#making-mods-general
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the patch summary says it gets applied, no errors either
JA loads the items as normal items but under unique IDs
Are these JA items?
Because Iโm not sure the Target here does anything for JA mods
Well, for targetting JA items with CP-A, you do use the token like Gervig is doing in the first patch
I also donโt remember what I did with regards to JA item sprite locations anymore
Oh, that's a good point
well the items are added with a SMAPI mod as JA items (at least that's what I'm told and how it used to be ๐คทโโ๏ธ )
@chrome mountain What happens if you set ToArea X=0 and Y=0
I'll try and test that in a bit!
The x and y should already be returning 0
I only put those in for backwards compatibility
Have you done a patch export on the target to check what it looks like?
you need contains for two hasmod
no, I think casey said that wouldn't work with CP-A?
pretty sure the reason it doesn't work is that spacecore isn't considered inmutable condition this way
No I mean the original base ja sprite
which is needed for the cp to accept using JA tokens
Like have you checked that the JA sprite definitely is there and not somewhere else
Although perhaps Lumi is onto something
deja vu 
"HasMod |contains=MODID": "true"
for the format
otherwise CP checks only one of them
i thought without contains it's just set to true, it's the falsifying that you need the contains for? 
oh are they both mods?
in first example yes
Itโs that thereโs two identical keys
you need contains bc you cannot have two HasMod keys
You canโt have two identical keys in a json
it may not solve the issue but :
- it's a quick change
- it will be needed for proper check anyway
how do I patch export on a JA item?
you'll need to know the current value of the token of the path
this {{spacechase0.JsonAssets/ObjectSpriteTilesheet:Fish Bowl}} ?
yes, by using patch parse for ex
I'm not familiar with that 
i gotta say it's real hard to come up with a satisfying conclusion when your mod is a joke lol
have the farmer/mr. qi/lewis/whoever is present in your event look directly in the camera and tell the player "and they all lived happily ever after. the end ๐"
front-facing penny vibes 
hmm I think I might know why, looks like all the aquarium items got moved to a tilesheet like this. Might need to talk to atra 
(you should also definitely fix the HasMod thing)
I think I'll leave it in just to mess with you
its your mod! its literally not functioning the way you expect so if you're fine with it being broken sometimes outside of your control...
uses a goto
i also used a goto in a mod recently... it was exciting
i was tempted to do goto for breaking out of a 2 level for...
Yeah I'll finish pulling everything from JA
That will likely be easiesr
yeah
my design decisions when fixing JA were strongly aligned with "please let me keep these old packs working" and only incidentally aligned with "make it easy to develop new stuff/integrate with other mods" (though I did try to make it easy for other mods to cope)
I prioritized "make it work smoothly with other mods" in the form of unique IDs for items
which decreases compat with other mods, but they should have already been requesting ID anyways
Does SMAPI suppress .pdb generation somehow? And if so, does anyone know how to get it to not do that?
idk a bit of a ramble to say that what I did in PRs for JA is imperfect but present
pdb for compiled mods?
(By SMAPI I of course mean the ModBuildConfig analyzer.)
It's embedded
You can de embed it, I'm not sure how
But be forewarned it breaks stack traces on Linux/Mac
I don't want to actually deploy it with the mod, I just want to get it in my own output directory so I can use it for pre-deploy stuff.
Yeah, I intend on fully ripping as many dependencies from aquarium as I can
Specifically, to use Cecil to match declarations with line numbers.
(really i appreciate you coming to the rescue of gervig)
(especially with how busy you are)
Well, <BundleExtraAssemblies>All</BundleExtraAssemblies> didn't work. It's strange, all of the SMAPI docs seem to indicate that the .pdb should be generated, and nowhere make any mention of this embedding. I get PDBs for Stardew Valley and SMAPI themselves, but not my own frickin' mod.
So I spawned some custom rings with FTM but they do not work like normal rings when attempting to equip. I have to use cjb item spawner and then it works normally. Is there something I'm missing when spawning rings with FTM?
Seems like it was a good idea to report it..
not sure how much I can help, but what happens if you enable Lookup Anything's show debug fields and lookup the rings you spawned through FTM
actually, did you specify type "ring" in the spawn config?
(if you didn't, feel free to ignore the first message and simply set type to "ring")
They get embedded into the mod DLL
It's in the mod build config
Whatever the normal csproj setting is
Oh atra already answered, sorry
say the spacecore spawning feature isnt limited to dungeons right
Nope
i was thinking of using that instead of ftm for farm map
I use it in MMR to spawn a cat tree in a house (static location) ๐
is there an example pack for that by the way? i'd like to look at this at some point
I think there's a gist linked on the github docs
Otherwise, you could look at the S&S alpha's Data/Dungeon.json
thanks ๐ yeah i like to cross reference stuff usually to be sure i have formatting right/don't remove stuff that isn't optional and all
^..^ having reference materials always helps
There'll be better docs when (if) I finish the new website for my docs
What setting? You're saying this can be changed, I assume?
Yeah, you just override it in your csproj the standard way
Let me find the setting
yeah but i understand documentation IS lot of work
<DebugType>embedded</DebugType>
Valid options are full, pdbonly, portable, and embedded
Yeah... for anyone who wants in-game docs for their mods, the new SpaceCore feature I'm almost done with (though won't be released until 1.6.9) will be super useful
Though it is of course a bunch of work on the modder's end
It does not appear to be honoring the <DebugType> setting.
Hmm 
Which would also explain why I get pdbs for everything not built using that tool.
(got it, spacecore implementing minecraft create pondering, i will not lower my expectations from this point)
[game] Event 'Custom_blueberry_H2024_5' has command 'shake farmer 3000' which couldn't be parsed: no NPC found with name 'farmer'.
is that so 
That sounds like a bug in your action, not a bug in the parsing.
yeah this command is just for npcs for some reason, maybe animation reason or something
i made a mod where you fling boogers
Oh my
Fun fact: Game1.dialogueFont is null in mod entry
tempanimsprite motion/acceleration values override period values
everything i try is not allowed
evil machines
one reference done 999.99 to go lol
for anyone who wants lol
i do best with visual references lol
So I actually have to set the type in FTM? Yeah well I did only spawn it using the item id/name only.
yes
All the fonts, textures and other game assets are null until game start, no? They certainly are in tests.
Yeah, I had a fun moment a few weeks back when I realized the only reason half my tests were passing was because they were comparing null to null.
even a game developer, our third pillar of custom content, doesn't know when content is loaded 
To be fair, it probably used to be
That apparently is the history of the GameLaunched event
lol my first mod had zero errors cause it didnt load
I thought GameLaunched was more about mods depending on other mods than mods depending on assets. But I wasn't around in the <1.5 days.
Yeah, that's how it's mostly used these days
Ofc if you want to be super early put stuff in your constructor
I try to avoid mod entry constructors because of how confusing the initialization scheme gets. I stick to either inline field initializers or Entry stuff initialized to null!.
Constructors are also a refactoring hazard; you will always, always discover eventually that something you were previously initializing in the constructor now suddenly depends on something that's not available until Entry.
(That's the joke.)
Almost nothing is ready for you in constructor. You don't have a Helper
yeah, rings exist in the basic object data but use their own subclass; if you just put the ID in FTM's forage/loot lists, it won't know the difference, so they won't be equippable
{"category": "ring", "name": "small glow ring"} or some such should work properly
@royal stump long time no see

howdy, hope things are going well here, I've only vaguely checked in for like 2 months now
lol same just got back after life
Friendly reminder to back up your data
I was always afraid of that which is why for awhile I uploaded daily to nexus
SSD I bought 2 years ago still going strong
lol i have a raid drive i store everything on
yep, got a backup drive for everything lately, though pushing to github whenever I do any work is handy 
RAID is not a backup.
