close to how Stardew mods tend to be publicly received, and things like "performance" or "correct behavior" are mostly a matter of your own personal pride (or lack thereof) in your work.

tawny bough
late pewter
#

Alternatively, what's the ID of the furniture and wallpaper catalogs??

twilit quest
#

That's a good idea actually

tawny bough
#

Does anyone know the proper way to code a readable letter? Like, a player can walk up to a letter on a table and it pops up on screen when they interact with it. I managed a command in one of my other maps for reading some signs, but for some reason the letter using the same code method doesn't work :/

velvet narwhal
#

SDVpufferthinkblob does secret note framework handle that

uncut viper
#

if you want it to look like an actual letter from the mailbox i dont think you can? i might be wrong though

tawny bough
velvet narwhal
#

there is the action dialogue in Tiled but that only comes up as one of those portraitless-centered dialogue boxes, and it's usually just a small box

tawny bough
#

I made a Tile Property called Action, with the details being "Message (MessageName.1)". Then I have an EditData adding an Entry to Maps/StringsFromMaps. That worked ok for signs but I can't do a bigger message

uncut viper
#

do you have a Tile actually placed in the correct layer as your map action thingy

tawny bough
#

It's on the Buildings layer

uncut viper
#

assuming the Action tileproperty is on the (pink?) buildings layer

#

then you also need a tile on the other Buildings layer

#

in the same spot

tawny bough
#

Can the player be standing next to it or do they have to be standing on the Action tile

uncut viper
#

they just need to be close enough to right click it

#

or w/e their interact button is

#

so you can put the action on the table tile where i assume you already have the table itself on the buildings layer

tawny bough
#

Ok so there is both a tile on the Buildings layer and the pink Buildings layer, the Property is "Action|Message "Message.Name" " and I have a command in content.json to EditData in StringsFromMaps with an Entry that is the letter content. But when I run the game and go to read the letter, interacting does nothing. The cursor doesn't even change

hallow prism
#

then maybe you didn't put the updated map in the mod folder

velvet narwhal
#

(there is actually Action Letter <string messageKey>)

hallow prism
#

something i already did

#

"why are my changes not working? oh. OH"

velvet narwhal
#

or me, i had something on a Buildings2 layer, and therefore it wouldn't let me click

latent mauve
#

I spent entirely too long working on making a fillable Google sheet that can spit out a valid EditData action for Data/Characters but it WORKS

tawny bough
#

I did a Save As directly to the mod folder to be sure. Also I tried Action Letter and there still wasn't anything there in game

hallow prism
#

one thing that got me more than i like is when i had building instead of buildings

latent mauve
#

I still want to add more notes but I am happy to share it later tonight if people want to test it out for custom NPC Data and tell me how they manage to break it

tawny bough
#

Oh my god I figured it out. I forgot to label the Tile as "TileData"

velvet narwhal
#

that'll get you

tawny bough
#

Yeah that was one I didn't even consider

velvet narwhal
#

it's sort of a pain in the nut, but that's why i've transitioned all of my tiledata into cp edits

grim rune
#

Does anyone here use monodevelop on an Arch-based linux distro? I'm struggling to get my environment to build.

calm nebula
#

No one does because monodevelop is deprecated. The linux devs are either the VSCode group or the literally using vim and dotnet build group

grim rune
#

Thanks, I'll look into it

brittle pasture
#

There's also Rider on Linux which is probably the closest to Linux VS, though you need $$$$ for it

#

(or be a student I guess)

next plaza
#

There's also the open source license

grim rune
uncut viper
#

You get it for free as a student and don't need to prove anything besides being a student

#

That's how I get my Jetbrains license

grim rune
#

I'll probably stick to vscode for now, but thanks

brave fable
#

it's a little scary how fast this contest mod's come together. so close SDVdemetriums

velvet narwhal
#

must be nice, i still gotta write heart events

brave fable
#

just needs a little map polish, a little finale, and a little testing

teal bridge
#

I haven't even started yet. Good for you though.

hallow prism
#

me : about to push an update
someone on nexus : reports a bug
Well, at least it's good timing, except i need to repack

ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Unix 6.11.3.1, with 5 C# mods and 2 content packs.

#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows NT 10.0.19043.0, with 5 C# mods and 2 content packs.

uncut viper
scenic heath
#

Oh, woops, sorry

velvet narwhal
#

..why did my vs22 explode

velvet narwhal
#

there's really no doorknocking sfx SDVpufferangy

brittle pasture
#

hmm I do recall a bunch of modded events that have door knocking. they may just have modded a custom sounds in

velvet narwhal
#

i'mma see if i can get away with 3 consecutive axchops

#

which means i gotta turn off youtube playlist to debug this event SMCKekLmaoDog

brittle pasture
#

on second thought they may have just used the axe chop sound lmao

knotty phoenix
brittle pasture
#

missing ending comma on line 500

proven spindle
#

I use the step sounds (woodyStep, stoneStep etc) for doorknocking sounds in events

velvet narwhal
#

oh my desktop audio isn't working that's interesting

knotty phoenix
velvet narwhal
#

SDVpufferthinkblob wonder what isn't annoying but still sounds like metal, either way i can just get away with the stonestep

#

(thank you years of being a band nerd for that knock cadence SMCKekLmaoDog )

safe mortar
#

will events on the farm always have them in this starting position? I tried changing them but no difference. They can move but always start there, overlapping with each other on the stairs of the farm house.

velvet narwhal
#

if you don't want the actors to show up until later, you have to set their initial positions to something far like -1000 -1000

safe mortar
#

oh yeah i could have them enter a bit staggered and maybe work around it like that!

