#making-mods-general
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pls don't ping me
Since it's the same error, are you sure you saved your fix?
Yes
I'll double check
yeah it's a good idea to verify as much as you can by yourself
don't be afraid to try things, it's really hard to break stuff if you revert changes, keep a backup if you're really worried
Yep!
My apologies
That was on me
Now, I just need to work on this issue here
I haven't used quickQuestion (or any question) in an event before, so I can't help much, however like Lumina said, your event's use of quickQuestion doesn't look like it's matching the format that quickQuestion actually needs. I'm also not sure if you can switch events based on a quickQuestion (though since I am not used to using them, I might be wrong).
I suppose I'll just switch it to a fork, again since that worked last time
Ok, so, I was trying to work on that transpiler the other day, and my kids needed me, and I was never able to finish, then, the personality who was working on it went down, and now I am working on it but she's better at programming. Long story short, I am releasing several fixes, so I haven't the time or patience to wait for Amy Apryll to figure out what she's doing, so, I made a pre-fix. Long story short, I am making this post to see if anyone else pre-fixes SocialPage.DrawNPCSlot, to make sure I don't cause incompatablities with their mod, so that I can wait for the next update for us to be able to fix it (and by us I mean her).
Hi everyone! i was wondering if anyone would be able to help me figure out how to edit a farm map! i absolutley adore DaisyNikos capitalist dream farm https://www.nexusmods.com/stardewvalley/mods/3679?tab=description&jump_to_comment=144889236 the farm offers two options clean or decorated. i love the fences that come with the decorated version and the fact that animals won't leave them even with no gate. however the other decorations on the map get in the way of my own decorating lol. i'm wondering if it's possible that someone could help or just lead me in the right direction on how to make a version that looks like the clean one but with the fences included i have asked daisy for permission to do so and obviously i won't be sharing it anywhere
!mapmaking I think
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
Yes!!! Thanks love!
So, the directions to all sorts of things may be found there on the page and also in the Content Patcher Documents.
!CP
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
I actually have a thread where I was taking someone else through how to edit Capitalist Dream Farm 2 - different farm but similar approach (though they were wanting to edit different parts about it). I don't know if reading through it will help you at all, but if you want to have a read it's here: https://discord.com/channels/137344473976799233/1278027137063849994
You are a hero! Many mermaid smiles to you!
ok thank you so much! i'm pretty hopeless with tech so hopefully i can manage! will this all work on mac? sorry to bother you guys
(Discord what do you mean unknown, that's my fucking thread)
Yes, it will! And we are happy ro help!
That's why this channel exists, to help all the peoples, (Like Korg's vision for Asgaurd, a place for a refuge for all peoples and whatnot. )
You're definitely welcome to ask more questions, but downloading Tiled and reading the maps wiki page will be a good start.
This is the error I receive regarding my choice issue.
If somebody is able to look into it; it would be appreciated it millions :D
For context
thank you! i'll read through everything first and then if i get lost i'll ask!
!unpack also if you haven't, you can poke around the vanilla maps and you'll need the unpacked files anyways to avoid issues with the farm map while editing
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
F1F4, if you are using this, the thing is in the wrong spot.
"Oh, @!$1 "/move F1F4Gift -5 0 2/?
Put the quotation mark in between the v marks.
If you supply your log and json when mentioning an error, it's easier for other people to help you because they don't need to ask for it.
He has already fixed that part Apryll. Now he's trying to do a question fork.
My apologies
I'm unsure on how to upload the log (unless you want me to put it in this way)
Though
i'll get you the JSON
So, looking at it, it looks like you are missing a dialogue key, maybe?
It is also worth mentioning that the error in the screenshot only appears when you click a choice
I'll show you guys in a moment
yes. That's definitely a missing dialogue key.
!log
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:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- 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 didnโt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Are you okay with assisting me with that?
Sure! I will try! Note: I am a little tired, and I might muddle incorrectly a bit, but we will get there, together!!!
I appreciate that!
If it motives you any further (I'm not sure why it would) but this mod I'm constructing is for an anniversary gift for my partner, and the events are the last pieces to fully complete the mod!
Here's an example of a vanilla event of Haley!
I have it open!
Romance always moticates me! That being said, to quote a character from a franchise which most likely is not supposed to be directly referenced here, but the quote is too good to pass up on, so I am going to leave it vague, "I do this bit for the love of the game!"
Though, I can't seem to spot any choice-related commands
Hold on, let me look at something again...
I figure the issue I'm facing is that, the choices I have can't find themselves with an outcome on each end.
Despite the outcomes being constructed there, the formatting is wrong
Starting on '"farmVisitYes":
Mind id I DM you an example from one of my mods?
I don't mind at all!
Sent!
I don't know how CA landed on the event system as it is, but it makes my head hurt trying to track some of this logic
ok i've tried my best but i think i'm lost unfortunately i've unpacked the game files like i've said before i want to get rid of the decorations except for the fences and the fact that they don't need a gate to keep the animals in.. does anyone know where to go from here ?
new joke mod
"turing complete events"
Make sure that you DON'T save the map while it has any of those errors popping up, or you will break the map and have to redownload it. Just hop back out of Tiled for a moment to do the next step.
The next step is that you need to go grab a copy of the tilesheets that are mentioned in the error box at the top of that screenshot (paths.png, spring_outdoorsTileSheet.png, spring_town.png) out of the "Content (Unpacked)/Maps" folder and pop them into the folder that the map is in. Once you have them in the same folder, you should be able to open the map back up and find that there are no errors and you can see the map properly.
yup! i've done that! it looks like this
Nice work :) You should be able to start making your edits now. If you click on the "Layers" tab in the box on the top right, you will be able to select the different layers that the map is built on. If you click on the eye button next to a layer, it will hide it to make it clearer what's on each layer (or you can press "H" on your keyboard to highlight the current layer).
Layers with a pink icon to the left of them are object layers - you probably don't need to do anything with them, so you can just hide all of them if you want to. The layers you will want to be editing have a little blue grid icon to the left of them.
why is internet so slow
Maybe it hates us all and that's why
ok cool so say now i wanted to remove these decorations.. would i just replace them with like an image of grass or something??
They are going to be on the buildings layer and possibly the front layer, while the grass is on the back layer. Therefore, you will want to just erase the decorations from the buildings and front layers. The layers all have different functions (make sure you have the wiki page open so you can check that) - anything on the buildings layer usually can't be walked through so if you put grass down on the buildings layer you'd have grass that you couldn't walk on. If you put grass on the front layer, it would be visible over the top of the farmer if you walked behind it.
ok ! and is there a specific button to do so?
There's an eraser icon in the toolbar, use it to erase the tiles
Make sure you're on the right layer tho, you wouldn't want to erase the background grass!
ahhhhh okkk thank you!!! sorry i've never used anything like this before. how can i make sure i'm on the right layer?