My NPC loads in the middle of town but they aren't moving. I wanted to give them a default schedule, but I wasn't sure how (And you can't talk to them either)
sleep a day (some NPC setup for the next day is done when the day ends)
raid 1 is backup lol
raid mirroring is sort of a backup, but not much use if your whole computer is wrecked
you can always pull drives
not if your house is on fire 
id grab the cat my 5000 computer and my wallet
Just putting aside the whole gray area of technical reasons why an entire RAID array might fail, backups don't exist solely to mitigate mechanical failure. They are also there in case of human error, ransomware and assorted other happenstances.
o i save every version i make as well >.> and archive them on nexus
can i not have two characters walking at the same time in a event? they always seem to wait for the first one to finish walking to start moving after
I once had to go back to a 7-year old backup to find a stash of files that somehow, for reasons still unknown to me, had mysteriously lost the chain of continuity across several upgrades despite me having copied/mirrored/etc. every single time.
and mines a logical raid 1 so my array has less failure points
The directory was there, and it was simply empty, and turned out to be empty on several sets of archived backups. So yeah, there are very good reasons for a real backup.
I have a RAID array too; it's in the NAS, where my primary backups live.
I think there's a event command
I don't do events myself, but the move command description here says that you can use multiple names in 1 command to make them simultaneous
https://www.stardewvalleywiki.com/Modding:Event_data
or probably use the continue flag to have it avoid waiting, etc
BeginSimultaneouscommand?
begin/endSimultaneousCommand does not let two characters walk at one time, even though it sounds like it should and the wiki describes it like it should
for simultaneous walks you have the options esca gave (continue flag, multiple actors in one command) as well as advancedMove
Well... soon it will be possible to automate ๐
TBH since pythons automation for math and all the issues its caused i do prefer to hard code everything myself .... it took what 4-5 years to fix most of pythons issues but they still have many lol
That's just js and regex (curse of hosting on github pages...)
i also like to reference things for easy edits lol see how nice it looks all layered and notated lol
I'm just starting out on the config section so not yet, but it probably will
Could you show me an example? 
me or boo lol
Boo hah
I mean... i18nifing the config doesn't affect how it looks like in content.json 
"AllowValues": '"Welcome!", Unwelcome'
"AllowValues": "\"Welcome!\", Unwelcome"
"AllowValues": '\'Test\', \'Test2\''
side by side
Huh.. so values are Welcome! and Unwelcome here? Tbh I've never seen a config formatted this way
no, the values would be "Welcome!" and Unwelcome
the quotes would be apart of the string
Oh right, should be able to make it work without too much of a problem, thanks
i dont add quotes to strings i always add a line and space them into place above
im not sure what you mean. adding a quote into the string is necessary if you want to display a literal quote in wherever you're using it. Like if you want an NPC's dialogue to have a quotation mark in it
or their name to have an apostrophe but also want to surround the string itself with single quotes
ah nvm lol i was getting quotes and comments confused
For some reason I like having my i18n file flat hah
i indent each section
Anyone have insight into this or maybe relevant knowledge about C# events? I need to step away for a bit, so no rush.
I'm running an admittedly complex algorithm, but when I run it from console it works great every single time. However when I run it via a C# event (on ticked, one second, button press) it sometimes gives bizarre outcomes. A little more specifically, the algorithm iterates over data to create various lists. So far the console call works, but calling it via C# event causes it to miss checking chunks of data or to not put some of the processed data into the necessary lists. It is running on the exact same data using the exact same parameters in every case.
I've tried .Union and I've tried foreach over the lists I'm creating to gather all the items in the lists, and still the console calls work and the event calls sometimes don't gather all the relevant data.
(the algorithm runs in milliseconds at worst)
Meanwhile I additionally do unnecessary stuff like this 
Anybody know why my automatic config changes aren't saving to the config file unless I - as the user - click save? Is there any backend function I can use to force this update?
do u have the sauce anywhere
you're supposed to need to click save
Is there any way I can make automatic changes via code?
not currently
you can just write to the config file yourself instead of via GMCM
smapi's Helper thingy has a config helper
which you're probably already using to load it into gmcm
but GMCM doesnt expose anything for just when you change the value but dont save it yet as far as im aware
i could be wrong
are you leaving the file open when you make ingame changes
no, I open it shortly after I boot up*
gmcm itself just does not write to config unlesss you save
fair
make changes close game then check file
I'm trying to get a one time set up on start up so the mod starts up properly
hold on, I think I miscommunicated my objectives here
lemme think
are you using default tags
Do you mean these?
"AllowValues": "Mini, Normal",
"Default": "Normal",
never seen those
Those are for CP lol
celestia, this is for a C# mod
As far as I know, GMCM doesn't have a way to make changes in real time, would probably have to hack GMCM in order to track changes to the values in order to save them immediately
i am sure u have same idea, but from sounds of things there is some kind of race condition happening
but hm im not sure what it could be, since it doesnt sound like you are threading things?
i have an idea, I'll probably just initialize it in a different spot
from what i know gmcm updates on map changes so if you exit farmhouse
gmcm updates the config as soon as you hit save
The problem is they want the changes to happen as soon as they move the slider
yah not gona happen lol
i am not sure whats wrong with the default values though, mango?
You can do that. There id a method in the gmcm api to do that
like a forced update on change?
YES! JUMJUM JR SHALL RISE AGAIN!
Sorry for interrupting I never made an item before
nice can you curve the scyth more?
u can just invalidate data in the set value delegate, if this is C#
cant do that in cp afaik
This is an asset from the original mod, and I'd rather not tweak it lol
I did however include an extra bonus feature to him, though
He is now also a light source
Oh is it... OnFieldChanged?
nice lol
Yup
i always assumed onfieldchanged only happened if the change was confirmed (i.e. via hitting save), but ive never needed it to bother testing it
good to know for the future though
Now to figure out how you're actually supposed to obtain it lol
I'm thinking a letter from someone via high heart level
meh, I wanted something more elegant than what I'm about to do. I'm cursed with thinking of coding as an art and not just a means to an end
no i meant like, if you want an initial setup, why doesnt just setting the initial values work for you
I still need to find an example of how to use OnFieldChanged lol
It will need to ahve the default values of another struct's default values
why r these things always exploding into debris when u harvest 
Everything is very dense in the Valley
whats the problem there that hooking into the GMCM OnFieldChanged would solve?
I didn't even know that event existed
i know, but im asking what is being solved by being able to detect instantly when a config option is changed
Sections have tooltips only if they are added with i18n in GMCM when it comes to CP, it's never a part of ConfigSchema, right? 
just tryin to get a feel for what you were actually wanting to do
Ok so what I'm trying to do is create a custom configuration menu for the toolbar. The mod will feature mutliple shapes like 3x4 and the vertical 12x1 bars. Each shape will have a configuration profile of its own, since you may want the vertical bar on the middle left and the 3x4 at the top or something. The dropdown menu will automatically update the configuration menu options like x, y offset, etc.
hm it sounds like u need to have C# to achieve this right
i made a mod kinda like that, though its just extra rows https://www.nexusmods.com/stardewvalley/mods/25711
Not me gleefully finishing the 1200 lines of to get the totems ready... only to find out I accidentally deleted my weather channel adjustments o(<
wouldnt that also mean you'd need to change what fields the config options are actually affecting, though?
