#making-mods-general
1 messages · Page 75 of 1
ah
maybe if you add your own AssetRequested listener and cache the e.Names, you could check that when you're interested in what's been loaded?
thinking about the reflection crimes i did to fashion sense to get a list of all installed hats
Speaking of FS, is PeacefulEnd back, seeing as FS got an update a few weeks ago?
I never got a response last time I pinged, wonder if I should ping again
fs and at got an update didn't it? it doesn't scream in 1.6.9
AT hasn't been updated in 5 months according to PeacefulEnd's profile page
i'm probably hallucinating the at update then because the harmony crimes
AT hasn't fully died in 1.6.9, I've had to rebuild it to get it working before SMAPI had an update
Hi, I have a question, what would happen if 2 mods would add the same coop/barn animal possibly with the same id?
But it hasn't had any massive issues requiring an actual fix
since someone may be curious about my crimes:
https://github.com/ichortower/HatMouseLacey/blob/main/SMAPI/HatRegistryMenu.cs#L197
What I need to do with FS is patch/replace the slingshot draw function
same Id would be the last one loaded takes precedence, right?
Conditionally
I have it working for vanilla, but wasn't sure about FS (especially with the license being GPL 🤢 )
you prefix your animals with modid to avoid this
that worked! thank you so much! now I just have to figure out how to make him fish in his schedule outside of events, but that sounds like a problem for future me
but if it happened then mod loaded later wins
schedule is DEFINITELY spacecore but
yaay
for fishing could u abuse the willy fishing hardcoding
for a larger sprite? i don't think it'd play well
if you're just patching it without using any of the original code it should be fine I think
I had 2 mods that added the same fish and I got a game error that i couldn't figure out until i installed aquarium and it screamed at me about it and i changed the fish in one of them for personal use. I have a feeling the same thing might be happening with some animals but i'm not getting a similar game error about animals, so i guess i'm trying to understand how to figure out if it is happening
that seems like a bug worth reporting to one of the fish mods
Well, I kinda have to base it on the original code to have feature parity, but that code itself is based on game code, so it's kinda weird
I did report it and offered to send the files I changed as well
but yeah you generally dont want clashing IDs
they might've done it to the fish but they might've set unique IDs to their animals
I just don't know how to tell if it's happening with animals since I don't have an error like I did with the fish
It's completely unrelated mods
are these json asset mods
I'm assuming the error was something about two mods trying to exclusively load something
No
No, it was a game error about fishing achievements
I thought about going there but since I don't have an error I thought asking about how animals work would be more appropriate here, sorry
Aquarium currently uses internal names for things it really shouldn't but I haven't fixed yet
oh you're still transitioning it all out of JA too weren't you
the first errors were the problem, the Aquarium one was just what made me figure it out
Anyway I'll stop now if this isn't the right place, sorry to bother you 🙂
I believe in you
The real reason my DP share has plummetted the past few months
do you want me to make a new JA mod to help
😭
1.23 for mysterious reasons
hmm speaking of ja mods i took one and transitiond to cp but the mod author and mod no longer on nexus at what point could i post the fix lol if at all
let's not be inconsiderate of PS Vita modders
technically never, if the original mod license didnt permit it
dont know since i cant find it anymore
i just spent like more than a few hours fixing up my own mods (again. this is why i never play the game)
sigh personal use forever then lol
.> i know lol it was a cherry tree mod to make it more round and i like the coloring on it
hello! where do i find the image of shoes in the game files? i tried to find but i may also have overlooked it nth times TuT
The sprites are in Maps/springobjects, the actual farmer overlay is in the farmer_base files (in Characters/Farmer), and the shoe colors are in Characters/Farmer/shoeColors
Data file for them is Data/Boots
Thank you so much ❤️ i never thought it'd be in springobjects TuT
which one do you live in more, springobjects or cursors
springobjects definitely
lol right now im living in buildings
gah! i had a Thought for dialogue
and loose sprites
i need to write it before i forget
Check what Fishmonger did, she fishes during her schedule.