The layer menu
It's alright ^^
The layer in blue is the one you're on, if you hide all other you can make sure the decorations are effectively on this one
To me, it's like a drawing program, just as the tiles as your "brush" with the map as your "canvas"
(I've started using the program yesterday, and I too took a moment to see the eraser x))
ok i see!! thank you so much for your help ! this takes serious talent lol
There's a lot of non intuitive things on tiled, but it looks very powerful, just need to fumble a bit ^^
Once you get the hang of it, it's pretty fun
Heya! Could somebody give me an example of how this code is formatted real quick? Just for the text part!
It's just message \" Text goes here \", I think.
Yeah that's correct
the text is formatted like regular dialogue, so follow the link to dialogue format for details about that
I see SMUI (the mod that is mostly just SpaceCore's UI system without credit) got reposted
Too much to hope they added credit this time
Nope
!npc some links for the new NPC stuff
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:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
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NPCs no longer use dispositions, check the wiki page for the new NPC data.
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Aviroen has put together a template that will allow you to easily create a romanceable NPC.
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Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
is there a good way to to edit json via phone or no?
I mean, there's ways to edit json on phone, any text editing app will do it, but whether or not you'll get the kind of validation that'll make it good or not... You'll probably just have to try a few and find out
If you have Android there's an app called code editor that does json syntax highlighting
It sounds like a bad time to me lol, maybe I could be convinced it would be okay on a tablet, but I often feel like my 2 screens on PC isn't enough
i managed with notepad... I'll be fine....
Yeah I wouldn't do it except in a pinch, but if I was without a PC at all for some reason it's better than nothing
Can I add monsters or characters that are made up of larger Sprite than the original Sprite of the game with ContentPatcher? I want to add a custom monster, but I don't see a Sprite sheet that can handle my custom monster among the monsters that exist in the game. If you have any related antecedent modes, please let me know.
CP won't be able to handle larger sprites
If your custom monster isn't just a copy of an existing monster, you'd need to turn to C# anyways
CP can't handle any of the actual logic of monsters
Ugh, trying to decide if my current custom prize data solution is good enough. Currently the prize list is built based on the entire prize data asset, was considering making it so you can choose to use a specific entry in the dictionary
Or maybe even like fish which is a combination of the default and a specific entry
Mostly just don't want to have to rewrite all this prize code lmao
By prize data asset do you mean it's a copy paste of object.json or something?
Nah, it's a custom data asset
It's a string, model dictionary, like Objects though
Ah
what if u just let ppl choose the target
Yeah that was one of the potential ideas
so u have rokugin.PrizeMachine/MyCustomPrize1
Well now I'm not sure I'm following lmao
kind of like how events r all unique targets, named after location
the prize machine would give the target prize pool asset it wants, and you load from it when starting the claw minigame
this does make it harder to cache things tho
Yeah, the nature of the crane game was already to build the prize list when the minigame opens, so I was just doing that still
Considering that it only happens whenever it's opened, it's probably fine to not cache it
Hm, this might be a weird question, but how does the "IsDarkskinned" tag work? I know it's for the player's children, but are there any specfics ...?
controls how the game chooses between Baby and BabyDark (and Toddler and ToddlerDark)
if the NPC spouse is dark skinned, chance to choose dark +50%. if the farmer is dark skinned (one of the discrete skin tones that counts as dark), +50%. roll at time of arrival and that's which version you get
i don't believe it matters whether the child is adopted but i don't remember offhand
Hm ..
well i guess it doesn't matter because the character i want to make is going to adopt
it might matter! i don't think the dark choice cares whether you are adopting
(in almost all respects, the game does not care whether you are adopting. it doesn't even keep track. it only checks SpouseAdopts and the couple's genders when it needs to know, which is only when displaying dialogue like "the agency dropped off the baby" versus "X gave birth")
I saw in the npc template that "undefined" gets sorted as female?
Mail order baby is wild
probably depends on context. there's probably one where that's true
in what sense?
you can, but the level of detail/accuracy can vary
Like have the baby take a custom appearance when married to x npc
i have custom children for my NPC but i did some C# shenanigans to make it work in a particular way
yes, there's several variants of that on nexus
you can make your own with more or less complexity
for example, you can do it with just content patcher but the appearance will reset if you get divorced
And then when your babies get older, use Growing Valley to have awesome custom children!!!!
https://smapi.io/json/content-patcher/4ffcf4d234cf4c38b5f8ae036d55ca5b
Could somebody please identify the issue? I've fixed some, but it continues to persist.
Oh i forgot you could keep the kids in the divorce lol
(But also marry the vanilla NPCs so you can see silicon's amazing work on the vanilla kids too because they are awesome)
you don't even get a choice! your ex cannot take them 
Looks like you aren't \ ~~breaking ~~ escaping your quotes
Any time you have quotes inside quotes you gotta escape them with \
Or else they'll end the outermost containing quotes
Yeah I know
Just really tired
Thank you for the point outs though!
Helped me out :D
Though, the issue still persists
Gonna fix this one real quick, test it and head to sleep
๐ i gotta write dialogue, my least favorite
Hi
Is there any way to like... edit a map once I've already started a file on it? I want to remove the fences from Frontier Farm (the hardcoded ones that are still there in sandbox mode), but editing the map in Tiled to remove them and trying to plug it in to my existing file just throws a SMAPI error and loads the fences anyway
Show the error
You could likely create your own map patch for it and set Frontier Farm/SVE as a dependency so it loads afterwards.
However, if you're editing the base file: If you went into Tiled and saved the file with tilesheet errors (red Xs), then you may need to fix those first.
oh that's probably it, i didn't realize the tileset errors were anything more than a graphical issue while editing
i will try that out and see if it fixes it
Yes you need to have all the tilesheets in the same folder as the map when editing it. THen for playing, you have to remove the tilesheets from the folder.
Out of curiosity, when creating custom tokens, are / allowed?
Seeing a common CopperStill issue in the support channels pertaining to a custom token 'NCarigon.CopperStill/ArePricesBalanced' failing so I am just curious as to what causes the failure.
The modid/ in this case is the scoping done by content patcher I think
ArePricesBalanced is the token defined
ah, yes, it does mention it's being prefixed by the modId a few lines up, good catch.