Yes
I unfortunately assumed the GMCM was more responsive
like, if you switch to the 3x4 bar from the 12x1 bar, it will update the sliders for x and y, but those options as GMCM has them registyered will still point to the 12x1 field
the config menu u desire sounds a bit like better sprinkler plus's sprinkler range settings
which is just its own custom menu
custom menu
hecc
it'll be better user experiance in the end 
Question: If I were to have a letter gift you a custom item, it'd be the item's ID, right? I imagine so, but I just wanna make sure kek
and also #1293051032904925255
Not qutie. I have it pointing to a seperate "current profile" field
I just need to make sure that the menu updates properly
you (your users) may be better off with a custom menu anyway, since if i were editing configs for the other UI panels i would want them visible on screen so i could see the changes live
lmao ok so quick confenssion - this is my first mod and C# project lmao
https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6#Mail_changes
%item id (O){{ModId}}_CustomItemName 1 %%
I just wanna use my mmo mouse
Bet
admittedly im still not sure what you mean with the current profile thing or whether it'd even work properly even if they did update live the way your'e imagining it right now but, its hard to understand a complete idea of somethin if its not something you've thought of yourself, so. i will just say good luck instead
i tried really hard to keep the original toolbar draw mostly intact 
in case other mods r touch it
yeah I'm avoiding harmony for as long as possible
I think most people just delete the old draw then make a new one
that is just how it is when u want to change a existing menu
Is everyone done with their mod contest entries?
you basically have no choice but to skip prefix for this, yeah. draw calls are not really undoable
there's also shenanigans if you want to handle backpack upgrade mods
i declined to do one, since i only had one decent idea which would have taken a lot of work, and i wanted to do the computer-crashingly-large maze instead
how far are you in the giga maze
How do I add a cool image on the smapi terminal I saw someone did it boo-tton is it bad if I ask for help with my contest entry mod?
I really should at some point write 300 words about thr wizard and do a word search
i finished it (the giga^2 maze) #1292670497665974272 message
astounding
why are you doing this to yourself
just in time to get started on your decent idea 
nah, i've got other stuff i care more about
also this way i only have the pressure i put on myself and no external pressure from competition
i just wanna be done with my mod entry already bc i just need 5 more points for the role i want
having a nice relaxing event doing puzzles and gathering points i don't plan to spend
wouldnt be a problem if id known there was gona be a bonus 5 point maze in the gathering spirits channel originally 
Would there ever be a point to localizing numbers from values in config..?
what else can u do with points besides roles 
nothing (yet?)
you can localize the display of them in GMCM if you use C#. i would not localize them in your code itself
and i already got the best color (budget skeleton) so i'm good
fellow skeleton army conscript
The stardrop is pretty but Iโm purple
I meant strictly for CP, so if someone has for example:
"AllowValues": "1, 2, 3, 4, 5"
Would there be a point in putting them into i18n
Doubt it tbh
on the contrary, you should not
Works for me
(by on the contrary i mean "its the exact opposite, dont localize that")
Numbers I donโt lol
Hey, so bit of a specific question here, if anyone happens to know the answer. Does anyone know which file controls the default controls for the game itself? I've tried looking myself but it's like trying to find a needle in a haystack.
For context, I play with a controller, and would like to unbind the text chat from the R3 button entirely, (I play solo most of the time, so it's entirely pointless), so I can use it more easily when rebinding it for modded controls.
hardcoded iirc
Sigh ๐ all controller mods I found seem to be pre march so pre update not sure if they will work at all
The annoying thing is that all the mods I've used let you rebind controls in them to controller just fine, but because you can't unbind the chat key, it still pops up when you try to use the button.
else if (keyboardDispatcher.Subscriber == null && ((isOneOfTheseKeysDown(keyboardState, options.chatButton) && game1.HasKeyboardFocus()) || (!gamePadState.IsButtonDown(Buttons.RightStick) && rightStickHoldTime > 0 && rightStickHoldTime < emoteMenuShowTime)))
{
chatBox.activate();
if (keyboardState.IsKeyDown(Keys.OemQuestion))
{
chatBox.setText("/");
}
}
Game1.cs
Many thanks.
just patch gamepadstate to block buttons.rightstick ig 
wouldnt be a difficult mod to make to disable that though
you can just suppress the input
with the Input helper
Yeah, you only care about blocking the game so that would be perfect
All the mods would still get it
Okay, it's 4am, enough for today, I'll handle the single quotes etc tomorrow
Would definitely be useful. I'll admit that I know very little about stardew modding itself, aside from briefly messing with character schedules.
if you give me a minute i could just whip the mod up quickly for you if you want
I'd certainly appreciate it. That'd be a big help.
Okay, here's the new SpaceCore feature coming up: https://gist.github.com/spacechase0/18743e1ead1c33fadc807040fdb3626c
I NEED IT
That's cool 
Seems really nice.
Like 1.6.9 spacecore feature or 1.6.8
1.6.9
Seems like it can be updated based on conditions like seen events? ๐
Yep
Ooh, neat
The S&S Never Ending Adventure example shows events completed so far and a hint for the next event
And also the special order thing
(With the text to click to re-add to journal if it is missing for some reason, which only shows up when you should have it but is missing)
I could see a lot of potential in that for some in depth quest stuff.
does this support markdown
No, it's pseudo-BBcode
interesting
Yeah, I designed it around a guidebook for each chapter that S&S has, but you can organize it any way you want

You could even make a rudimentary cheats menu using the [action=TriggerAction]text here meow[/action] stuff
sorry ichor, spacecore is gonna be the main quest-holder instead of secret notes, (i'm still gonna use secret notes but not to hold the main objective)
Yeah, I'm not doing any threading... like atra said, I would know that. But for all I know the C# events are getting in the way somehow so I thought I'd ask. I have now copied the exact same code (rather than just method call) into a console command and into a method subscribed to an event (one second ticked) and the console is always giving the expected outcome while the event call is sometimes missing processed data...
good god nexus absolutely fucking destroyed the quality of this banner image
did you test with the run in backround thing
what the hell did you do to this image, nexus??
i mean, that doesn't sound like a thing SNF would be good for, so by all means
is that at me, chu? I don't know what that is
wow deep fried
Yeah, they're complete different niches
toothpaste machine
crunchy
yea there's a setting that let game run in bg
i idnt expect it to be that bad
although, i dont think it would do anything if ur specifically focused in smapi console
im too lazy to make a different one though so, c'est la vie
The guidebook itself can be opened via trigger action, so you can make an item that opens it on use (via SpaceCore's trigger action on use), or a furniture/map tile property, (via SpaceCore's trigger action on tile action) or in theory open a specific page during an event (untested for this last part)
In the end, no point in spending too much time on an image for a simpler mod.
oh i like the tile property idea, gives a reason to constantly go to the location to be like "hey what part am i on this damn quest?"
I see that now - and no change.
Huh, odd
[game] Letter 'Scorcher.JumJumJr_AbigailJumJumJr' couldn't be parsed. FormatException: Input string was not in a correct format.
Wait I think I know the problem
That's some aedenthorn levels of speed from someone throwing a random mod idea and upload 
Many thanks.
it is literally 3 lines of code into an otherwise completely empty C# mod template from the wiki. it took longer to make the nexus page
the crunchy banner image took longer
i couldve done it in two lines but i didnt bother deleting my "is the world ready?" context check
Lol. As long as it works, I have no problems with whether it's three lines or two.