Out of curiosity, since you mention cherry blossoms, was the mod Korea Blossoms?
no it was a japanese based one
poked around in vanilla dialogue to see what kinds of things married couples talk about 😭 this line from seb is always funny
Dang, the only ones I know that add cherry blossoms are Korea Blossoms and Timsanity's. If it was the former, Kaya left Nexus so that'd be why you couldn't find it
i tried alot of mod sites and google
ill just add it to my list of reskins i wana do lol
I'm allowed to write in some mild language and have it not be too "adult" right? 
i don't know what draws the line at 'adult' but my sfw doesn't use any swearing 
idk either
i would have said nexus (UK-based) probably hews close to PEGI, but it's not europe anymore so ???
consult the media rating system of your choice (or country) and see what things earn you an adult rating, is my suggestion
Nexus has adult content rating guidelines, if it's profanity then you just need to make sure the profanity box is checked when uploading
Contents Adult Content Classifications A Visual Guide to Nudity related Restrictions Sexualised Content Managing Adult Content Moderation and Reporting Nexus Mo
if that helps lol
the underwear pictures got a chuckle out of me
i guess either i write the swearing out or accept the mature tag
just make the swearing like, "middle fudge" or something 
boothill is that you?
FWIW since the vanilla game features almost no swearing (if any), it's one of those things that can throw folks out of immersion, so a lot of dialogue writers tend to shy away from it
I'm tired of these monkey fighting snakes on this Monday-to-Friday plane
yeah if it's absolutely necessary, like something dropped on someone's foot, i'd use the coin and some exclaimation marks
$ ?!? !!! kinda thing
"$&@#!!"
exactly
i think the only thing that can be considered profanity in stardew is "damn"
Yeah, I thought I recalled a couple of damns but I wasn't sure if that was modded or not 
Clint says it in vanilla, but thats the only time I can remember it
the only damn I remember in SDV is Alex's "Damn I could go for a burger"
😭
out of the people i expected, yep
lmao Clint and Pam being angry and bitter and then Alex is just chilling
it better be a damn good burger
if modded NPCs are considered, I recall Sterling does swear a lot, but his events/storyline is also very heavy
who is sterling?
oh, someone i dont know X.X
hmm i contemplate toning back further if 'damn' is the only profanity
One of my WIP NPCs uses + (which turns into a cool little yellow dude wearing sunglasses riding a skateboard) as a substitute for the word 'fuck' in one of their gift taste lines 
lol
well mine come from endearment, so i just have to cut back a syllable and i'll be fine
i'm not making an excuse to not write more pig latin idk what you mean
say is there a table of these wacky font symbols
SpriteFont?
ik = turns into a star
Question... if I have a config values with double quotes in it like "AllowValues": "\"Grainy\", Smooth",, would the i18n key be this: "config.Texture.values.\"Grainy\"": "\"Grainy\"",...? 
Why not make it easier on yourself and exclude the quotes from the allowed value and put them on the i18n?
is the i18n file different between cp and c# ?
It's for the converter, so I'm going with the assumption that if anyone already has it set up like that it'd be counter intuitive to manually remove them so they could auto convert their config 😅
no clue lol i use this for reference in CP
I mean yeah, it's just that "config.Texture.values.\"Grainy\"" looks... weird, but technically it should work?
https://smapi.io/json/content-patcher/386e2810f4704368aed62f1843fa8bfb I'm getting reports that my mod is crashing peoples' games when the song loops, for some reason- is there anything obvious in my JSON that would be causing that? Supposedly changing streamed Vorbis to false fixes it and I'm not sure why that would be
in essence it should but need a line for each allowed value
Yep, I know, but I'm just asking about this specific instance when the value has escaped double quotes
qwertyuiop;'<>/\1234567890-=! $ % ^ & * ()_+
(it absolutely hated {} [] and i've excluded the farmer one and the new line one)
hmm it may be a specific sound file try loading each one seperatly and seeing if they all load correctly
but VS code shows no errors and the logic looks fine
the thing is that i can't reproduce it, it works for me just fine
they might have another music mod thats conflicting or outdated CP is it multiple people or just one?