#

I was going to have them waiting like they just knocked etc

velvet narwhal
#

yeah you can have them all in the inital setup like farmer -1000 -1000 0 {{Mothman}} 10 37 2 warp them in when you need them, warp them back out to the impossible number

#

(just remember if you're using the globalfade/viewport trick that viewport -1000 -1000 will be able to see your <npc> -1000 -1000) SMCKekLmaoDog

knotty phoenix
#

Can CP do custom rarities for objects like JA could?

calm nebula
#

You can do things like "set up the camera off screen then move one npc before moving the camera in."

teal bridge
#

Does anyone know APIs are still duck-proxied if the caller has an assembly reference? Like how many mods probably do with SpaceCore?

#

I'm looking at possible designs for "framework extensions" now and wondering if I should even bother attempting to work with the API system or just roll over to an "internal API" of static methods.

safe mortar
#

oo ok i was trying to get vincent, penny, and jas going up together to trick or treat. it's working fine other than that bit 😅 i just got back to my computer though so i'll keep working on it

knotty phoenix
wise berry
lucid iron
#

You need spacecore for categories not from base game iirc

#

To give them special display name

ashen goblet
#

Hey! Sprite animations; should I put this straight into my content (the screenshot) and nothing else.. or should I put this instead into my content (the text)

      "LogName": "Animation Frames",
      "Action": "Include",
      "FromFile": "assets/animations/Animations.json"
    },
velvet narwhal
#

it's up to you how you want to organize your mod tbh, you can actually have everything in content.json

ashen goblet
#

So either would work?

velvet narwhal
#

yep

ashen goblet
#

Thanks!

knotty phoenix
wise berry
#

But it's what I use for the same effect, just gotta multiply the numbers to get the right amount of offset

spice inlet
safe mortar
safe mortar
# spice inlet making `ignoreEventTileOffset` the 4th command in your eventscript prevents that

Didn't work for me :/ They were all standing on the same tile still. This is thatt part of the code: continue/64 15/farmer 64 16 2 Jas 63 15 1 Vincent 65 15 3 Penny 64 16 0/skippable/ignoreEventTileOffset/ My workaround was to start the camera elsewhere on the farm and use beginSimultaneousCommand to allow the sprites to move while i moved the viewport toward the farmhouse ^.^

knotty phoenix
#

Anyone know what the ID is for replacing the load screen song? It seems to be not on the ID list on the wiki

calm nebula
#

but this is what I was hinting at when I said there was a way around it BUT it doesn't work if the player moves the farmhouse

#

because then it just uses the coordinates, which is not necessarily the doorstep

knotty phoenix
#

oh that is indeed VERY helpful

#

bookmarking this, cheers

knotty phoenix
#

Okay i know a mod I used to use- Piano Valley- changed the music during the rain with just using the ID... "rain", but that doesn't seem to be working

#

oh apparently it's case-sensitive. crisis averted

lofty ruin
#

Wasn't sure where to ask this, but how do people make the portraits for Stardew Valley mods? It has to be a 64x64 canvas, right? Yet I see so many portraits with extra pixels that look advanced, and even the ones that don't do pixel art on a 64x64 canvas without looking blurry

lucid iron
#

you need a hd portrait mod

vernal crest
#

Or Scale Up 2 if that still works

#

Platonymous made Portraiture and Scale Up 2 and I'm not sure why because they look to me like they do the same thing

lucid iron
#

oh scale up 2 is more general

#

portraiture has some portrait specific features like a button to swap between base and hd

vernal crest
#

Ah okay

lucid iron
#

scale up 2 also let u draw things bigger

#

widegus.png

vernal crest
#

Sprites in Detail is the one with Large Gus

rancid temple
#

Scale Up 2 is still working in the beta, as of yesterday anyways

devout otter
#

Scale Up 2 has Large Krobus.

rancid temple
brave fable
#

wow. that's a large krobu

rancid temple
#

Big, off-center Krob

uncut viper
#

[taking notes for my writing-task entry]

velvet narwhal
#

(sprites in detail is also still working in the beta)

devout otter
#

In general I'd recommend using Scale Up 2 instead of Portraiture for mod authors because it demands less from users.

#

(Also compatible with vendor portraits, unlike Portraiture. >_> )

brave fable
#

contest mod was going so well until i decided to remake all the maps with custom tiles. i can feel my life fading away

velvet narwhal
#

fair, i don't like the idea of 'drop this into a folder' cause I Don't Trust

brave fable
#

the maps look so much better 🥹 it just takes..... fucking hours

rancid temple
#

I would take another look at fixing the content packs for Portraiture now that I understand them, but I don't think a PR would get accepted any time soon

loud ice
#

Hello, I am Rose, i am having trouble with the my moods machines 🥲 does someone know how to fix it , i am using content patcher

brave fable
#

having to work in on/off shifts in tiled to reduce exposure to dangerously mind-numbing tasks SDVdemetriums

loud ice
#

:0 i never heard of that

#

i am new to modding 🥲

safe mortar
rancid temple
#

Hm, I don't seem to have an example. Basically you need a folder in the folder with your content.json called i18n

#

Inside that folder you would have a default.json where you put your i18n keys, and you can use the page I linked to go from there

#

You can also just come back to translations later, though it does create quite a bit of work to handle all at once

velvet narwhal
rancid temple
#

Mothman! (the brainrot is real)

vernal crest
#

Yes it's much easier to do i18n as you go.

loud ice
velvet narwhal
loud ice
#

this how i did it

#

I keep on one for that mod 😊

#

looks interesting

loud ice
devout otter
#

When somebody made a translation for your mod, but the screenshot they use for their page is from another mod. 🙃

loud ice
#

I just realize I gonna rewrite all the code for my mod

#

😅

#

For 18n support

#

Oops

vernal crest
loud ice
#

OMG thank you

#

Gonna save me time

#

I am in college and I have 2 art classes and MATH. The bane of my existence

safe mortar
#

fun fact: me counting to 4 (incorrectly) was the first time I used math out of school /j

velvet narwhal
#

literally kept on writing "actionedit": "data" in some form or another and going "that's not... right..."