Meanwhile, me, coding up that guidebook thing in 4 hours ๐ (I wrote the whole thing without compiling it, spent longer debugging a few obscure issues than writing it it felt)
!! I found a way to replicate it with the console! I'm not happy that the bug persists, but I'm very happy to recreate it... now to find out why it exists and how to fix it
thanks for the thoughts!
it should work but as you can tell, i didnt put it through a very rigorous testing process. it didnt open chat for me and i could still keybind it, so, good enough for me. if it doesnt work though just lemme know and ill fix it
I'll give it a shot once Nexus let's me download it. (Says it's still uploading.) I go through phases of playing the game, and the last few times I've played I've used more mods, so it's annoyed me so much that I have to go back to my keyboard for so many things. I couldn't find a solution to this the last few times I played, and for some reason I didn't even consider joining this discord to ask for help.
nexus is still telling me its not even published, so, who knows how long you'll have to wait lmao
Just became available, lol.
Alright. Seems to be working perfectly so far. Once again, thanks for the help.
happy to help!
does C# have context managers or decorators
Let's gooooooo
I was an idiot and had it defined as an object and not a Big Object in the letter
squish
Docs for this upcoming feature:
If anyone was curious for whatever reason, I was relying on an instance of a class that held the data in a static variable in my main class and I was calling my algorithm on the values of variables in that instance. I was updating the instance as needed, but in some (seemingly random) cases using that instance's values was causing unexpected behavior in the other code. Why it was doing that is beyond me right now, but I've only put like 5 minutes into answering that question and hopefully won't need to think about it again (lol, it's gonna bite me tomorrow probably).
you have raised the flag on technical debt
it'd help a lot if we could read the sauce
does a kindsoul know to fix this bug 
pssst, you mispelled dynamic as dynamioc at the start of the screenshot
Thanks!
This all on the github develop branch by the way, if anyone wants to compile it themselves and try it
you might want to use i18n
(beta-1.6.9 is the 1.6.9 changes branch, so you'll need to merge the two if you're using 1.6.9)
i have !18n i dont know to use it
Doublecheck that you're not using a "Load" action for that text, Loads don't like tokens.
i can wait a few weeks and use that as an excuse to not work on my expansion
oh i see you are using special display name
need to add this CannedMeat_DisplayName to a string asset
if u want to use LocalizedText
but i think you could also just do like
"ObjectDisplayName": "{{i18n:CannedMeat_DisplayName}}"
and then in your i18n
"CannedMeat_DisplayName": "Canned {0}"
maybe need to escape the {0}?
unsure
(using LocalizedText for display names is apparently recommended since it will update on content pack and language changes, but the method posted above is much, much simpler)
I use !18n, I planned to translate my mod in spanish :3
It make easy for me lol
ty for help

okay i think i messed up
getting minecraft modding ptsd to loading a large modpack and having my inventory full of books from every mod
your i18n entry is Roseloves109_cannedmeat_DisplayName but your machine rules use CannedMeat_DisplayName
(and a few unfortunately had my name in it)
you're missing a comma after "ObjectDisplayName": "{{i18n:CannedMeat_DisplayName}}" (line 23 of the first file)
Well, this can just be a map tile if the mod author wants ๐
a fun use of the mostly useless museum library
do i fix my i18n to my `cannedmeat_DisplayName ?
as long as casey doesn't make create for stardew i'm safe
if you want to. just make them identical
Line 51 also has a missing comma in your second file, rosellove
SDV Tinker's Construct when
(glances at MMR 2.0 update with tech stuff)
(also I think your display name format is incorrect, but we'll get to that after fixing the breaking issues)
๐ฎ
I was planning on making a full fluids and logistics mod, but I ended up just not playing after 1.6 release so never got to it
I had ideas for a TiC like mod at one point
i have 0 idea how you'd implement kinetic energy into stardew (coal replacement?) but yknow
I find automate both boring, easy and not powerful enough, I want supply chains and being able to make like starfruit wine cans and starfruit 1.25L bottles from the same fluid that you can build
sinz gonna make conveyor belts in stardew
having sprinklers need water from overhead or underground piping (but actually work this time in multiplayer)
it is it still breaks my game X_X
does it load at least?
Because I'm tired and want to make sure: Do tokens (like i18n) work in include JSONs, or not, because includes are typically added via Loads?
They should work, though tokens won't work inside the i18n file itself
(incidentally Factorio Space Age is out, and I've been playing that instead of working on the mod jam
)
CP tokens work where CP is aware of the contents, a Load inside an Include will have the same problem as the load without include, and an EditData in both will be fine
okay, that clarifies it for me. Thanks!
The game loads but mod is not working X_X
also its the other way around, Loads are typically added via Includes
I've seen many screenshots of Satisfactory trying to tempt me in
post your json again?
missing comma on line 23
BRUH
is 51's still missing too? xD
I just pointed both 23 and 51 out.
23 in first file, 51 in second.
(obligatory which editor are you using)
Notepad ++
throwing it into the json validator will usually cover your bracket/comma bases, it's for when the json comes back with no errors and no smapi errors (but it's still not working) that'd probably be best
yeah recommend posting your files to the json validator every time before posting here for help
I did i dont know what "After parsing a value an unexpected character was encountered: ". Path 'cannedmeat_DisplayName', line 52, position 0." means
there is this thing for notepad++ https://sourceforge.net/projects/nppjsonviewer/
I believe Selph means so you can post the link here since we'd need to ask for it anyways
For sure if you can understand what the error is, you can use it to fix the issue yourself, but without seeing the code we can only speculate so much
Oh okay
if you see something like this, look on the previous line. so it says line 52, look at like 51
Okay thanks
Love your profile photo its cute 
haha i just fix my code it works but my but well see lol
OK, now in your i18n file for the canned produce display name strings, replace {0} with %PRESERVED_DISPLAY_NAME
(Explanation: You'd use {0} if you were still using [LocalizedText Strings/1_6_Strings:SmokedFish_DisplayName %PRESERVED_DISPLAY_NAME] like your code above, but you're not, so we're bypassing it and putting %PRESERVED_DISPLAY_NAME directly)
Keep the {0} in ObjectInternalName in your machine rules! Replace only the i18n file
VS code helps a lot easy to use
Once you publish your mod and reach farmer level you can upgrade to mod author find out here #roles
Itโs only a bug if thereโs errors lol other then that itโs a mistake ๐
Well off to sleep. If I can lol gotta fix my cellars mod tomorrow and finish the i18n for my greenhouse mod and update it sigh so much to do
How do I turn NetPosition interpolation off for a little bit 
decided I'd ask this here cause frankly you guys could probably tell me the details of if this would/wouldnt break my game. Question is would deleting a mod like bonsters crops midplaythrough break a save somehow?
if it's CP, you'll just get error items in place of the custom items
also probably #modded-stardew instead of here
every time I think about working on FF, I want to do cool stuff like Furniture interaction event API for easier custom interaction or desser with custom rules for what can be put in it, but I can't do that until I finish my current re-work
The curse of creation: not all the bits are equally fun to do.
it should be safe, you may get error items, just destroy them/ship them
ah i wasn't fully scrolled of
well
it's not the worse case of it that i saw/did ๐
Still not working ๐ญ
!json of your schedule pls @lofty ruin
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.
There isn't one because I thought it'd default to a spring schedule
What do you mean there isn't one?
There's no 'default' for not specifying any schedule
There is no automatic, default spring schedule.
You'd need to create your own NPC's spring schedule first, then it'd be your NPC default schedule.
yeah the game doesn't have a default generic non specific npc schedule like it has for dialogue, because it doesn't need it AND it wouldn't make sense, so you have to create one.