multiple people
ask for there mod lists
theres probably a lot of potential things that could cause it, but nothing worth trying to figure out unless they provide a crash log
true smapi log would help
ask for them to upload their crash log specifically to smapi.io and not just a mod list bc knowing userrs they will just get back to you with a copy pasted list of mod names which is not helpful
(or a phone screenshot of their monitor, which is even less)
if they showed the error/log in the screenshot, id accept that over a list of mod names tbh
yah my bug reporters dont even respond but its only one person haveing issues with an unknown trouble lol
like, id still ask for the smapi.io link, but id rather that than the list, if i had to choose
i love my editor, but all of her bug reports are photo pictures of the monitor (thankfully i can refer the errors because it's just a cp mod but still)
you have an editor O.o
bulletin board, (1) fear
two, actually
one's a sensitivity editor and the other is a grammar editor 
lol i use gramerly for grammer
i wonder how android smapi is gonna look
Just tried to make it work like you asked and since I'm not too well versed in using quotes inside values... is this correct? 
Like in terms of graphics?
if we as mod authors have to Fear Mobile
ill be honest, i actually have no idea how it should look in the i18n itself, i just originally asked bc the left side is valid newtonsoft json
tbh i don't think anyone actually escape quotes the config schema because it takes spaces
i didnt think about how it should look in the i18n key when i asked
Ah 
i could see using quotes in config if you want to set someones name via config, though
like if you wanna configure someones name to Billy "The Kid" Lastname you'd need quotes there
Then I guess it's fine as is
Converter? It's a web only app (already released ages ago, just adding new stuff)
To each his own, but I find this "fake swearing" even more immersion/suspension-of-disbelief breaking than the actual swearing. The BSG style is just endless cringe.
that said in the first one on the left side of your example there, you dont need to escape ' when its inside "", so no one would actually need to do that
(and vice versa, dont need to escape " when its inside ')
Oh that, fixable
its not broken, its just a "dont worry about that edge case too much" thing
you still can escape those characters, its just not a hard requirement
(i coulda been clearer when i sent that so thats my bad, sorry!)
I'm a type who tries to cover even the edge cases 😅
BSG? I suppose it's something else than battlestar galactica?
Honestly as a non-Android user, I Do Not See It, It Does Not Exist is my policy
Similar to my split screen policy as someone who doesn’t own a controller
Is mobile smapi making a comeback or something...? 
i try to keep it in mind for my content patcher mods because that's just easily accessible to me to keep a reminder in my mind, but honestly i'm probably also not going to pay attention to other consoles if i delve deeper into c# territory
no but #bulletin-board everything is transitioning up to 1.6
i have no idea if smapi will have the innate compatibility with mobile (i try not to think too hard about how smapi works)
I'd be surprised if Pathos took up any sort of maintenance for a mobile SMAPI
In my humble opinion... let it die 
pls spare pathos the hell of mobile yeah
Mobile SMAPI has been kind of a shitshow for a long time, and pathos has not been involved other than giving some advice
i will let it quietly die it's slow death, some crazy person can offer their life to create mobile smapi (not pathos)
if i trigger an event wiith console command will the game count it as seen? or do i gotta see it the legit way
debug ebi <event id> counts it as seen if you've saved
It should yeah
And you can toggle if it's seen or not without seeing the event with debug eventSeen eventId
Did we have this command before 1.6? 
oh thats better thanks
I think so, though in 1.5 it probably just marked it as seen, while now I think it toggles if it's seen or not (ie. if it wasn't seen it marks it as seen, if it was seen it marks it as not)
That makes sense
I was in fact referring to Battlestar Galactica.
i see, hmm, i may have missed some thing when i watched it, but i dont remember in which language i did anyway so 😄
At some point I stopped watching because I found myself thinking "If I hear the word 'frack' one more time, I am going to throw a wrench at my TV screen".
Maybe it was different in some of the dubs.
Depends on context tbh. I was quoting Snakes on a Plane, which is over the top to begin with, so the fakeness works/is hilarious. (Haven't seen BSG so no comments there)
Heyo! I hope I am correct here. Could anyone please help me with my current mod state? My goal was to translate the game into Swedish, as this language is not supported (So I can learn it :D). I've downloaded SMAPI, extracted the content files with StardewXnbHack and used some python code to translate all required json files into swedish (only the values, not the keys). But what do I do now? How to I convert the unpacked Content folder back to the xnb format? And where would I need to look now to tell the game which language files to select?