safe mortar
#

yay i think i got the code how i want it! so i'll just finish up the sprites and one portrait, then do final checks, and my little trick or treat event mod is done 🙂 i might finish before my trip in a couple days even.

lucid iron
#

the mothman hypotonized you

safe mortar
#

i may not be the only one who needs more sleep lol

#

but i also have severe ADHD

velvet narwhal
#

checks watch i have been awake for...... 16 hours SDVpufferthumbsup

vernal crest
#

I'm doing a trick or treat mod too, yay!

tiny zealot
#

ok i think i've finally buttoned up all the features in lacey's next update, and now i have to do a bunch of sysadmin stuff

safe mortar
#

and their costumes are from one of my childhood special interests ^.^ (that i still love ofc cuz who wants to grow up anyway?)

#

joy is for everyone ✨

velvet narwhal
#

(fun fact, i've finally figured out i can just go straight to the 'upload new version' on nexus and throw my file into the fires and it'll update the semver across the other damn tabs)

brave fable
#

i'm fairly satisfied my mod is completely impossible, which makes playtesting all the more daunting lol

velvet narwhal
#

I AM FREED

#

dies

brittle pasture
#

moth

velvet narwhal
#

i realize i didn't make a spouseroom but i was so sick of tiled and i just Wanted To Be Free ™️

brave fable
tardy adder
#

🤏 I am dis close to yeeting my buildings

proven spindle
#

I've noticed tiled seems to be one of the less-enjoyed parts of modding in this channel, meanwhile I'm out here making maps I'll never use for fun lol

tardy adder
#

Can't get them to produuuuce

vernal crest
#

I like making indoor maps but outdoor maps have so many cliffs and river edges that I am very bad at making look good

velvet narwhal
#

I just wasn't in the mood to look at Tiled anymore since I've stared at it for my event positions all day

#

It's a fully functioning npc, I just don't know what'll happen for marriage so that'll just be an update SMCKekLmaoDog

tardy adder
#

Does anyone have an example of a custom building that can do item processing?

brittle pasture
#

Mount Vapius' Fruit Press

#

Cornucopia also adds rules to the Mill if you need examples of adding new rules to existing buildings

tardy adder
#

OH OH

#

Thanky

tardy adder
#

Man my building don't like me >:|

brittle pasture
#

obligatory if you need help feel free to post a json

tardy adder
#

ignore ze brackets - its part of a HUGE json

brittle pasture
#

this looks fine to me. what's the issue? the chest not bringing up? or it brings up but doesn't allow adding your items? or it does but the conversion doesn't happen?

tardy adder
#

chest not bringing up, so it doesn't allow item adding

#

imma bout to slingshot the items into the building

#

but yeah chest is refusing to chest

brittle pasture
#

did you click on the tile exactly at coords X:3 Y:1

tardy adder
#

yup

brittle pasture
# tardy adder yup

figured it out: your building size is 5x3, which would put the chest tile at 3,1 right in the middle and unreachable by hand

#

I pulled up a test game, put the chest at 3,2 and it works

tardy adder
#

WEEEEEEEEEEEEEEEE

#

Thanky Selph :3

ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 10 Education, with 21 C# mods and 5 content packs.

uncut viper
#

cant really point out an error without the json but my guess is they have a typo in/misformatted their list of recipe ingredients

vernal crest
#

Time to learn how to use PathPart so I don't have to name my files the same as my assets.

#

Curses, it won't help me.

#

Unless I put them in different folders, which feels like more work.

tardy adder
#

Now time to get acquainted with item extensions

#

I will attempt to LIGHTS

#

too bad CP building don't lights 😦

rancid temple
#

I have had IE disabled since 1.6.9 beta started, I wonder if it has a fix yet

ashen goblet
#

Hey, so I applied sprite animations to my schedules n' all! The SMAPI isn't providing any errors, but the sprite is not doing the set animation. What could be the issue?
a1230 Custom_Ridgeside_RidgesideVillage 69 49 2 F1F4Gift_Drawin

vernal crest
ashen goblet
#

Yes

#

!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.

vernal crest
#

(Like Airyn said before, please use #governors-mansion if you're using bot commands for your own use as it gets pretty cluttered otherwise)

ashen goblet
#

Ah, I didn't see that; my apologies

ashen goblet
vernal crest
#

Content Patcher is fine.

uncut viper
#

(anyone can change the format after they open the link)

ashen goblet
#

Tried rebooting the day, but the animations are still not in my favor.

vernal crest
#

I'm surprised you're not getting an error in SMAPI given that you are missing a closing quotation mark at the end of your F1F4Gift_Sittinggg entry.

ashen goblet
#

Surprised myself

vernal crest
#

Try adding that. If it still doesn't work, share your spritesheet so we can double-check your frame indexes.

ashen goblet
vernal crest
#

(Also, does your screenshot have Kota in it twice?)

ashen goblet
#

Not the sitting

ashen goblet
vernal crest
#

I know, but when your code block is wrong it stops the entire patch from being applied.

ashen goblet
#

Oh

#

No, I just embedded the outfit onto my avatar for testing, etc

vernal crest
#

Ah okay

ashen goblet
#

It does not seem to work either

#

I know why

#

Hold up

#

I imported the missing code, and now.. here comes the errors

#

What could be the issuee?