Yes, but you need to create spring yourself
it's recommended to have one of those, meaning you need to do it
i mean, it wouldn't be recommanded to have one if you already had one provided
yeah i think 'spring' as the default in this instance means if you dont make any other type of schedule, it would default to the spring schedule you made
just from what i am reading
Correct, by default an NPC has no schedule. You need to create the schedules yourself, the fallback for not finding a more specific schedule is the spring schedule, but that doesn't mean there's an automatic spring schedule.
the way I'm updating my mod before getting to the 1.6 stuff in-game
is now purple
Tbh one of the nice parts of events is name color diversity here
As we all go to the purp
i love having a break from cheeto orange
i like being shrimp orange
I don't mind being a cheeto most of the time but it's fun to have a change
"Hey junimos can we have more server events just so modders aren't all orange"
Advantage to adding tile properties via CP: no forgetting to add the "TileData" name
Needs a way to add a tile property to a rectangle region, then setting up decoratable locations that way wouldn't be the worst lol
that or some kind of foreach json monstrosity
Yeah I'd just do that in Tiled since you can do one big rectangle over the whole space in Tiled for it
Playing around with AmbientLight to figure it out. Dark.
List of models means curly braces inside square brackets, right? Like so?
"Field1": [
{
"Subfield1": "value",
"Subfield2": "etc"
}
]
Ye
Cool, thanks
Whew I am going to call my map-making finished
Except for tidying my tilesheets 
Iโll warn yah if you mess with the tilesheets name or placement you can break your maps ๐
Oh I am quite familiar with map-making, but thank you :) Fortunately it is a custom map so I don't have to worry about names or order.
It's just that I downloaded many free asset packs to add some non-vanilla flavour to my map and now I have to sort through all the used vs unused ones, load them into the game (or decide to use internalassetkey), and write my credits doc.
Yah Iโm familiar with map making to think worst Iโve done is forget to load customs tiles into the game and forget to add the config for minecart
Hmm ๐ค I usually just put in required in nexus and have people download the assets from the mod authors
They are not from other mod authors on Nexus. They are free-to-use asset packs from opengameart.org and itch.io.
Ah yeah then credits lol
Whenever I use tilesheet mods I do set them as a dependency, but that's not possible in this case.
It is incredibly difficult to find art assets that weren't made specifically for Stardew but still have a close enough aesthetic and correct size haha
!modgroups
See this link for how to load different mod groups: https://stardewvalleywiki.com/Modding:Player_Guide/Getting_Started#Can_I_have_different_mod_groups.3F
Please use #governors-mansion for bot commands for your own use :)
Gourdv has new art 
Iโve just started making my own when needed lol problem with maps is dealing with the 4 seasons
I wanted to avoid adding more drawing because I am very slow and there's only a week left
Week left for?
Mod contest
Ah Iโm to busy updating to work on a new mod sigh ๐ a week hmm ๐ค I do have one idea I might make in time lol - opinions add snow to roofs or no?
I like snow on roofs personally
Maybe on the tree and less sloped roofs a little
You can argue a well sloped roof on a heated building will shed snow
True, greenhouses might not collect snow
Never lived anywhere snowy so I have no experience
50:50 based on building lol
Yeah, there's enough conflicting world building that no snow wouldn't be jarring to me lol
Hmm I could add it as an optional asset that overlays the images
I love the teensy greenhouse
Vanilla just looks to me like the roofs turn blue rather than get snow on them
you would likely not want snow to collect on a greenhouse. sunlight needs to get in
They're cold
The tiny greenhouses are very cute
The mod is available now just working on updating it itโs called junimo buildings of you can use build more greenhouses my other mod for mini greenhouse
Is there a way to remove options with the GMCM API or do I have to Unregister the mod, Register it again and go through all the options again?
frosty leaves on roof 
Delete config
Take a look at the pics to understand the design https://www.nexusmods.com/stardewvalley/mods/22932
Damn, I'm gonna have to check if there's changes that require to change the GMCM page on reload, since not every reload changes it, and reloads can be pretty frequent because of CP
Basically I saw a jojo mod and was like junimos need love and then a friend said do it in pink as well so I have seasonal junimo and pink junimo assets
Um some cp changes can be done on map change so if you toggle an option then walk onto another map it will update
I don't think we're talking about the same thing
Leroy is working on a C# mod as well lol
Hmm ๐ค yah not sure how gmcm works with c# I know there was a whole conversation on it last night
You have a lot more control in C#, just a matter of effort as usual
Yah I try to keep all my stuff CP so if you ever want to remove it it wonโt break your save
Not sure what you'd have to be doing to make C# break your save, maybe if you were writing your own save serializer?
I know expanded chest had issues lol
I don't think u can remove any singular gmcm config
And there was a backpack mod if you removed it your backpack no longer accepted items
Might be able to do some custom config ofc
OH NO
I mean if you like
Into the sprite batch draw mines with thee
I just realized there's no drop down option in the base GMCM API
Did enough reflection 
Multiple bounded choice is a drop down
I'm gonna have to search for one in CP's code
There is, it's just text option
text option where you specify allowedValues becomes a dropdown
I forget the syntax all the time so I just go copy one from pathos' repo
that's CP, I'm doing C#
no, it's C#
CP is just dumbed down GMCM
cmapi.AddTextOption(
mod: this.ModManifest,
name: () => "PortraitStyle",
tooltip: () => this.Helper.Translation.Get("gmcm.portraitstyle.tooltip"),
allowedValues: Enum.GetNames<Portraits>(),
getValue: () => Config.PortraitStyle.ToString(),
setValue: value => {
var v = (Portraits)Enum.Parse(typeof(Portraits), value);
if (Config.PortraitStyle != v) {
ConfigForcePatchUpdate = true;
}
Config.PortraitStyle = v;
}
);```
Everything you can do in CP you can do in C# and more
oh, my bad, I just saw the argument
You can use enum here too
ok, I still have my issue of updating the config page when stuff changes in the Furniture Packs
Could you just register separate gmcm menus on behalf of the packs
Kinda like how cp does that for all it's packs
the formatAllowedValue argument is so based btw
yeah, that's what I have to do, but I still have 1 option that changes depending on the content of Packs and that has to be in the FF config:
When multiple packs patch the same Furniture ID, I want players to be able to choose which pack they want to see applied
so if a pack changes (because of CP patch of the pack's data for example), it is necessary to update this config
Oh did you move to using custom data assets rather than content packs?
I do not know what that mean
Custom data assets add data assets to the content pipeline that you can edit with CP
Do you really expect item id to change in middle of gameplay 
Content packs are specifically for mods and I don't think you can do anything to them with CP
what I do is having the Furniture Pack json loaded through GameContent.Load and AssetRequested so that it's possible to patch them with CP to make stuff like seasonal, weather dependant and such
Yeah, that's a custom data asset then
it's still reads a json as a base tho, but yeah
Yeah, it's either that or you create a basic dictionary in code to load as the base, I prefer the default json
no, because I go through helper.ContentPacks.GetOwned()
but I might make a dummy Furniture Pack for people to target without a Furniture Pack
But hm back to ur config problem
I think it's probably fine if u only add checks (if not already added)
Can you register and build your config when GMCM's menu opens? And I guess unregister it when it closes lol
(I don't know if this causes issues)
Cus most mods don't void out whole items they just void out ways of obtaining items
I don't know how to get an event handler of the GMCM menu opening/closing
(I really wish there was a way to indicate to SMAPI "hey, this CP pack uses this framework for features", with ContentPackFor being a singular thing.
)
(isn't what dependency are for?)
helper.Events.Display.RenderedActiveMenu?