This honestly sounds like a final boss of XNB modding and would implode the game
Maybe check out existing custom language mods and read through this: https://stardewvalleywiki.com/Modding:Custom_languages
Don't know anything else on the subject
is playing sdv with machine translated swedish really gonna help you learn swedish
(other than that though its not bad at all to add a new language really unless you need a new font, then it gets a bit complex.)
I know you were just giving an example, of course. Although if you actually put that line in that movie then it would sound out of place there too.
Assume I'd simply delete all english json files and use the swedish ones instead, would the game not automatically access these files then? That would have been my option b.
I've never done any modding tho so maybe my goal is just too much :/
deleting anything in your unpacked content folder will have absolutely zero effect on your game
I'm playing with a swede, so I could get some instant feedback on the quality 😄 but yes, it would for sure not be the best option
the game does not look at your unpacked files at all. trhats just for you to reference when modding and get the original assets
you need to reference those files to know what to edit with Content Patcher as shown on the example on that wiki page. for every single asset
I think they meant repacking all into xnbs and replacing original game files..
if you dont care about releasing this, then u can just load the processed json over the original targets
mostly Strings/Whatever
yes thats why I was wondering how to pack them again if that makes sense. But I guess that would just be too much
if you do care about releasing then follow guide about custom languages
do not repack them. even if you did id assume not having any other language files would just give you very bad errors
you use Content Patcher to make a mod for this, not an xnb mod
(also even if it didnt give you errors, the game wouldnt know that your new language exists and theres no button to switch to it)
it was mainly ment to work for me, so I also don't really care about the font style (so arial as font for these Å ,.. letters would be more than fine aswell)
you use Content Patcher regardless of whether or not you need a new font
well okay. Thanks alot you all 😄 I'll just have a look into the content patcher I guess
on an unrelated note: how complex would a mod be, that allows you to change the default UI zoom level/ change the UI zoom of character creation? i am guessing that is c#?
Definitely C#, but fairly simple
You'd subscribe to SMAPI's SaveCreated event and then set the corresponding value in Game1.options
Just so you are aware
SaveCreated happens before the character creation screen?
The game does not keep translation text away from data
If you hit every value with a transaction tool you probably translated things that should not be translated
(that is true and i would actually change that to "definitely translated things that should not be translated" unless you manually excluded files)
darn, i had a sliver of hope i might just be overlooking something obvious, was kinda pushing off c# shenanigans ^^"
OH good point, I misread and thought they meant the settings of new saves
nah, that is fine - it's just annoying to creep close to the screen in chara creation to see anything ^^
tfw gog doesn't do beta channels 😢
ik for a fact at least one of my mods needs to be updated when 1.6.9 drops
gonna have to wait until 11/4 to do it
yeah could probably bother pathos to update the pin
guess I gotta install galaxy now too
but with it being only a few weeks it's just the channel remembers that pathos posted about it
(actually only a little over one week! dont get too comfortable with how much time you have to update :p)
Are gog betas only accessible through their galaxy launcher and not their website?
i have no idea, i have steam
code works in steam as well
Having a problem doing test run dialogue with my mod.
This is the error message
`[Content Patcher] Can't apply patch Aven - Custom NPC > Aven dialogue to Characters/Dialogue/Aven:
Newtonsoft.Json.JsonReaderException: Can't parse JSON file at C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mods[CP] Aven\assets\dialogue.json. This doesn't seem to be valid JSON.
Technical details: Unexpected character encountered while parsing value: [. Path 'Changes', line 2, position 14.
at StardewModdingAPI.Toolkit.Serialization.JsonHelper.ReadJsonFileIfExists[TModel](String fullPath, TModel& result) in E:\source_Stardew\SMAPI\src\SMAPI.Toolkit\Serialization\JsonHelper.cs:line 86
at
at ContentPatcher.Framework.PatchManager.ApplyLoad[T](LoadPatch patch, IAssetName assetName) in E:\source_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 572.