#

here's my content.json!

vernal crest
#

The json in your Animations.json is wrong still according to the error log

ashen goblet
#

The code itself, or the file name?

vernal crest
#

The code itself

#

You will need to share again if you want me to check it

ashen goblet
#

Here you go

#

This is the updated one

vernal crest
#

I've outlined the useful part of the error message here

#

If that is the content of your entire file, you're missing the "Changes" field.

ashen goblet
#

Is it okay if you put it in and send it over to DMs? I only ask as I'm still uncertain about the formatting, and how to do it aha

vernal crest
#

If you open up any of your other include files you will see that they have

{
    "Changes": [

before any code blocks and

  ]
}

after them.

#

So just copy one of your other ones and replace whatever code block is inside them with your Data/animationDescriptions code block instead.

ashen goblet
#

Alright, thank you!

vernal crest
#

If you're still not sure after that, I can send you the fixed version

ashen goblet
#

Does this seem correct?

vernal crest
#

Yup

ashen goblet
#

Alright, thanks for the help!

vernal crest
#

Ping me if it doesn't work because I will be away from my computer

ashen goblet
#

Aye aye Captain

#

@vernal crest Hey! So the sitting animation works--I decided to test for another animation.. and it seems in a halt again.

#

In particular, F1F4Gift_PizzaEat

#

1500 Custom_Ridgeside_RidgesideVillage 33 17 2 F1F4Gift_PizzaEat

#

Oop

#

I know why

#

My apologies

ashen goblet
#

Sitting ✅
Eating Pizza ✅
Drawing ✅
Singing ❌

#

@vernal crest I promise this is the last time I bother you! Could you investigate what may be going on with the singing animation?

#

It doesn't seem to work, whilst the rest do

#

I was able to identify the other errors, but.. not the singing one

#

No errors in SMAPI eitheer

#

either*

vernal crest
#

Sorry, I didn't get a ping on my phone. Can you share your schedule line where you call the singing animation?

#

And your animations json if it's changed since you last showed it to me

ashen goblet
#

Yes

#

Schedule

#

F1F4Gift_Singing is the animation name

vernal crest
#

And she's not doing anything at all in any of the schedule points where she's meant to be singing?

sacred rain
#

Scavenging through a savefile and I find a programming warcrime

ashen goblet
#

For instance

#

0 BusStop 31 5 2 F1F4Gift_Singing

vernal crest
#

Hmm, I can't see any problems with your json.

ashen goblet
#

Yeah, neither can I

#

I'm not sure what it is

vernal crest
#

Can you share your spritesheet so I can double-check the indexes?

ashen goblet
#

Yes, of course

#

Is DMs okay?

vernal crest
#

Yeah that's fine

vernal crest
#

Answer for anyone interested: the animations didn't like the 0 schedules.

finite ginkgo
#

Hm, i don't think it's that, i think it's just the first point in a schedule can't contain any animations or anything PufferThink

vernal crest
#

Really? Because almost every schedule key he has includes an animation in the first point of the schedule.

#

@ashen goblet have you tested any non-0 schedules with an animation in the first point of the schedule?

ashen goblet
#

I tested around 5, and each don't seem to work.

finite ginkgo
#

hm

ashen goblet
#

To repair the issue; I put a secondary command to move the NPC from the 0 point to the next nearest tile with the animation

#

I'll see if that works

#

Got this error, though I think it's unrelated

#

What is this about?

#

@vernal crest Worked!

ashen goblet
#

I take it the issue occured since Steam is not open

vernal crest
ashen goblet
vernal crest
#

I don't know why Steam being open or not would affect it.

#

!log

ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

ashen goblet
ocean sailBOT
#

Oops, couldn't parse that file. Make sure you share a valid SMAPI log.

ashen goblet
#

Hmm?

#

I'll send the whole log then, rather than just the error

#

Ahh, I'm uploading the console's logs

#

Hence why it doesn't work

vernal crest
#

Yes, definitely send the whole log

#

Just the error is not useful

ashen goblet
#

It does not allow me

vernal crest
#

What do you mean?

ashen goblet
vernal crest
#

Did you find your log file in your error logs folder?

#

And upload that?

ashen goblet
#

I CTRL+C through the console text

vernal crest
#

No

ashen goblet
#

However

#

The error was fixed

vernal crest
#

Follow the instructions

#

Okay

ashen goblet
#

I just had to reboot the game

vernal crest
#

But in future, follow the instructions on the smapi.io/log page to upload a log

ashen goblet
#

My apologies!

#

I was a little confused

iron ridge
#

how did i never notice this before..?

naive wyvern
#

knock knock hello gang Im a little lost; where in the strings can I find the data for the strength minigame for the valley fair festival 😭

naive wyvern
#

mainly wanted to study this PleadingFace

velvet narwhal
naive wyvern
# velvet narwhal ?

ah thats one part thank u avi 😭
Im mainly looking for the actual minigame part yeah, wanted to see how I could potentially borrow it for one of my minigames uifsaiuyga

#

this is so cool tho, thank u avi i owe u my life

velvet narwhal
#

i realized you can have hot mustard as a strength that's hilarious

naive wyvern
#

thats me

velvet narwhal
#

i'm definitely a leather boot

ashen goblet
#

What is the dialogue code for accepting/giving the pendant?

hallow prism
#

a good solution to find those is having a program that can search in all file and search for the string (which you can usually find in the wiki)

#

it's how i usually search for string

blissful saddle
#

or do like me, opening 200+ files in Notepad++ to localize one entry

hallow prism
#

notepad++ has the search in whole folder, in case you want to make it easier for you in the future

blissful saddle
#

how do I use it?

#

'find on files'

#

I think I found it

vernal crest
#

Open Notepad++, Ctrl+F on keyboard. Go to "Find in Files" tab. Change "directory" to the folder you want to search.