(It is, but this is slightly selfishly for the monthly pack count audit.
)
I wish there was a good way to have optional frameworks
Not sure exactly what GMCM's menu is called though
I think that's more like, convince pathos to get stats of C# dependencies of content patcher mods (besides cp itself)
especially the ones in separate folder
It would be nice to see how many cp mods use spacecore for instance
nice, thanks. I might go with this solution because I don't want to track a "was_updated" variable on every Furniture Pack.
I hope it works, I don't know how soon things need to be registered and constructed with GMCM
Do you think enabling DP on a mod counts as commercial use of assets?
It's okay you just wanna see MEEP numbers
im so done i just redid my mod and only upon loading in, realized i was editing the content.json of my backup ver instead of the test ver 
Dp is a weird slippery slope cause you could technically spend it all on charity
Slippery slope to what? Donating more money to charity?
Hello @woeful lintel ! May I know if there's a way for the Animation Offset in FF to move to the left? So far I've tried using negative X but it's not working เฒฅ_เฒฅ
Commercializing
Doesn't that make it a grey area?
That's what I meant, brain no work good upon immediate wake up
Lol okay
ughhhh
it should, are you sure you're not going out of the sprite-sheet?
Ah okay, the Nexus DP rules state that assets must be permitted for commercialisation to be allowed in DP-enabled mods
Time to go buy some assets
Were they all buildings
Aaand remove some as well.
Was that to me?
No, none were buildings. Decorations, critters, and some furniture.
my stupid baka json
i was gonna offer my speed art 
@urban flower what is your animation offset? I just saw a stupid mistake in my code that might be affecting it
I have a 64x32 sheet, the Source Rect is 0,0 Source Rect Offsets is 32, 0 and Animation Offset is -32, 0
Naww thanks! Fortunately the only assets I can't use (so far - haven't double-checked them all yet) are ones I was kind of ehhhh about anyway.
nvmd, I wrote is_animated = anim_offset.X + anim_offset.Y > 0, that's on me, I forgot to add absolute values
hiya so im making a custom character and i want to animate them fishing in an event, ive gotten as far as animating the part of the spritesheet showing the character fishing but cant for the life of me figure out how to also include the bobber part which is the frame below on the spritesheet. sorry if im not explaining this well!
what the hell was I thinking about ?! it should be anim_offset.length > 0
you'll need to use spacecore for sprites larger than 16x32
oh wait not schedule anims
temporaryanimatedsprite* ^ or addtemporaryactor, and then change the size
So, @urban flower, that's on me, it'll be fixed in FF 3.0, but I'm in the middle of a pretty big rework so it'll take some time before it's finished
I see, I'll just park the thing I'm working on then! And take your time! Always appreciate your help and the work you do!
๐
thank YOU for reporting it!
It hurts to know that I once was the kind of person who could have written this...
๐ i dont even want to think about how i kept warping myself to random locations while i was trying to take screenshots for my mod
I think it's doable with CP or CP+Spacecore. Fishmonger has a fishing animation so I'd see how Void did it.
It's just for an event, so temp animated sprite can handle the bigger size easily
In an event is different
Ohh I missed that part. Yeah in that case I'd use a temp actor and swap the two as appropriate.
Quick PSA for those who don't watch #programmers-off-topic: https://blog.jetbrains.com/blog/2024/10/24/webstorm-and-rider-are-now-free-for-non-commercial-use/
Rider's now available for non-commercial purposes for free, which (seems to) include getting money via DP.
That's because DP pays so little you may as well be doing it for free. rimshot
oh thank god those are the main 2 i use
Interesting. Nexus requires that assets in DP-enabled mods be permitted for commercial use but I don't know what their stance would be on tools.
I mean you're definitely not going to be including Rider, so that sounds okay to me!
i think it's also possibly a default setting in case there is no nuance in permission
Now I'm tempted to start suggesting people try out WebStorm as their JSON editor of choice because of how much nicer their tools format JSON automatically than VSCode. 
It's not a setting, it's in their DP System Rules.
in the same way that i have specific permission on some of my stuff to say "you can't directly use, but if you have this as a dependency, it's ok to enable DP"
I just looked it up because of needing to clarify for my asset use.
yes wording is hard
what i mean is they may have a generic policy but may be ok with licenses and such thay have specific mention of "it's not ok to use for commercial but getting donation is fine"
I've never had trouble with VSCode's JSON formatting. Or even Notepad++ for that matter.
like having something to avoid having holes in their rules, but accepting stuff when the stuff you have have more detailled rules
How does it compare in load time?
donations are separate from DP in nexus's eyes
... i mean is it so unclear what i try to say?
Leagues faster startup than VSCode for me!
It is more RAM heavy, though.
i mean they are literally different concepts under nexus's website, though. there are separate rules for DP and donations. the use of different terms is important
so i guess the answer is yes, it was still unclear to me
Does any other site offer a system like DP? Feels like a terminology issue specific to Nexus lol
maybe nexus care about having rules to avoid abuse but will be fine with a license or whatever saying "hey you can earn DP" but don't expect everyone on the internet to know about DP
curseforge, possibly, but i havent looked into it
๐ now i just have to wait for nexus to finish scanning my files
tbh i have no idea where it'll draw the line between 'tool use' and 'shipped with the mod'
You're clear, but I think this is covered in the specific clause:
https://blog.jetbrains.com/blog/2024/10/24/webstorm-and-rider-are-now-free-for-non-commercial-use/#faq
This can't be a Nexus rule, Nexus can't dictate what tools you use to create mods, only what you include with them.
Sorry, it won't let me post the actual correct link for some reason, you have to scroll down...
the toolbox?
To the section:
Can I use the IDE for free to create educational courses and stream content while earning money through course sales or advertisements in the stream?
the only times i'll read a terms of service, my tools
Ah the content creators bit
(Their answer doesn't apply only to educational courses, even though the question is worded that way)
"earn commissions from ads" i mean, that's dp right?
Specifically from https://www.jetbrains.com/legal/docs/toolbox/license_non-commercial/:
2.3. โCommercial Useโ means any use of the Product to develop commercial products (products distributed or made available for a fee or used as part of the Customerโs business activity) or to provide paid services. Creation of audiovisual content, where the use of Product is only demonstrated by the Customer for educational or other purposes, is not considered Commercial Use, even if the content is made available to the public for a fee, indirect profit, or otherwise in the context of the Customerโs business activity.
If you don't charge a fee for your mod, you seem to be 100% in the clear.
Regardless of donations on top it seems.
oh, so nexus rules, so we're free
Or if you do commissions, which is fair.
what r some benefits of webstorm for json
i have 1 particular problem with vscode jsonc which is that it keeps wanting to break up list items into own lines
but it is not enough problem for me to give up ctrl+p so
You should be using prettier: https://marketplace.visualstudio.com/items?itemName=esbenp.prettier-vscode
If you are, you can configure the line length for JSON arrays.
hoooray, mod updated...
now can i pretend my other ones dont exist?
You have my permission
Primarily, the tiny little touches like that.
glad my minor gripe is easily fixable 
Notice it automatically adding the comma when it inserts the curly braces there, for instance.