This is the logged error in the trace:
System.ArgumentNullException: Value cannot be null. (Parameter 'key')
at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
at CopperStill.ModPatches.AdjustPricing.<>c__DisplayClass3_0.<ArePricesBalanced>b__0(KeyValuePair`2 o) in C:\Users\ncarigon\Source\Repos\StardewValleyMods\CopperStill\ModPatches\AdjustPricing.cs:line 44
at System.Linq.Enumerable.Count[TSource](IEnumerable`1 source, Func`2 predicate)
at CopperStill.ModPatches.AdjustPricing.ArePricesBalanced() in C:\Users\ncarigon\Source\Repos\StardewValleyMods\CopperStill\ModPatches\AdjustPricing.cs:line 44
at CopperStill.ModPatches.AdjustPricing.<>c.<Register>b__0_2() in C:\Users\ncarigon\Source\Repos\StardewValleyMods\CopperStill\ModPatches\AdjustPricing.cs:line 14
at ContentPatcher.Framework.Tokens.ValueProviders.ModSimpleValueProvider.<UpdateContext>b__4_0() in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Tokens\ValueProviders\ModSimpleValueProvider.cs:line 50
at ContentPatcher.Framework.Tokens.ValueProviders.BaseValueProvider.<>c__DisplayClass63_0.<IsChanged>b__0() in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Tokens\ValueProviders\BaseValueProvider.cs:line 302
at ContentPatcher.Framework.Tokens.ValueProviders.BaseValueProvider.IsChanged(Func`1 action) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Tokens\ValueProviders\BaseValueProvider.cs:line 339
at ContentPatcher.Framework.Tokens.ModProvidedToken.UpdateContext(IContext context) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Tokens\ModProvidedToken.cs:line 55```
This is probably stuff in the copper still mod's token delegate
That's supposed to provide the string token to content patcher api
Ah, okay. It just eventually results in errors with the SaveLoaded event, so I was curious.
Does EditImage overlay resizes the image if I try to overlay it with something bigger or does it get cut off 
Might be a mod incompat issue according to their mod posts page though
Yeah I don't see anything particularly wrong here
alrighty, I'll just advise the user to keep an eye out for an update since it seems like the mod author is aware of it
It resizes
Wizard portrait situation with the number of portraits is so confusing... I don't even know how to make it work with all the different possibilities 
wdym?
Hey! Are you able to edit a vanilla heart event using content patcher?
Vanilla - 2
SVE - 6 + pink
Regular RomRas - 7
RomRas SVE - everything...
LFL - 12
RRRR - 32

oh
And it's all slightly different expressions on the first 7...
(as someone who has studied RRRR extensively i'm used to it by now) but iirc it all pulls from the 32 with the dynamic tokens changing which is what
RRRR and vanilla is the easiest of them, cause it will never mix with anything else
I had it all covered until I decided to add 12 expressions ๐
Well... mostly covered
oh is it like, the vagueness of what the "emotes" are trying to convey that's confusing?
More in a sense RomRas SVE has 12 by default, but that leaves no room for the pink hair portrait if I'm going by LFL standard
if you're doing it mod-by-mod you could probably specify portrait loads based on whichever mod 
I guess... I need to figure out how RomRas does it with their pink portraits then, since it doesn't provide it's own portraits
i assume it's through SVE
When all the stuff you're testing works but something you weren't expecting isn't 
or something that was working prior is now broken somehow, me
Yes, technically this is the case, though I kind of understand why it's broken since I did change something about it lol
I just thought myNewLogic == myOldLogic
Either it's refusing to do this Math.Max or somehow -10 is greater than 0
Oh nevermind, it's me, I'm the problem
Finding the max value is useless if you never assign it
depending on the context i've gotten tripped up on when it actually ignores (-)
i also discovered that the reason i never get anything done in game is because im too busy working on mods
The curse of the cheeto
what's playing the game?
I had more hours in aseprite than the game itself
my hours are skewed because i'm doing patch reload n shit
"playing" aka "reloading content patches to see if i found the correct target to mod and/or if the color looks right" ..... yeaaah
'playing' looks at console text `debug ebi patch reload debug ebi patch reload debug eb-'
Or my favorite, angry red error lines that you completely forgot to fix the last time
"future me can deal with that"
me @ my sve-dependent mod that has a spouse room change and 1.6.9 has that damn beam
a beam?
The accursed spouse room beam ...?
an accursed 90 degree angle, i can no longer do an obtuse cute wall corner
A
i imagine if i moved the offsets it might overwrite the draw, but i haven't tested it and i Gave Up
Yeah, not sure why they made the move to make that wall angled when it was straight before
did it go from straight-removed-straight
Does someone knows how to make replacement farms be not replaceable (?), if theres a huide, please enlight me i would love to know!
...additional farms?
Content Patcher and the Data/AdditionalFarms method is probably the easiest way.
Be not replaceable?
I think they mean to not replace one of original farm types (Standard, Hilltop, etc.)
Oh, like convert from a replacing type to an additional farm, okay
if you mean to change out an already existing mod that replaces a farm, then that's a conversion
if you mean you wanna make a brand new one, then additionalfarms https://stardewvalleywiki.com/Modding:Farm_data
yeah, english its not my first language, so sometimes i write stuff like that ksdkdsjajgagh
Looks like there's no converter for replacement farms to additional farms
At least, not on the list
i imagine it's not that hard
To be fair, they are still CP mods in most cases (or FTM).
The difference is that a new farm needs some extra data filled in
It shouldn't be that hard
But you can still kinda copy/paste fields from the original farm type it was based on to speed that up
...
i don't need more todo list items /s
63 items now
i would ask what else is there to convert but yknow, considering we still get JA questions here, it's probably because of the cp kirby-usurp
portraiture to hd portraits
JA
well ja's kinda covered
DGA
fixing cp2at for 1.6 (how is it so confusing?? (i just don't know numpy))
quest framework
custom movies, even though it's got like 10 mods using it
@fickle garden Sorry for another ping ๐
But was it intended that with your 12 expression mode you never use pink portrait since token is set to 0? Or am I missing something 
is there an unofficial hd portraits for 1.6?
Not that I know of
oh ok, though even then i'm like, isn't that just dropping a .png into portraiture? 
the next thing is clearly cp to C#
we already have button's harmony crimes through cp
eliminate the content patcher dependecy and cause 100 problems for compat 
i did want to make an AT building to cp skins converter though
specifically for me, local AT boycotter
it's funny how, mod authors are like "nope i don't use AT" whileas users are like "can i get AT compat?"