#

I use it all the time for finding stuff in vanilla and finding stuff from mods (like finding out what mod the currently playing event is from or checking which mod gave a character a specific line of dialogue).

blissful saddle
#

just found and tested it, but thanks a lot

#

this, fellow modders, will help me a lot

hallow prism
#

sure!

#

it's the kind of stuff that makes checking stuff like "what are the text mentioning junimo in game" wayyy easier

whole raptor
#

@fickle garden Hi, sorry for the ping, but since I'm updating Rasmodia (and finally got around to expanding the portrait sheet) I was trying to find the source for 12 expression portraits. Tbh the only mod I've seen using 12 is yours, but there're no portraits included. Do you maybe have an example or like an expression list? 😅

calm nebula
#

Real men use grep ||good thing I'm not a man then.||

#

||(Don't you use grep? Hush you. )||

fickle garden
#

i always used who's rasmodius as reference for any 12 expression sheet cause thats what i use

#

let me get you a link

#

also no worries about pinging feel free to whenever lol

whole raptor
#

Oh yeah, I always forget about the existence of lfl hah, thanks!

#

Now... time to decipher what those expressions can mean SDVpuffereyes

fickle garden
#

i also drew a 12 expression sheet if u need another reference

whole raptor
#

If you mean the blond wizard then I already saw it, with all 3 it might be easier to decipher I guess hah

fickle garden
#

SDVpufferthumbsup yeah

royal nimbus
#

hey so ive been doing houses and im wondering how to get the right doors to take. id like them to take the black door from the cursors png. in Tiled i put the transparent black door for it as it was previously a transparent brown one. in game they're looking like this.

whole raptor
#

There's a separate tilesheet, but can't remember which one

royal nimbus
#

o.o i needs it

merry rampart
#

do i need to add in all the stuff that im not editing...?

lucid iron
#

You can use TargetField here

merry rampart
#

uhhh....

calm nebula
#

It would be fun (not actually fun) to have a mod that made the amount of ore needed decrease after you smelt more

#

(Fun)

#

(Not fun)

lucid iron
#

So u can drill down to the trigger and change the required count without touching other stuff

unreal spoke
# royal nimbus hey so ive been doing houses and im wondering how to get the right doors to take...

There’s a tutorial specifically for doors. Does that help?

https://stardewmodding.wiki.gg/wiki/Kailey's_Interior_Door_Guide

Stardew Modding Wiki

This is a mildly advanced guide for modders that assumes familiarity with Tiled, Content Patcher, and map modding fundamentals such as the difference between Map Properties and Tile Properties.
Interior doors, such as the one in Figure 1, are interactive map elements with hardcoded behaviour (see InteriorDoor.cs). There are three types in the b...

blissful saddle
#

like first ingot in the stack taken 5 ores, second 4, and etc?

calm nebula
#

no, until you've smelted 1000 bars, the first ingot takes 10 ores

merry rampart
calm nebula
#

then after another 1000, it takes 7

#

then 5

#

then 3

#

it's an Idea but it doesn't actually work well for the game, where early game is already hard enough and late game already easy

blissful saddle
#

yeap

calm nebula
#

(I have a little personal mod that scales shop prices based on your friendship with the shopkeep)

blissful saddle
#

I have skipfishing mod configured to when I fish 100 fishes of the same kind to skip minigame

calm nebula
#

it goes from about 2x vanilla price to about 90% vanilla price

blissful saddle
#

to that kind in the case

calm nebula
#

(unless you divorce their kid. In which case, get ready to be fleeced.)

blissful saddle
#

same concept. but just because the minigame grows boring after a time

blissful saddle
#

I think it has same mechanics

blissful saddle
merry rampart
#

??

blissful saddle
#
{
  "Format": "2.0.0",
  "Changes": [
    {
      "LogName": "Cheaper Cooper Bars",
      "Action": "EditData",
      "Target": "Data/Machines",
      "TargetField": [ "(BC)13", "OutputRules", "Default_CopperOre", "Triggers", "ItemPlacedInMachine" ],
      "Entries":
        {
          "RequiredCount": 3
        }
    ]
}
#

Something like that

#

not sure if you can keep adding TargetField's in the same Changes block

#

this would just change for cooper in the case

drowsy pewter
#

No. it's becuse each entry needs an entry key

blissful saddle
#

I think it is a bit unintuitive you have to target the 'list name' and the 'id'

drowsy pewter
#
            "Default_CopperOre": {
              "Id": "Default_CopperOre",
              "Triggers": [
                {
                  "RequiredItemId": "(O)378",
                  "RequiredCount": 3
                }
              ]
            },```
blissful saddle
#

ok, this is better. thanks

drowsy pewter
#

Actually it should be Fields, not Entries

merry rampart
#

neither of those work

drowsy pewter
#

then you can do what I said

#

If it's Entries with my updated format, it replaces the entire machine rule with just your info

merry rampart
#

ok changing entries to fields does work

blissful saddle
# drowsy pewter ``` "Entries": { "Default_CopperOre": { "Id": "De...

looking again, that's exactly what @merry rampart did and she said it didn't worked:

{
  "Format": "2.0.0",
  "Changes": [
    {
      "LogName": "Cheaper Bars",
      "Action": "EditData",
      "Target": "Data/Machines",
      "TargetField": [ "(BC)13", "OutputRules" ],
      "Fields": {
            {
              "Id": "Default_CopperOre",
              "Triggers": [
                {
                  "RequiredItemId": "(O)378",
                  "RequiredCount": 3
                }
              ]
            },

Like this?

drowsy pewter
#

I think Jen got it.

blissful saddle
#

yeap, seems like that. Now I think I got it

#

why mine would not work? I did like that when editing Data/Shop

drowsy pewter
#

because each change needs that ID at the very front of it like how I showed in my example