[Content Patcher] SMAPI blocked asset replacement for 'Characters/Dialogue/Aven': the 'Aven - Custom NPC' content pack incorrectly set asset to a null value.`
And this is my code for dialogue. It's a test run so I figured I won't have to add in the rest like "breakup"
{ "Changes": [ { "LogName": "Avendialogue", "Action": "EditData", "Target": "Characters/Dialogue/Aven", "Entries": { "Introduction": "Hm? Oh, hey, look what rolled into town—another dirt kicker. I hope you've got more than weeds to offer; this place could use someone like you. Name's Aven, by the way.#$e# Farmers are the quiet, reliable types, right? Maybe you'll surprise me—just don’t get in over your head and expect a parade for hauling a sack of potatoes around." } } ] }
!json Can you send through this
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.
yeah that gives us a more readable output
its telling you you are missing or have an extra , " }{ somewhere what editor are you using
Json?
Do you mean notepad?
that json you've sent also isnt the source of the error, its wherever you're doing a Load action
Editor as in text editor
are you sing notepad or VS code VS code will show you errors
we recommend notepad++ or VSC at minimum
I'm using notepad++
it's probably your content.json and you ate a ] by using this dialogue include/load
@merry rampart spacecore totem example
{
"Action": "EditData",
"Target": "spacechase0.SpaceCore/ObjectExtensionData",
"Entries": {
// this is a custom item's unqualified id
"{{ModId}}_Erronnaise": {
"TotemWarp": {
"Location": "Summit",
"Position": "10, 29",
"Color": {
"R": 255,
"G": 0,
"B": 0,
"A": 255
},
"ConsumedOnUse": true
}
}
},
"When": {
"HasMod": "spacechase0.SpaceCore"
}
},
So change this?
{
"LogName": "Aven dialogue",
"Action": "Load",
"Target": "Characters/Dialogue/Aven",
"FromFile": "assets/dialogue.json"
},
please send your c ontent.json using the link that the governor bot sent after choooo's message
ooh thank you!
Oh okay
actually if thats your dialogue.json you sent originally
then you should Include it not Load it
if you're doing an editdata, on something like character/dialogue/<NPCNAME> you need an initial load of a blank.json, not loading your editdata
Would the same apply to schedule
"Characters/Dialogue/<NPCNAME>, Characters/Dialogue/MarriageDialogue<NPCNAME>, Characters/schedules/<NPCNAME>, Strings/Schedules/<NPCNAME>",
are the specific npc files that require a blank load first then include your editdata
So is that not the problem because they are listed as load
technically you don't need a When { HasMod } here since you're targeting an asset that's only loaded with spacecore installed
but token caching means it's pretty much free to check anyway
just redundant
if you're loading any actions, it will throw that error at you
the only way that it's valid for a load is if it's quite literally:
"Introduction": "blahblahblah"
}```
but that's not recommended as if you ever plan to use tokens, it will not load the tokens and the game will take it at face value
Hi all i have made a mod for my gf to make the mines a bit easier, and i want it to fill her health and energy, so i set the edibility to 300 and it still says health recovery is 25 and energy recovery is 11, does anyone know how to fix this? or what the threshold for edibility is? TIA
edibility of?
edibility of the item
"Type": "Basic",
"Category": -17,
"Price": 20,
"Edibility": 3,
"Buffs": [
i dropped it to 3 for testing and it stayed the same
i did not...
thats enlightening, thank you! it changed the flavour text of the item when i changed it so i never thought to buy it again...
(i really have no idea why edibility is serialised instead of loading from data and reapplying quality modifiers)
(it's not really something you can guess)
i believe that if you add to existing stacks it may keep the old value too
so destroy all copy you have and get fresh ones
let me give that a try
(CJB cheat may be better for quick testing to get the item faster)
(or debug shop theshopname or debug ws vanillanpcseller if it's one of the vanilla shops
I probably should use that to be fair, i tried to stay away because id have no self control in our joint world lol
debug item <itemid> <item amount> is my go to if it's an item and i'm cjbless
is the debug a seperate mod
nope smapi console
Because artisan goods probably
I asked the same thing about price
even then you can derive the edibility from the preserved item and quality, can't you 
or do you need the machine modifier as well
That has worked perfectly!!! thank you, cant believe i didnt think to rebuy
Tbh I'm more offended no monster is dating the current player
hasBeenKissedToday remains false for all npcs but one.... 