i think mod authors are the type who want their game looking a specific way
so AT doesnt hold as much appeal if u could just do personal edits on whatever cp mod
Why are you the local at boycotter
i'll have to disagree on that - yes you can do lots of stuff with cp but you can't get the whole "different look, same machine" afaik
so at is needed to get aaaaaaaall the pretty stuff
yea ofc its still got unique features 
(and no, not me making local changes to cp mods, ever, nonono .... <.<")
brb making a machine skins cp feature mod
i do have AT up when i'm doing harmony crimes just so i don't run into any incompat issues (since it patches literally everything) but aside from that, i don't think i change up how my game looks so drastically 
i actually prefer machines to look the same cus i will forgor what a particular machine is
do u want to start a club
i think roku's in there too
although atra is 1 step ahead, local sdv boycotter
naaaaaaaaah, i need some change, esp if it's slight variation, but to each their own ^^
Where am I? Who am I
sometimes i go with themed playthroughs, but then i itch to go back to modding
AT boycotter
Oh, no, I use AT
oh ok, army of two then, chu
Nah I like AT
I use it for animals, because I like to switch their looks occasionally
Why buy 300 dogs when I can just slap one with a pair of scissors
i definitely like everything that peacefulend has done in regards of like, collectivizing ? things on a singular framework and use, just so i don't have to dig around
(also, sidenote: i really hope you guys dont mind ppl lurking here, i'd go insane even sooner trying to get things to look right and pushing pixels around without some virtual company on the side ....)
we can tell who's lurking based on emotes so it's just how it goes here 
Most of the helpers in this channel are just people lurking to avoid responsibility :P
no i'm free from responsibility, i got mothman out and it's fully functional (and i did all of my bugfixes
)
Lurking is my favorite form of mod procrastination
(i also just don't want to look into coding lights attached to customfields right now)
I need to source and add some custom music to test for my crane game mod and then I think (fucking hope) it's done
Hard to know if I've thought of all the use cases lol
oh what lights did u want
uh, from that int field? probably something dim like a lantern
Oh actually, there's still one hell left, I gotta write documentation for this mod... RIP
that's just programming in general though, there is always an edgecase you havent thought of ^^
oh, i'm shoving the customfield into the wildtreedata
it's set up with some paperclips and hopes
i just haven't bothered to deal with the rest of it
tree lights 
ye
Tree lights would be beautiful for seasonal string light trees
{
if ((treeData.CustomFields?.TryGetValue("Aviroen.TreeGlow", out string? customString) ?? false))
{
if (bool.TryParse(customString, result: out bool stringActivated) && stringActivated)
{
//call light
Game1.currentLightSources = new();
return Game1.currentLightSources;
}
return Game1.currentLightSources;
}
else
{
return Game1.currentLightSources;
}
}```
A Lot โข๏ธ
yeah by 'set up' i mean i made the red errors go away, saved, and worked on my halloween mod 
but yea u can just yoink this light code i did yesterday
I'm gonna fucking ask Pathos to make that readonly
yeah you did this yesterday, i wrote this like, a week ago 
Game1.currentLightSources = new(); sent me to the shadow realm
do they have lightsources in the shadow realm
This killed me lmao
i do enjoy triggering the chat with my stupidity
no since currentLightSources is now empty 
Out of pure curiosity... if there were 2 different portrait calls at the end of the dialogue, what would happen? 
it'd probably show that coin thing
1st valid emote, then probably show coin emotekey
Oh right, forgot about that coin thingy
yeah
because 12 expression sheets dont have a pink hair portrait
usually at least lol
its a 7 and 32 sheet thing only
True, I guess I'll just edit the event then to add it
Yay, the music works, now that I'm deaf because I didn't realize how loud it was gonna be I can move on
if i'm removing my tryparse and i take the whole string added to my customfield value, is that even going to be passable
{
string[] args = ArgUtility.SplitBySpace(lightProps ?? "");
for (int i = 0; i <= 2; i++)
{
customString = args[i];
}```
say in the cp edit it's customfield blah blah
"Aviroen.TreeGlow": "floatradius color textureindex"
oh okay i've done it backwards huh
i was trying to get the customString to break apart into the args
well u do need to do that
but then u can just use ArgUtility.TryGetOptionalFloat to parse into floats
Well, floatRadius is a float but then color is what a string?
And textureIndex would be an int?
For this example anyways
yeah i was trying to just break up string -> all of it's necessary components
SplitBySpace would be splitting customString wouldn't it?
And then you would try to parse each args index by its intended value
Since they're gonna be different, you wouldn't really use a for loop for it
Though I suppose you could... it wouldn't save any space since you'd still have to qualify each loops intention lol
i put the for loop in because i didn't realize the splitbyspace parts and was slowly going through what each piece did 
okay time to test by throwing a custom field into a tree
im late to it because I was Asleepโข but regarding the light source thing I just wanna say I genuinely appreciate the experimentation and "I'll figure it out myself" mindset that leads to yeeting all the light sources
i didn't push it to my git at least, i just saved it and left a comment saying "you'll probably get yelled at for this"
i think(?) i made them glow?
i should probably check and see what the map looks like without my harmony mod though so
color is a string yea, i invert it so it is not opposite of what u expect
Color color = Utility.StringToColor(colorStr) ?? Color.White;
color = new Color(color.PackedValue ^ 0x00FFFFFF);
(i did not, it's apparently a natural thing)
Hm, I assumed a patch reload would cause an asset update, but I guess it doesn't?
When I change my data and patch reload, it's still using my old values
Pro tip on lights
Originally thought I just needed to invalidate, but that doesn't seem to have helped
I usually work with very odd color lights when developing
Like my test ring light was blood red
So I could tell if that was me
In general, make it obvious
i did set it to green but i don't know what 'green' entails
Green would give u magenta light if u didn't invert color

"Aviroen.TreeGlow": "2f Green 1"```
oh wait
is it not reading it because i didn't set mycology dependent on it
did you try with Glow Buff installed
what did you use for position
i really only replaced your lightString with customString 
yea u need to harmony add the lights
this method i link just make the light, but rest of the file has the harmony patch
It does when I tested a few days ago though
unless another nightly borked it 
yea i feel like i just gotta rebuild it maybe 
either way i am fine w/ letting another mod fix how them lights look 
i'm getting ready for them crimis lights
should I add that as a hidden feature of Glow Buff to the framework page lol
"also patches the lightsource draw function to make colored lights not look terribad"
also you may not need harmony for your tree lights
you can register a OnAdded delegate on the game location's TerrainFeatures dict to add/remove lights when a tree gets added/removed
and register those in LocationListChanged
and also maybe a day started handler
oh yea, that is what i did for dirt actually
it was warped + added
(this was that thing for turning hoe dirt into lava visually)
but hm it is not like u can add whole ass grown trees 
the map has fully grown trees i think
but u cant put one down i mean
Also the day started handler to add lights to trees that grew overnight in case you dont want lights on babby trees
yeah nope
unless u want to make the seed to grow ig
yeah i was gonna put it on the day started
the reason why i did resetLocalState is cus i wanted to add map lights and obey usual rules governing the Path layer lights and the map prop lights
this is presumably why casey did the same for colored map prop lights
u r add something more like a torch and so u need to handle deleting the light when tree chopped
which u can do via terrain changed event
.> sigh so got the main mod working now i need to remember how to add i18n functions lol
Is the Internet necessary to build a c sharp project I'm getting these nuget errors ..
you don't need a connection for any modding other than installing nuget packages, searching the wiki, and pushing/pulling via git
No errors after changing so many things in the mod...?