Because it knows there's something after, it knows it needs to add a comma, and just does it for you.
vs22 looking at me disrespectfully with a green squiggly instead of just inserting the comma
i didnt know whether to include the 1.6 items or not in the images so i just left it out ;-;
i don't think nexus cares about spoilers, unless you meant the embed would've had 1.6 items
on the nexus page
oh nexus gives 0 fucks
.<
i'll probably go back and add it then
i havent even seen anything new in 1.6... ๐
Yeah, it would just be a matter of if you're trying to be considerate of people who still haven't done the 1.6 stuff
I was assuming Forsy cared about mod users, not Nexus
tbh if you have the 1.6 compat tag on your nexus page, they know
i'd say it's pretty minor? but i wanted to show it off lol
i give my last bit of hope to people who are still on 1.5 that they only search through the 1.5 tag
minor as in the image alone gives little indication of what exactly the thing does
I would not search the 1.5 tag if I was on 1.5 because mods are not tagged consistently enough
๐ i forgot how to embed images into the mod description
The one time I have use any version tag was to find NPCs that had been updated to 1.6 via optional files so their last updated date was pre-March 2024 but they were in 1.6 format anyway
Woo, finished my credits document. I got asset packs from 12 different creators!
@pine elbow Stardew Valley/StardewModdingAPI.dll
if you installed it
you dont have to include reference to it though, use ModBuildConfig instead
thanks
?
are you doing a content patcher mod
pls stop pinging me on reply im right here 
well im not sure how you are expecting to use smapi then, if you arent doing C#
did you actually want the smapi.io web api?

i'm lost here, are you trying to make something crazy like a lua
Wouldn't you have to make a mod that accepts lua and converts it to something usable?
there's no support for lua in smapi, need mod to let you do lua yea
there was a wip but no clue what became of that
hell a lot of complicated mods don't need c# if you wanna pack on the frameworks
Pytk was written in C#, but I dunno what it accepted
Now it's just a bunch of empty files lol
i think tmxloader had a feature where u could lua a tile action
it's wild 
but it's kill so not really within considerations
Last time I even looked at lua was when I was trying to make mods for WoW and I didn't lmao
i was just gonna pull it up to see how it was using lua 
you cant make sdv mods with python either
if u wish to directly change the game's code, you need to use C#
what you can do is to write a python interpreter in C# i suppose
you can make a python to c# translator but yknow, that sounds like more work than it's worth
your friends dont need to understand C# if they're just gonna install it? (unless im misreading)
my dude/tte please stop pinging me
listen, i want to wish you good luck on your project, but whatever you have in mind to enable your python and/or lua mods without writing any C# is going to be way more work than just writing the C#
C# doesnt look too complicated.. granted ive never worked with it before
I'm very confused by the making a mod for SMAPI without using C# lmao
you don't need to call your... whatever it is anything Core. in fact, i recommend against it
all this to avoid C#
well u can follow the usual convention with vendors bundling their own py interpreter 
sdvpy
you'd still need to get it hooked into the game, though, so have fun reimplementing harmony (without using C#)
too bad platonymous took pytk already
๐ targer
tell me why i notice this AFTER i copy pasted this line like 20 times
python toolkit slaps hard
it's simple. you forgor
no, you've become French
there's a content patcher json schema somewhere right
You're going to summon the wrath of Lumina
i only know of the standard json link
"$schema": "https://smapi.io/schemas/content-patcher.json",
Lives permanently on my ditto clipboard lmao
itll catch things for you
i should be using this, huh
there's also one for i18n https://smapi.io/schemas/i18n.json
I would love a schema that delves deeper into more things, but I don't know anything about writing schema lol
allOf, interesting, i've never noticed that feature 
wait
"title": "Alias token names",
"description": "Defines optional alternate name for existing tokens. This only affects your content pack, and you can use both the alias name and the original token name. This is mostly useful for custom tokens provided by other mods, which often have longer names. Each entry key is the alias name, and the value is the original token name.",
"type": "object",
"additionalProperties": {
"type": "string"
}
},```
this was here?
oh this probably means the c# mods
yeah, but you can't use the alias inside your DynamicTokens section (unless that got fixed)
nevermind, not button's token yoinker
lol, the day I install a python mod will be the day I go into the office drunk, pantsless, wearing a tinfoil hat and shrieking about secret canine overlords.
Is that not a normal Tuesday for anyone else?
i, for one, etc. etc.
sounds like a wednesday to me
The overlord demands pats
Can we have feline overlords too? Fluffy ones
No love for the wet chicken slaps?
Yes please
No.
thank you for your suggestion! so ive tried to add a temporary actor and managed to make it show two sprites from the top of the spritesheet at once by making it 16x64, but the fishing sprites are halfway down the sheet and i dont see any way of specifying which sprites i want it to use?
one second, i'll have to pull up when i helped out void for this (if i even still have it somewhere)
awesome thank you!!
I ๏ฟฝ Unicode
It may sound silly, but I'm not sure how to answer this
Python mod....
Anybody able to quickly explain?
You missed all the fun atra, person deleted all their messages already lol
Looks like you have to animate the temp actor after adding them?
if it's the first upload (first version) usually it's just 1.0.0
Alrighty!
I always just make it match the version in my manifest
For further information, here's how you do later versions
https://semver.org/?origin=serp_auto
(Very detailed, but very interesting)
we're not really sticklers on semver, but it is nice to understand
My god
as pathos says, "as long as the version number goes up"
I mean, it can't hurt to learn, but it isn't necessary
Just name your stuff after snacks like how android do it
What is the difference with Article and the Detailed Description?
Is the Article for like.. advertisement?
Ignore articles
That's a big convention, no need to follow it by the letter for little projects, but it's nice to know for bigger things ^^
No one ever reads them
you won't need articles if it's a small mod
Articles are on a separate page, u can use it like docs but meh
Article is a like a private journal, because you can put whatever you want there and nobody will ever see it
(Some people try to put docs there but (a) bbcode sucks)
Is somebody able to check if the website is functional n' all in that case!? :D
(No idea if I'm allowed to send links, but I do apologize if it is wrong!)
https://www.nexusmods.com/stardewvalley/mods/28823/
Fun fact: users are actually deathly allergic to reading documentation
The only thing they can read is when you directly message them
this is a lie, they don't read my sent back dms
Lmao
What is reading
the what are you eating dread when your cat walks into the room and you start hearing a crunching noise
Looks good 
nah, you just don't get to see the users reading documentation bc they either found a solution or gave up bc reaching out is too much effort ๐
And reading past comments to check for their issue. And reading in general.
The amount of times I see get the same questions on GMcM about the options tab powers tab error from an out of date GMcMโฆ
addTemporaryActor <NPCNAMEfake> <width> <height> <x position on map> <y position on map> <facing direction>
you'll also need your original npc if you're transitioning OUT of the fishing animation
i would highly suggest just making a dupe sheet so that you don't get your actors confused
animate <NPCNAMEfake> <flip true/false> <loop true/false> <frame duration in miliseconds per frame> <which frames you're using>
the "which frames you're using" means the sprite index much like how you use it for showFrame <NPC>
or my own horror, they messaged a completely different author for an error that came out of my mod
Donโt mention that, blueberry might bring up SpaceCore bugs being reported on LoC again
don't you have your own subsection on smapi?
I sometimes get messages about other mods too on SpaceCore
SMAPI gets so many unrelated questions last time I lookedโฆ
I gotten a bug report that straight up asked me for mod support for complete different mod 
Can't imagine what chaos must go down in bug report sections of bigger mods
My trick is I disable bug reports
you only listen to the bug reports in this channel, understandable
Well, sometimes the nexus comments too
Though Iโve been slacking on responding to those lately
I should start only accepting bug reports via netcat.
But yeah, the chance of an issue getting handled is astronomically higher if I get pinged by someone here
Late here, but you should be a stickler if it's a framework. If it's just a regular mod then yeah, not a big deal.