#

otherwise you're tossing a bunch of brackets at CP and it doesnt know what to do with them

blissful saddle
#

I get it, but in my case I am targeting the ID on TargetField

drowsy pewter
#

doesnt make a difference

blissful saddle
#

it works on Data/Shop

drowsy pewter
#

feel free to show me your code

blissful saddle
#
{
    "Format": "2.3.0",
    "Changes": [
        {
            "Action": "EditData",
            "Target": "Data/Shops",
            "TargetField": [
            "Carpenter",
            "Items",
            "(BC)216"
            ],
            "Entries": {
                "Condition": null,
            }
        }
    ]
}
drowsy pewter
#

Condition is your entry key

#

If you wrote this it would not work:

                {
                "Condition": null,
                }
            }```
#

which is what you are trying to do in the previous example

blissful saddle
#

you are right. I kept the extra {}

#

I got the idea now

#

So this would had worked for the cooper bars

{
  "Format": "2.0.0",
  "Changes": [
    {
      "LogName": "Cheaper Cooper Bars",
      "Action": "EditData",
      "Target": "Data/Machines",
      "TargetField": [ "(BC)13", "OutputRules", "Default_CopperOre", "Triggers", "ItemPlacedInMachine" ],
      "Entries":
          "RequiredCount": 3
    }
    ]
}

(Corrected as pointed bellow)

drowsy pewter
#

no, you should count the number of brackets after Entries

blissful saddle
#

could I make more changes using this logic or I need to use Fields if I would change more than one higher list?

drowsy pewter
#

hypothetically your idea would work, but the bracket syntax is off

blissful saddle
#

yeap

drowsy pewter
#

anyways sorry, I have to go now

blissful saddle
#

go there. thanks

blissful saddle
#

right now I should be more concerned in understand how to make Harmony patches, because I may need it...

pallid dawn
#

whenever anyone gets time can i get some assistance. i have been given code from wildflour to handle my milkshakes thru my end now so i can add them in as needed so she doesnt have to. im just not sure what parts of it I need to change. (and i havent done anything with code since making my mod in june)

#

this is what i got.

#

no rush and thanks in advance. SDVemoteheart SDVpetcow

hallow prism
#

you may need to change the when condition to check for having wildflour mod rather than what i assume is your own

#

outside of that, maybe the config part

#

but more context may be good

pallid dawn
#

thanks lumina. so basically gourmand handles everything currently, such as blender and milkshakes. she sent all this over so its just straight for my mod, but its still using her blender.

#

so i have the milkshakes now and am able to add in new ones whenever i want.

#

if that makes sense SMCVoidKitty

small pasture
finite ginkgo
#

Targets shouldn’t include the language codes at the end

small pasture
#

But I want to change only the TR version of that image, so that won't be possible?

finite ginkgo
#

If you want to change only a single language add a when condition with “Language”: “tr”

brittle pasture
#

you're also missing a ] between the last two }

small pasture
#

Thank you both, it's working now

royal nimbus
#

here's a couple shots of my mod

blissful panther
#

The sleeve works surprisingly well on the tiny sprite!

royal nimbus
#

yeah ;D

blissful saddle
#

what happens if two mods does harmony postfixes on the same method?

uncut viper
#

all postfixes will always run

blissful saddle
#

so they don't overwrite one another? nice...

#

I found how to make my night transition

#

I will need to patch Game1.UpdateGameClock

#

for some reason it meddles with ambient light too

lucid iron
#

yep

small pasture
brittle pasture
#

BigCraftablesInformation is 1.5, BigCraftables is the new asset in 1.6

#

CP is migrating the old format automatically

#

the entire mod overall is still on 1.5 and using the old format

#

CP is trying its best to automigrate, but it doesn't always work

#

it looks like FarmAnimals is failing the automigration

#

wasn't there an updated new language mod for 1.6?

#

you can use that as reference instead

#

if you can't find that mod I'm talking about might be better for you to unpack the game, learn how CP works and start your translation mod from scratch

lucid comet
small pasture
lucid comet
#

i just counted mine :D

small pasture
#

Original ones I sent are the vanilla Turkish buttons and they work, but it's broken when I only change two pixels :/

lucid comet
#

inner count for done is 22 pixel wide

#

let me check those

blissful saddle
#

maybe something to do with saved files encoding/resolution?

small pasture
#

1 - mine (broken)
2 - vanilla (works)
3 - vanilla Turkish (works)

small pasture
#

It's weirder that only these buttons break, and other images in the file work

lucid comet
#

thats my base

brittle pasture
lucid comet
#

.8

patent lanceBOT
#

If the current day of the week ends in a "y", then yes. Otherwise, hell no, your calendar is fucked, you've got bigger problems.

brittle pasture
#

(sorry wrong person lol)

lucid comet
#

^^

small pasture
#

I got the 1.6.8 unpacked content

#

I don't think buttons would change in a version though

brittle pasture
#

(it does)

#

1.6.9 widened the casino buttons

lucid comet
#

and you're using the same ingame language as the file you used?

#

ah

#

that would explain it

brittle pasture
#

this is 1.6.8

small pasture
#

How did you even notice something like that in the first place

brittle pasture
#

this is 1.6.9

small pasture
#

Okay so there would be no problem in 1.6.9, problem solved!

lucid comet
#

staring at the same thing for long enough and yours look too wide :D

small pasture
#

Thank you both

blissful saddle
#

yay! forward updated

#

if I copy an entire base game method, add my changes, and parse it as an harmony postfix to the same method, my changes will kinda 'overwrite' the original one, right?

brittle pasture
#

do you mean prefix?