Suspicious...
vs builds just fine without
What about the all important bitching to discord
yea that part is vital
So one of the events was broken for over half a year and no one noticed... I guess really not a lot of players reach year 3 
it's pretty easy to not notice too
i had an invisible van in VMV
and i didn't notice it myself
i think we've all been there, my 200 lines of specialized gift dialogues were never applied
Yep... or one of the compatibility patches not being included in content.json for a year 
My manifest is evolving 
is it because of the content patcher consume
whats the 1 true dependency? 
probably SVE
CP always CP lol
Naah
CP isnt a dependency its the ContentPackFor
hmm, is it button's token yoinker
Bingo 
oh! i thought you moved on from that bc the queries w ere getting too complex. ill take the true dependency badge with pride though 
Ah not exactly, those querries were for my RRRR patch, but I just switched to the lazy & dumb patch, which is mostly i18n replacer ๐
For main Rasmodia I'm using it with pure joy 
I kinda wish a HasMod gave implicit false dep
doesnt it? i thought it did bc you can use another mod's custom tokens with just a HasMod
I'm 90% sure it doesn't
Maybe? Not sure how cp is handling such things
i also dont know ยฏ_(ใ)_/ยฏ
i think it doesn't, i think hasmod just checks in the "activated mods" and doesn't check the order of them
But I figured dep is smapi thing while cp is just a mod so it probably didn't do anything
anyone here well versed in i18n configurations trying to get a configure / section name to translate
gmcm? or something else
are you working with a C# mod or a cp mod?
It's saying something about nuget source offline
For anything besides config there's a converter, for the config itself... it's in the works (kinda)
I'm pretty sure there was a doc about config i18n tho, can't remember where exactly
i have a quick and dirty one that i just have offhand
tried the wiki wasnt much help lol
"config.Portrait.values.Vanilla Compliant": "Vanilla Compliant",
"config.Portrait.values.Aviroen Style": "Aviroen Style",
"config.Portrait.values.SVE": "SVE",
"config.Portrait.values.GoodnightLou (Nyapu)": "GoodnightLou (Nyapu)",
"config.Portrait.values.Use Custom": "Use Custom",
"config.Portrait.description": "This toggles the Portraits, if you toggle this to 'Use Custom', you will be missing out on 90+ emotes and the dialogue will act strange. You have been warned.",```
//content.json
``` "Portrait": {
"AllowValues": "Vanilla Compliant, Aviroen Style, GoodnightLou (Nyapu), SVE, Use Custom",
"Default": "Vanilla Compliant",
"Section": "Appearance",
"Description": "This toggles the Portraits, if you toggle this to 'Use Custom', you will be missing out on 90+ emotes and the dialogue will act strange. You have been warned."
},```
Is there a trigger for mastery acquired
So that's how it works with string values... that's gonna be annoying to standardize 
let me trigger you with: it works with spaces too
there are literally only 3 vanilla triggers: DayStarted, DayEnding, and LocationChanged
As in multi word value?
Meh, shouldn't change much
you can check player stats for mastery though
ah actually i should give my other one
i been checking for has anvil recipe 
the player gets stats for mastery_<skill ID> when they claim one
the skill ID is numeric so like. 0 for farming or w/e
(dont quote me on that 0 might be combat or smth idfk)
so you can use PLAYER_STAT
but i thought stats r big spaget in multiplayer
maybe its fine 
i think if they left early and then reconnected the next day, the game wouldnt count them as knowing the recipe either, bc it wouldnt count them as having mastery there
i think if you set it to player_stat current you'll be fine?
the mastery cave checks the mastery stats
ig to send mail i just gotta do dayending and with some check
you'd just use the PLAYER_STAT check still if its on day ending
if the day is ending then things are being saved
They are ~fine for checking the current player
Weird question... anyone knows of the top of their head how to enable/disable text wrapping (not sure if that's the correct term...) in VS Code? It's annoying how it's just random for me 
Alt-z
Alt + Z
tedi! still mazing? 

jesus christ i have not been looking at the chaos mazes
that reminds me i need to go back to blueb's maze
i lurk in here while i work on the giga squared maze bc talking abt modding instead is much needed mental breaks
i added in the methods for the non-harmony for my lights and my brain went, "boy howdy i'm tired of this i'd rather commit harmony crimes"
Taking a break, itโs time for me to head to bed anyways
Me reading this and thinking what the hell was I doing 15 minutes ago...
suffering LFL?
Ah no, that got kinda fixed
Hello can a kindsoul help me with my mode coding i dont know how to fix it https://smapi.io/log/29c88059b6f2404cbeed6e0461b5a60c
Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 11 Home, with 10 C# mods and 29 content packs.
here it is ๐
output rules looks like a square bracket
easier to just upload to smapi's json validator
yeah it has some deep nesting going on
i have to pull back up how to deal with that
Fields is only good for editing 1 layer deep, because any layers beyond that you're wiping the entire thing
i'm trying to figure it out right now but my brain is fried to hell and back
i assume i can toss the fields in now
"Changes": [
{
"Action": "EditData",
"Target": "Data/Machines",
"TargetField": [ "(BC)24", "OutputRules", "Default_LargeEgg", "OutputItem", "(O)306" ],
"Entries": {
"ItemId": "(O)Roseloves109_LargeMayonnaise",
"CopyQuality": true,
"PriceModifiers": null,
"MinStack": 1
}
}
]
}```
Replace it with Entries
can never remember when it's necessary for fields vs entries
free from maze prison back to modding i go
no now you gotta do blueb's maze prison
Entries will replace every field you didnt fill in with their default values
Fields will only edit the fields you specifically edit
oh i see
i assumed rose didn't want to replace it entirely and only wanted those specific ones changed? so maybe change back to fields if you're okay with all the rest?
Also you either need a MoveEntries, or deleting the default gold quality mayo output
in that case change the id to fit the default large mayo rule
if items is like buildings should look something like this
{
"When": {"Main Greenhouse Type": "Normal"},
"Action": "EditData",
"Target": "Data/Buildings",
"TargetField": ["Greenhouse"],
"Entries": {
"Texture": "Buildings\Greenhouse",
"Size": {"X": 7,"Y": 6},
"HumanDoor": {"X": 3,"Y": 5},
"BuildMenuDrawOffset": {"X": 0, "Y": 0},
"AdditionalPlacementTiles": null
}
},
actually nvm this, add another layer to TargetField
for cost i just target buildcost field
which layer?