Yeah it makes a lot of sense for frameworks
i still wanna shrivel up when i remember someone reporting a bug from my mod to pathos in lookup anything's comments
it's understandable that i got the bugreport of BETAS because i'm the main consumer, but the fact that it was neither of us still makes me laugh
Never overestimate the ability of users to file a useful bug report, or to file it to an appropriate place.
How easy is it to delete comments on Nexus? Because this all makes me feel like I will want to be very aggressive about deleting comments.
very easy
If it is possible to fuck up (and it is always possible to fuck up), then somebody will find a way.
i disabled comments on my stan-inflammatory mods just because people instantly commented instead of reading and i got tired of that
Excellent. Ruthless moderation it is (in the unlikely scenario I get enough users to make that necessary lol)
Half the comments on GMCM's first page are people with the PowersTab/OptionsTab error
One of the comments is asking how to install Automate
I don't think you can delete individual comments from your own mod threads. There's a "hide", if that's what you mean.
i just automatically assume the big names have their notifications turned off on their mods on nexus
You can hide the whole thread or disable comments entirely, yes, but not really moderate effectively.
(And yes re: notifications turned off; it's really too bad we can't selectively turn them on/off per thread)
i might suggest in the nexus discord about whether the article commenting can be identified, because i see "user has commented on this mod" when i know for a fact i have comments turned off so i go around like "WHERE?"
any iteration, is it the article? is it on a bug report?
Pathos definitely does not - he even has a script to filter out mods that he doesn't maintain (ex. he gets notifications for my stuff since he's added on my mod pages)
Are you able to edit the mod's description in Nexus?
yes, anytime
Where is that doable? I'm somewhat strugglin' to find the edit button
speaking of unhelpful nexus comments/bug reports...
"This is a great mod [..] However, it stopped accepting all controller input for me."
literally the entire mod:
Helper.Events.Input.ButtonPressed += (sender, e) => { if (e.Button is SButton.RightStick) Helper.Input.Suppress(e.Button); };
sorry buddy i dont think this one is my fault
Thank you
i can't think of any other mod that deals with controller keybinds
There's focustense's mod
My first attempt at broken multithreading in stardew was reported to automate
(And my old mod that is basically superceded by that mod)
i just told them i assume its a Steam Input issue, since sometimes steam also just doesnt accept i have a controller there if its not already on with steam input turned on before i launch the game
Steam input is the devil
oh true, sometimes steam doesn't recognize my ps4 controller because it wants xbox only, OR or, it might be a windows thing
For some reason, Prettier for VSC will put the lists in one line, but for WebStorm it won't lol
why do I get a bunch of errors from pathos' mod repo?
it's all mostly just things like
public List<TextOperationConfig?> TextOperations { get; } = [];
outputItemIds = [recipe.CraftedItemIdFeminine];
public static void DrawTab(SpriteBatch spriteBatch, int x, int y, int innerWidth, int innerHeight, out Vector2 innerDrawPosition, int align = 0, float alpha = 1, bool forIcon = false, bool drawShadow = true)
it builds fine, just errors pre-compiling
You might need to update your .Net SDK to a newer one so that it can compile the collection expressions (?) properly (the [ 1, 2, 3 ] stuff)
If that's the issue you probably have the same issues with SpaceCore for example
Maybe he has a 1-button controller.
could that be done from the visual studio installer? or do i need to specifically download the .net sdk and go from .net's site
Every button is right stick.
I'm not actually sure if the VS installer has it or not 
(is it newest lang ver in the .csproj? iirc that's what the { get; } = [] was)
VS Installer should install the required version of the SDK but only if you have the right features selected.
oh it has a few
I mean, if it's in Pathos's repo, probably, since it compiles for him
Some instances of people installing VS but not enabling C# development...
But when in doubt, just download the SDK directly.
i might just try updating visual studio
it might do the things at the same time
worst case i just actually update .net
I'm so used to reading Elizabeth as the only one with "Dr" at the beginning of their username that I keep getting you and them confused, focustense
worst case you now upgrade to .6
Seasonal nick changes + role colors really do a number on my pattern recognition
Well, take comfort in the fact that it's only temporary.
Is there a list of which diacritics/non-English letters the English version of the game will accept?
You could probably parse it out of the content files somehow, but I don't think it's documented anywhere
I will revert when I take off the Nick Riviera costume.
eh fun easter egg, i'll test it with the debug loaddialogue in a second
Open up the sprite font file? It's just a png.
Wearing costumes? What's that?
This message brought to you by the low self-esteem gang
tldr tia's trying to help me figure if the english will load this properly:
Mi ฤiam ..isas scivolis kiel longe Mi estas efektive ฤirkaลญir sur ฤi tiu ekzisto, mi ne memor mia naskiฤo, mi nur simple fariฤis.
(Also I'm curious
)
It was kind of a joke... Nick Riviera "costume" is just a lab coat and slacks.
lemme just... readjust stardrop yet again
i mean the font.png looks like it has all those diacritics at a glance, dunno if im missing one tho
actually i dont see this one: ลญ
I'm looking at the pre-baked content file for the spritefont but I don't know how to tell what characters are in these ranges
If I'm reading correctly (and the HTML entity matches what's here) that character is not included
For english
Hey
I don't think XNA/MonoGame has any support for standalone diacritics, so just looking at the font should cover it. If the character, with diacritic, is present, then it'll work, otherwise it won't.
Huh.
I would've expected the u to be there and the g to not tbh
Impressive.
Here's what's in SpriteFont1.spritefont:
<CharacterRegions>
<CharacterRegion><Start> </Start><End>ÿ</End></CharacterRegion>
<CharacterRegion><Start>Ÿ</Start><End>Ÿ</End></CharacterRegion>
<CharacterRegion><Start>—</Start><End>›</End></CharacterRegion>
<CharacterRegion><Start>€</Start><End>€</End></CharacterRegion>
<CharacterRegion><Start>♡</Start><End>♡</End></CharacterRegion>
</CharacterRegions>
oh... that makes sense oops i was just looking for the circumflex but not paying attention to which character it was over
Perfect, no notes
The u is 365 according to a quick google search
theres circumflex aeiou but not c
(I am surprised the English version includes any though tbh since, well, they aren't used in English)
basically if you need accents on non vowels then english does not have your back
The same spritefont is used for most languages
english does borrow a lot of words that have accent marks tho
And SpriteFont1 is indeed Game1.dialogueFont
There are different fonts for different languages, but yeah, non-English characters in the English font are liable to look not awesome.
Ahhh, makes sense
I guess the Chinese and Korean languages don't help much here.
Not even telling on me to desty will fix my self esteem ๐
i bet this fully functioning cat suit would change your min--
There's a reason I have very few clothes
Mood
(I mean, I had tons pre-transition from my parents buying stuff for me... but post-transition I liked that stuff even less than the stuff I have now... though most of the stuff I have now is more disliked because it's on me in particular than the clothes themselves)
I don't have a lot of clothes because (a) I'm cheap and (b) don't like having to start every day with complicated decisions.
There are plenty of good reasons for not having a gigantic wardrobe.
i am more or less a uniform guy but it's not about reducing cognitive load or einstein's shoelaces or whatever. i just found clothes that i like, so i bought a bunch of them so i can wear them every day
I'm just short and fat so nothing fits, but also since I'm old, I don't care if I'm pretty anymore 
(images of Marge Simpson flipping through an entire shelf of green dresses)
If I liked my body better I would most likely be into clothes more
does Game1.content include files loaded via content patcher?
I stopped caring about clothes except for comfort when my fibro doubled down. I'm too tired to care how I look.
how would I get a list of all things loaded?