#

and the prefix has to skip the original method

blissful saddle
#

nope, I meant postfix. prefix is if I want something to run before a base game method, don't?

brittle pasture
#

I think I misunderstood what 'overwrite' means

blissful saddle
#

like changes the received arguments and etc

brittle pasture
#

but yes any changes you make to a field in a postfix will overwrite the original

blissful saddle
#

I mean, to all outgoing effects, it would be like

#

the original method would yet be running, but after it my changes would do it's thing

#

ok, I will try it

#

the original method is not too big to do it

blissful saddle
#

de-DE is German

#

Germany German to be more exact. let's not discriminate the other kinds of german speakers

carmine pivot
#

dutch

#

you said?

#

i am dutch

#

🇳🇱

brittle pasture
blissful saddle
uncut viper
#

if you make a prefix return a bool thats false, the original method from the game itself will not run. however, prefixes that run before yours may still run (and may skip yours). also, postfixes will still run, which may still change the results of your prefix

blissful saddle
#

but I can make a prefix_postfix one

uncut viper
#

i dont know what that means

blissful saddle
#

the prefix to skip and a postfix to do what I need it to do

uncut viper
#

you can patch the same method with as many different -fixes as you want yes

#

im not sure why you wouldnt just do what you need to do in the prefix though

blissful saddle
#

because the prefix can be overiden by another prefix, but the postfix will run

uncut viper
#

what are you attempting to do with your patches?

brittle pasture
#

(Tbh if I'm at the point where I need to worry about that I'd start rethinking what I want to do)

uncut viper
#

you will never be able to 100% guarantee that the original method does not run, as someone else can make a prefix that does the same stuff as the original. or a postfix that does the same stuff as the original but runs before yours

blissful saddle
#

I am literally trying to skip the forced colapse at 2am (2600 game time) by another way

#

that's right

#

yet it would run if not for incompatibility issues

uncut viper
#

thats the same as just doing what you want in the prefix, though

blissful saddle
#

I think I will keep things are they are, as patching the updategameclock seems enough

uncut viper
#

really depending on what function exactly you mean what you probably want is a transpiler

blissful saddle
#

but the prospect of having the game time runs from 600 to 3000 to keep things continuous would be nice

blissful saddle
brittle pasture
blissful saddle
#

and considering the possibility that a transpirer can make the compiler skip entire portions of the original method instead of substitute

#

yeap, I read that

uncut viper
#

i dont think transpilers affect the compilation of the original methods at all. harmony patches them in at runtime

#

also i dont think UpdateGameClock is the one that makes you pass out

blissful saddle
#

if the result is skiping the parts of the method, it would be good

#

nope, it just changes the day/night light

#

that's the one I am doing a postfix to

uncut viper
#

which one were you wanting to skip entirely?

blissful saddle
#

performTenMinuteClockUpdate

#

this is the one that activates the pass out

#

if has a switch that does lots of things in given time hours

uncut viper
#

that is a rather large function to be skipping

blissful saddle
#
            case 2600:
                dayTimeMoneyBox.timeShakeTimer = 2000;
                player.mount?.dismount();
                if (player.IsSitting())
                {
                    player.StopSitting(animate: false);
                }
                if (player.UsingTool && (!(player.CurrentTool is FishingRod fishingRod) || (!fishingRod.isReeling && !fishingRod.pullingOutOfWater)))
                {
                    player.completelyStopAnimatingOrDoingAction();
                }
                break;
            case 2800:
                if (activeClickableMenu != null)
                {
                    activeClickableMenu.emergencyShutDown();
                    exitActiveMenu();
                }
                player.startToPassOut();
                player.mount?.dismount();
                break;
#

yeap, it would request an entire redo on a prefix/postfix

brittle pasture
#

(which I don't recommended for compatibility purposes)

uncut viper
#

which will also break any mod that transpiles this method

blissful saddle
#

(yeap, I am very aware)

#

I was more interested in the possibility

#

not something I would like to do

#

these two cases on the switch just affects the player, so

#

if I could transpile them out, I could have a full 600-3000 cycle without breaks

#

that's why I was avoiding looking at the decompiled game. I knew these things would rise to my perception

uncut viper
#

well, if you ever decide to give it a shot, it probably wouldnt be too difficult to just turn everything in those cases in the switch statement into nops

teal bridge
#

It is not just the one place that checks for pass-out. There are a dozen, maybe more frames that hardcode day end at 2600, or hardcode the number of minutes in a day, or use a utility like CalculateMinutesUntilMorning, and you'd better be prepared to transpile or postfix every single one of them; and you'll still break many mods that re-hardcode their own assumptions.

blissful saddle
#

I already skip it through changing time from 2550 to 150

#

I didn't found other places that implement the pass-out event though

#

and the old Night Owl had a cycle to 3000 without problems that I used. of course, unless new checks and hard coded events were added on the base game

#

I am not sure why the ambient light and the pass out where fused to the update-time functions though on new versions...

#

maybe ConcernedApe didn't like farmers 'staying awake' past 2am?

uncut viper
#

i mean, you're not supposed to be awake past it

faint ingot
#

working on spouse schedules - someone please remind me is there a default day of the week that the spouse room inside the farmhouse is used? I know the patio is saturdays.

uncut viper
#

doesnt seem to have a default day

#

based on random chance after some other random chances/conditions get passed over

faint ingot
#

OK thank you

#

planning to implement a Mon/Wed job and didn't want my NPC to never use the room

teal bridge
#

The game is hardcoded to a 20 hour cycle from 600 to 2600. There is far more involved in that than one pass-out check. Just search the decompile for 2600 and you'll see a preview of that.