The gold quality mayo output in OutputItem
My internet just went out
not on me desk rn but I can write smth later if you cant
I couldn't find what you meant by going 1 layer deeper though
Excuse the "I've never made a mod before" picture 
Just add "(O)306" to the end of the TargetField list
Ah fair enough
Cries in horrible coding language
I now lie in bed because isp said they won't fix internet for another 3 to 4 hours
I changed up the code block above if you wanted to try that out
totaly forgot how to showcase mods lol >.> i been away to long
right click/long tap > Apps > Publish

i rewrite the code
doing the puzzle maps for my contest mod was enough to give me a physical reaction to looking at tiled. no chance im actually looking at one of these mega mazes or i'll come out in a rash
it'd only take you like 7 hours though thats not that bad right
the maze like the png ones in #1292662149516103751 ?
in the #1292670497665974272 channel, one of the mods generated extra mazes that were bigger and bigger in size. every one after the first extra maze is just for fun and bragging rights though
they are generated the same as the mazes in event-info except the one i did was 14,000x14,000 pixels instead
horrorfying thumbnail
Wait the first extra maze had points?
two people got 5 points for it yeah
first one to solve it and then someone else bc theyd been trying and failing the same one for a while before solving it and one of the mods felt bad for em
(those 5 points are no longer claimable)
you're missing the ID of the entry you're trying to edit in TargetField
oOF
quick fix though, just add "(O)426" to the first TargetField and "(O)424" to the second, after a comma
(sorry for the editing I misread the order)
also FYI you may want LargeCheese for the second entry
(and the quotes around it)
.choose
, 
Choose result: 
IT WORKS TY FOR HELPING ALL!!
I'm terrified by that choice
it took me at least that long just for the basics of the maps in already lol
maybe if u cheat u get condemned to the gigamaze as a fine prank
you could make the end of the maze and the start of the maze an identical long straightaway and just teleport the player to the other one when they walk through it. mario 64 endless staircase style
are within map warps seemless like that 
i dont think so but what if you just edited the players tile/position/coordinate fields directly
Does the camera move instant?
i dunno. i cant remember if ive ever moved that instantly without already expecting the camera to do something like flash or fade out or both to hide it
Does the map have to be one big continuous thing? Can it not just be made up of several maps stitched together and one of the warps just takes you back to the start?
i just assumed the intent was to hide the fact that the player is in an endless maze forever
yea, but it is just theoretical question, i am not make a maze mod
seemless warps can be done reasonably easily with c#, just requires a little bit of reflection shenanigans IIRC
alternatively with c# you could trivially add a silent warp touch action that just changes the player position without actually warping
does the camera look fine in those case
I've never tried it but I don't see why it wouldn't
If the camera is being moved smoothly then it wouldn't be able to snap across a large distance
So should be perfect then lmao

So, I'm trying to make a modded item be able to go into the mill but no matter what I do, I can't seem to get the mill to accept the item. I've taken a look at Cornucopia's molasses but no dice. It's probably something to do with the Tag. I changed the Tag to a vanilla item and the flour popped out fine, my main issue is trying to get the item into the mill.
I forgot if context tags are case sensitive or not (I think they are in 1.6.8 but not in 1.6.9?), but context tags are all lower case
can u use exact item id here 
no
weh
yeah it's annoying
.................................... I have been troubleshooting this for almost hour and all it needed was to be lower case....
When in doubt, assume it's case sensitive
When you think you know, just assume it's case sensitive anyways, can't hurt
quick question for MP: what's the 'intended' method to warp farmhands? I think it's sending a message and have the farmhand's local mod instance warp them, just want to be sure
selph i tried to build glow buff and it was indeed still using int light ids 
do you have to warp them from host instance?
Good advice, thank you for helping to end my suffering
if I can warp them from host instance that'd be nice, but I can't seem to find the function that does so
no i mean, how come the host process needs to decide when warp
ah yeah, I'm doing a minigame where I want to yeet everyone from the map once it's done. the host must start it
normally u dont do that cus ppl could be down in f99 of skull cave
I'll only yeet ppl who's also doing the minigame
I'm doing 'host starts and controls` because lazy
ah i see, its like a festival
ive no doubt its not the way you're supposed to do it but maybe you can just reflect into GameServer.warpFarmer and call that
i cant find where the end festival warp happens 
so eh message then calling warpFarmer is fine prob
but what if the other farmer doesn't have the mod installed 
(/j)
that reminds me i should add a mod version check
gotta add a format string somewhere
then in trinket tinker 3.0 you can add a new token system too

Does anyone have experience with using Scale Up 2 on character sprites while using NPC Map Locations? Sprites in Detail is soft-incompatible so I'm wondering if Scale Up 2 would work
nah thats not the important thing
i think it's less fragile than b4, but this is still a mod with a lot of drawing features
and will prob explode if versions dont match exactly
sounds like user error to me
yea but i dont wanna see my own mod in #1272025932932055121 its scary
mute the tech support category 
I've used the example content pack for Scale Up 2 that changes Krobus's size and I use NPC Map Locations, but I didn't check to see how their sprite looks on the map
Day 2 internet still out
Question- is the beta for 1.6.9 still open?
Yeh
Nice
are u steam or gog
It's in the pins
Thanks!
There's also a GoG version, but that one isn't pinned for some reason
I haven't been able to check npclocations for mothman but tbh since the mugshot isn't showing I assumed the npc locations won't show as well
Mothman uses SiD so I'd imagine it has the same incompatibility
Does scale up 2 resize it back down to original? Cause then, it'd probably have compat.
The mugshot works on my SiD character, but even if I edit the Map Locations file to look at a different spot on the sprite sheet their map sprite is distorted and displaced, making it almost useless
LOL, beeg boi
NOM
He's in the sewer, so it just shows him where that entrance is
His actual sprite is slightly off center though
Mugshot doesn't let you select a source, right?
Well, it's certainly more accurate than the SiD outcome at least
It's only the x/y
So I think this means it's worth looking into using Scale Up 2 instead, thank you for checking for me 
large lad
UI Mothman is real and she will hurt you
I wonder if I can grab the referencing of the mugshot and put it into customfield for people who want to use SiD
Remind me in 15 hours to check how the calendar/social page mugshot is handled and see if I should do some harmony crimes with it
ooo not sure if I can count that high but I'll give it my best shot!!! (#6318272) (15h | <t:1729701460>)
i assume sprites in detail is causing problems with MugShotSourceRect
Yeah if all else fails I use the customfield and people just specify a load target for their mugshots
is SiD being actively developed
very funny picture though. mothman has consumed robin
wow why am i brown now
You changed back in real time
What happened
I don't think it is, it's in the tenuous spot of just working for now... until it doesn't 
junimo magic 
Scale Up 2 is the same way lol
I'm really surprised it and Portraiture haven't broken in 1.6.9
That forward thinking ig
These builds are from the 1.6 beta lol
powerful 
They didn't even get proper 1.6 builds lol
Is SiD mit? I contemplate studying it for future purposes
For reference this is what SiD was doing with Map Locations, Haley being up by the arrow when she's actually in her house
e l o n g a t e
God I wanna work on mods but internet down and I can't work without music 
Youtube on phone?
Wait is it back my wifi kicked in


this doesn't seem like a hard harmony crime
they're often easy! that's what makes harmony crimes so fun
I had same problem
I never tried vs studio offline to build a new project it don't work
oh i just also cannot live without my wiki links
i'll get lost somewhere and searching on mobile is a headache
i'm honestl- i can check later
i'm honestly probably gonna just use the same harmony crime 
you can but u legit do also need the terrain changed event
so that light goes away when player chops down a tree
brain flatlined trying to get e.Remove --noo 
i will go back to the docs for that later then
u just need location.terrainFeatures.OnValueRemoved
this is a vanilla thing, so prob no docs
Also smapi has a terrainlist changed event
private void World_TerrainFeatureListChanged(object? sender, TerrainFeatureListChangedEventArgs e) this is what i'm using
Also doesn't work. Multiplayer
(Listen to the tree's isstump :P)
nice
i think it should be fine if u r add and remove from sharedlight
either way it is gonna be slightly different than this tiledata light 
hm
i guess i can try fixing the trinkets only have light for 1 person bug
by using shared lights
i said easy and now i'm getting stumped on how i'm going to grab a loaded cp asset and shove it into:
{
return this.GetData()?.MugShotSourceRect ?? new Microsoft.Xna.Framework.Rectangle(0, (this.Age == 2) ? 4 : 0, 16, 24);
}```
i wish forage harvesting wasnt stuck inside checkAction
trying to circumvent it from grabbing from the character sprite sheet if the customfield is used for things like sprites in detail
Check action dehardcode when
squishing all the way down to 64 almost made me verbally laugh- time to see if my chaos worked
id pay my life savings
what about 1 random special wood that has a small chance of dropping from trees
or just drop the trinket itself from a tree
but also a stack of wood is fine
i dont want to make contest judges run around all day for rng so i stuck all the guys in a shop
Question: Does anyone know where to find the wedding dialogue? Like the wedding event, but the dialogue/event file for it? I can't figure out where it is
the event script is in Data/Weddings. it pulls the text from Strings/StringsFromCSFiles
Heya! I want to make 8-heart event, and that being in the stage planted in Ridgeside Village
What is the Data/Events/(?) for that?
Anyone know how to make these slider options in GMCM?
Should just be automatic for numerical values
Cp ver is something like AllowValues "1,2,3,4,5" 
Huh, so does it default only when it's bounded on both sides with a min + max?
I haven't done the textbox variant but I assume that's API sided
i give up on this sharedLights thing 
it really doesnt want me adding another netfield, and even when it work it looks bad cus of desync
but aviro shouldnt have issue so as long as u arent trying for custom light map texture 
You should be able to find it for yourself by looking through the RSV files. It will be the file for the main RSV village map.
No luck on my side
I'm unsure if this is it, but I found Custom_Ridgeside_EmberNight
If you mean the stage right in the middle of the village, that's just on the main map. It will be probably called Custom_Ridgeside_Village or something.
Yes, it's next to Pika's right?
Correct
Then the location for that is very likely to be the location for the entire outside village area
Custom_Ridgeside_RidgesideVillage?
I don't know, maybe. Check that file for any events taking place on the stage.
How do you implement your own custom music ID into the game?
Is there a wiki on it?
You use an EditData action to add it to Data/AudioChanges, I think
Once the new track exists, you can call it by Id anywhere you can call the vanilla music (Locations, events, etc.)
I know this is backwards, but if I add the context tag "category_milk" to an item, does that also designate the item as milk for cooking recipes and things like that?
In the content.json
Probably only if the cooking recipe is looking for the context tag instead of the item ID
Not all of them do, I think
Yes, like I have recipes that call for "Any milk"
And I want those recipes to recognize my item
would that work?
unless "any milk" is still looking for specific IDs, I'm not sure
It looks like -6 as a category directly corresponds to the category_milk context tag, so as long as your object has the tag and the recipe uses the -6 as an ingredient, it should
okay cool, thank you very much!
You can also set the Category for your milk objects directly in the object's data, which should guarantee it
I'd recommend including that field as well to be safe
I'm lookin
at the wiki and I'm pretty confused
I'll look into it however
Basics are to use wav or ogg files (oggs are preferred due to file compression I think), create an entry for the new track and label it as whether it's music, ambient noise, or a sound effect, and then figure out what to do with it from there to use in your mod
I did one for a custom pet mod experiment once to add a specific new sound, and it was pretty easy
important to note that unlike a lot of other things, to add audio you do have to use that internalassetkey token as shown on that wiki page which will just be a path to a file in your mods folder, not something you Load in
Got it
(also yes .oggs are much smaller in file size so theyre better if possible)
Off topic and on the side, I finished my fourth event though it does not trigger
No errors are displayed, but I suspect it has something to do with the Target Data/Event/(Location)
I still couldn't find the exact location for the stage
I do have an alternative way to work it though
(also unrelated but, is there anyone here who plays on either Mac or Linux that i could DM a test build of my modjam entry to make sure it like, actually loads the mod with its singular third party .dll)
Thank you
I'll see if I can do it
audio is ezpz like fireredlily said, i believe in you 
Error NU1301 unable to load the service index for source https://API.nuget.org/v3/index.json
I wonder if a debug command might help to pinpoint the location when you are standing on the stage
Unsure honestly
I'll just do a warp.
If there is an npc in the area, you could try debug whereis NPC
That may include the location name in the output
You made a mod and need to test on Linux?
I think it should work according to wiki
it includes a third party dll, which iunno if this particular one works on mac or linux. iunno. only thing i could easily find about including third party dlls with a mod is a message from pathos in 2020 saying to test on mac and linux, so i just assumed that was still relevant to be better safe than sorry
what's the third party lib?
it was Pastel because im lazy lol. so, not a hard requirement by any means, just a "itd be neat if i could just include it" instead of writing ansii escape sequences myself
https://www.nuget.org/packages/Pastel
seems to be a pure .NET library, you should be all good
I'm on Linux
understood, thank you! 
Haven't used windows in years
wish that were me
I actually have a dual boot with a nifty custom boot menu I can use windows anytime but I prefer linux
My event doesn't seem to want to trigger; could somebody please check it out?
https://smapi.io/json/content-patcher/1483ed3c8289471bba1e07cf7ae6866c
one day i will make the switch
not to mac tho. sorry mac mod users if any of my future mods break on mac then uhhhhh sorry
You can send the mod if you wanna be sure I'm just stuck now my cs project won't build cause vs code don't work offline
Oh I guess I need to restore nuget packages
unfortunately i do not know enough about events to help with the non-triggering event 
re: dreamy if you didnt mind me DMing it to you, sure!