#

Can you change it with a mod? Yes, you can do anything with a mod. Have other mods done it? Yes, with varying degrees of stability. Can you trivially change it with a single Harmony patch and not expect to break things? No, it is far more fragile than that.

blissful saddle
#

you have a jump conclusion when consider 'not expect to break things'. I am just considering the possibility. And IF it doesn't break more things than would be feasible to fix with a mod, could be doable

#

I am also against the idea of 'jack-of-all-trades' mods. I enjoy to think that 'mod' is, at the same time, short for 'modification' as well as 'modular'

teal bridge
#

I don't know what you're getting at. Patching one thing without breaking a dozen other things is not "jack of all trades", it's just responsible coding.

#

Yes, I know, we joke about "ship it" being whenever you can technically launch the game with a mod installed and not have the game crash and burn horribly, but c'mon...

blissful saddle
#

I think we are incurring in miscomunication here, and I may had you confused to my train though

#

don't worry, I will not launch a mod that unadvisedly may break dozens of other things, if that is your concern

#

fixing broken things by the change and being 'jack-of-all-trades' are two separated things in my concept

#

I was just making a point that 'jack-of-all-trades' mods usually changes lots of internal mechanics that them potentially break dozens of other things in the process by just being what they are, and that's not what I am trying to do

rancid crypt
#

This might be a very broad question but If I was to try to convert a Solid foundations mod to just using Content patcher how would I go about doing it? The mod in question I want to fix is this https://www.nexusmods.com/stardewvalley/mods/12312

Nexus Mods :: Stardew Valley

A bundle of strange, but useful buildings that can be built by the Wizard. Uses the Solid Foundations framework.

lucid iron
#

you need to look at Data/Buildings

brittle pasture
#

also that mod also rolls its own C# component

lucid iron
#

hm can buildings do animation yet

brittle pasture
#

so it's not as straightforward

uncut viper
#

(also be aware of that mods licensing requirements if its not for personal use)

brittle pasture
rancid crypt
#

specifically the statue of greed and the clock just flat out don't work

brittle pasture
#

then it's a problem with the C# part

#

SF still works last I recall

#

converting it to Data/Buildings is the least of your worries

lucid iron
#

say it was updated in march 2024

#

did it break in some minor version?

rancid crypt
#

ive tested the mod on a midgame save and a newgame and on both the clock and statue of greed dont work. problem is i dont know jack about making a mod but i wanna figure this out

uncut viper
#

i mean judging by the posts tab it seems like it was broken in the major version

#

if you dont know how to write C# code then it will likely be difficult to wrap your head around

rancid crypt
#

on a new game the statue always just eats whatever item you input. on an exisiting save the statue literally never fails and also has no cooldown

#

ya i figured it'd be complicated. I haven't seen many mods that add buildings to the wizard book so I was holding onto hope

lucid iron
#

well it's open source

uncut viper
#

adding a mod to the wizard book would be easy. its just that this has custom code

lucid iron
#

just learn C# SDVpufferthumbsup

uncut viper
#

(i like that i can tell who's started lurking in this channel by what emotes they react with)

lucid iron
#

dont SDVdemetriums me i am trying to be encouraging

rancid crypt
#

With zero coding knowledge but I'm sure people have started with less.

lucid iron
#

everyone starts with 0 AquaThumbsup

uncut viper
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i dont think you can start with negative knowledge

brave fable
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(to be fair if you search for sdvdemetriums in the server you get a very desolate landscape of reuslts)

uncut viper
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but yeah what chooOoooOoo said

rancid crypt
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its just a very unique mod it just feels like a shame to let it die and judging from how often it gets a response I doubt itll get fixed

lucid iron
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cant believe blueberry is only 607 / 2291 demetriums

uncut viper
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i mean the mod author is still around on nexus so they probably just dont feel like fixing it. even if you did fix it you're not likely to be allowed to upload it to nexus anyway

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could put it on github, though

brave fable
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if it's a c# mod you could still submit a request to update the main branch with your changes. maybe they're just tired of updates

lucid iron
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i thought peacefulend is on hiatus of some sort

rancid crypt
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from my skyrim modding when a author is around regularly and doesn't acknowledge anything it rarely gets fixed

uncut viper
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i dont know who they are so ¯_(ツ)_/¯

teal bridge
calm nebula
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I did start with VBA

teal bridge
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And I'll bet you had to spend a lot of time unlearning all the things you'd learned from VBA.

brave fable
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i may not know programming but i am visual and very basic

uncut viper
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knowing any sort of programming concept at all is knowledge though

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even if its as simple as "1 is an int (sometimes)"

rancid crypt
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getting the clock working in the mod seems like it would be really complicated

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seeing as how it literally sends you back in time

teal bridge
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The time spent unlearning all the negative knowledge from VB outweights the positive knowledge gained from it.

lucid iron
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if u want to art maybe u can make ur own spiritual successor

teal bridge
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It's math™, you see.

rancid crypt
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did i start a fight?

lucid iron
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no we r just being nerds

brave fable
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no don't worry, vb already lost

teal bridge
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In more ways than one.

brittle pasture
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is it a fight, or more of a one-sided beatdown

velvet narwhal
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Is it also -1 if you knew the polite coding language

brittle pasture
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from ppl dunking on VB in this chat

teal bridge
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It's a fight in the same sense as Ken fighting A Honda instead of E Honda.

calm nebula
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Then again Unity devs used to come in here with the weirdest of ideas

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Anyways

rancid crypt
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well not saying I cant fix it but itll probably be a really long time...

calm nebula
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C# is about one of the easiest languages to learn

fierce vine
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Hello everyone, I'm looking to add controller support to my mod https://www.nexusmods.com/stardewvalley/mods/25231 which basically lets you fish with your mouse cursor, but I do not have a controller to test my support, would anyone with a controller be willing to help test for me? DM me

Nexus Mods :: Stardew Valley

Fish with your mouse cursor!

teal bridge
rancid temple
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I still come in here

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With all my weird ideas

lucid iron
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what does controller support look like with a mod called mouse fishing think

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do u use the dpad