;-;
does SMAPI give you any sort of errors or warning, F1F4?
No
and just to be sure, you do have 4 heartsa of friendship with your NPC and the time is bwtween 6pm and 10pm right?
you have the friendship requirement set to 1000, 250 points per heart, so 4 hearts
it should still trigger even if you have more anyway though so its not the issue
I edited it, let me check it out.
I already have a 4 heart event
so
it would conflict
i dont see why you couldnt have two events that required 4 hearts minimum
Unsure either, but I'm about to see if that fixed it
but theyd need different IDs, which was gona be my next question since i dont know much about events, but is it an issue that all of the ones in this json have an ID of CoolGift?
are you able to get the other 3 to trigger in the same save file?
Yes
then unfortunately i have got nothing, sorry :c
Maybe the events need to be different
The names
Boo-tton your mod loaded fine on my Linux machine. No errors
thank you for testing for me c:
Yes a double dash in the event code will cause it to mess up I think
Event still does not trigger
My first event works.. and my second seems to malfunctioning despite it working previously?
Event IDs should be unique. Try giving them different Event IDs.
Also not sure but can you use a move command before the skippable command?
I found some wrong slashes, but not even the JSON identified them which is weird
if theyre inside the string then theres nothing wrong with them from a JSON perspective
Can you try removing the time commands? I always have trouble with those
Idk how it functions
Time preconditions test without
Just guessin
The 2 heart event works fine
The 4th and 6th did as well, but now.. they're not?
I'm jus confused
Change the event ID.
Show the one in question
are you sure you did actually trigger all of the other events in the same file, and werent just testing them one by one but not saving afterwards and thus not running into the ID issue?
Code here
Yes
They were all in one file
Alright, got the 6 hearts to work
Also sometimes you have to do a patch reload
You can try installing Event Lookup and see if any of the conditionals is not fulfilled.
What does that do?
See the conditions to trigger an event.
So we can test whether it's conditionals problem or formatting problem.
I'll download it
do tokens work in letters/mail? i have this:
"I wanted to let you know that the patients are officially being discharged as of the morning of {{Season}} {{Day}}.^^Willy has offered to provide them with living arrangements. If you would like to see them and haven't done so already, I recommend that you head down to the beach.^^Regards,^Dr.Harvey[#]Final update"
and the tokens show up as is in-game, rather than replacing with the current date like i intended
is that entire string inside an i18n file?
yes
you'll need to pass the value into the i18n token then
tokens dont get replaced directly when theyre in i18n
ahhhh i see
i was just about to ask if you could point me to somewhere with more info on that :p thank you!!
It does not list the event, meaning the script could not be trying to load the event
Look at your NPC's list of events.
What's the command?
Click on them from the Socials menu.
Oh there you go.
I do not understand what they mean by the second
The second?
so it cant be any of those days
You can only trigger the event on Monday.
aka has to be a monday
Ahh
I understood /d as a (allow it on these days)
I'll fix that
Thank you for suggesting EventLookup
Useful tool
Yey!
(The z winter thing works the same way by the way. It means "will not trigger in Winter.")
Now, I just need to figure out custom music aha
I don't quite understand the wiki--could somebody please guide me through it? My aim is to apply the custom music into some of my events.
theres a template on the audio modding wiki page, you can just do the same thing but with your own music file and give it your own unique id and then you can use that music anywhere else like you'd use vaniulla music
{
"Action": "EditData",
"Target": "Data/AudioChanges",
"Entries": {
"{{ModId}}_Music": {
"ID": "{{ModId}}_Music",
"Category": "Music",
"FilePaths": [ "{{AbsoluteFilePath: assets/YOUR FILE HERE.ogg}}" ],
"StreamedVorbis": true,
"Looped": true
}
}
},
if you're not using a .ogg file then change StreamedVorbis to false
and in which json should this go to?
manifest? content? etc
either in your content.json or in some Included file
its the same way you've been editing anything else
Does anyone recall if 1.6 added a way to disable or adjust the NPC breathing animation? I feel like I read something like that but I don't have the slightest clue if my brain just made it up
NPCs have a Breather field in their character data
The breather field is just a bool for whether they should have the breathing animation or not, but there are also two fields for changing the size of the breathing rectangle and its location on the sprite.
They should be on the NPC overview page now pathos has updated it for 1.6
Ooh, awesome, thanks for the info 
Hello! Could somebody please check out what could be the error with my most recent event's choice code? The choice prompt does come up, but upon clicking a choice, it just goes quiet--it doesn't follow up, as if the event is waiting for something to happen.
https://smapi.io/json/content-patcher/c0e31b8a30e44b38b5871a763217841f
(Look at the 8 heart events)
[game] Event 'CoolGift4' has command 'fork singingChoiceGood' which couldn't be parsed: can't load new script from event asset 'Data\Events\Custom_Ridgeside_RidgesideVillage' because it doesn't contain the required 'singingChoiceGood' key.
[game] Event 'CoolGift4' has command 'switchEvent singingChoiceBad' which couldn't be parsed: can't load new event from asset 'Data\Events\Custom_Ridgeside_RidgesideVillage' because it doesn't contain the required 'singingChoiceBad' key.
are the errors I get from the console^
(I tried using the log but it didn't work, sorry!)
the errors are telling you why
try telling me what are the errors telling
so i can see what part is hard for you to get
I don't quite understand it though.
The way I understand is that Ridgeside is somehow interrupting the choices; still, my 2 heart events have a choice made in the Ridgeside with no issues ;-;
i have no idea why and how your other event works, sometimes it depends of how you make the format
so
you're right the error message mentions ridgeside, it mentions the asset you need to look at
especially it mentions the Data\Events\Custom_Ridgeside_RidgesideVillage and the fact it hasn't any of the required keys (the branches of your event)
So I guess FTM doesn't spawn rings correctly they don't seem to be equippable.
it's because you change the location before the choice and so the choice must be available in the NEW location
aka Custom_Ridgeside_RidgesideVillage
so you need your initial event in a location and the choices in another
the 2 heart event (looking quickly at it) changes location AFTER the branch choice so of course the problem doesn't appears
(also note that your events/branchs id are not unique enough, if you plan to publish the mod one day it can causes issue)
I'll change the IDs upon release as I'm just testing them first
(i prefer no ping on reply)
Could you reference the exact code for what you're referring to?
If you don't mind
Ahh, nevermind; I see it
I'll work on it, thank you
great ๐ good luck