I tried to hack xmlser to only save values if they weren't the default
you're making me wonder if i accidentally put an invisible wall somewhere 
which stage was it?
.....purpo 

i'm pretty sure purp is the only one i actually finished
maybe blue
but blue is just fun to walk around in
definitely my favourite nightmare ambience
Does anyone know how to change a monster's tile? The property can't be set
hey misty 🙂
hi lumina! 
Well, this getting annoying
It's the third down on the left if anyone had see what is causing that line of shadow,
this bug report sounds familiar
haha yeah, i'm looking into the bug you reported
i would try setting its Position instead, since Tile just gets from that
see your (insert english name of the flower) is overstepping on the other ones
you'll have the same issue on the (dalhia?) by the way
possibly you disaligned them when making the file or something?
just upping them both of one pixel should solve this
thanks for that, i hope you're ok 🙂
That's what i'd been doing before, but it just spawns them at the top left of the map
Position is pixel coordinates
ah
So multiply by 64 (or Game1.tileSize)
Alright, I'll do that
thats how the Tile property getter works too, just takes the position and divides by 64
s'why you cant set it
congrats 🙂
while you're around, did people already let you know that IE needs adjustement to work on 1.6?
thank you
! oh yeah, while doing this i added a few more options
(like a bool so they don't attack the player)
also, which adjustments?
(i believe on light stuff possibly but i didn't look, and would probably not be able to help much figuring it out)
light stuff changed in a way that smapi can't rewrite for mods, so i know it's an issue for several, but i don't know if there is other things
if its light stuff, are you sure it isnt 1.6.9 people meant? since lights are changing in that
i've been trying to figure out the un-mineable clumps for a while, but they work on linux (and SDV won't work on VMs, so i'd need a volunteer to test on windows)
ooh if it's 1.6.9 then no, i was checking out the beta changes recently
you could maybe test on proton sdv
(i figured you may want to know to see how you prefer to update stuff rather than having different versions to maintain or something)
(wait, why doesnt it work on VMs?
)
(last time it tested, it was something about graphics)
I'll see about proton, though
i'll have to download the beta, but i'll see how it goes! thanks for letting me know
sure 🙂
and the additions for monsters sound nice! it can give the player a grace period 😄
Awesome thanks! And the top is snapdragons and you were correct the bottom is dahlia.
say does 1.6.9 have a fix for the multple donate box at 1 tile problem
when u have more than 1 special order
ah thanks, snapdragons 🙂 their french name is basically "mouth" so i was like
"hmm, mouthdragons? doesn't sound right"
(yeah i recognised the art 😄 )
I can see where they got mouth from
No
Clearly you must
well
there is a "fix" that is preventing the order to appears if the box is used
but since vanilla doesn't use that on orders that don't have a conflict for their box in vanilla, it means that it may not work perfectly
however modded box are perfectly able to avoid issue by using the tag
(and modder orders on vanilla boxes if they do use the tag already)
from user perspective the box should just clear both items 
tag is !dropbox_idofbox in case it's of any use
but yea it doesnt come up in vanilla
it does only for qi orders
the tag i mean
there is indeed no "two quests for one box" case in vanilla
(and i don't mean to discourage having a better solution if some is easy to add)
yes i mean it's a serious issue that needs solving!!
joke aside, people reusing vanilla box is cleaner when possible and not all mod authors will know about the tag (or will forget it, like i did...)
(There was a way to access 1.6.9 on gog, right? Does anyone know how it went?)
it's just that vanilla changing that is unlikely for 1.6.9
(what is the donation box issue?)
Thanks!
(if you have two special orders for the same box at a given time you need to clear them in order, which mean that if one is too hard, you'll never get the chance to complete the other either)
if you have 2 special orders with Donate (put stuff into some box), and their box is on the same tile, u can only clear one of them
(well, depend of the time they need and all, but it can be annoying if they end at the same time)
ahh, got it. so mostly only an issue for people making orders for existing npcs i take it?
nah the box location is defined by mod
is it common for two different mods making orders for two different NPCs to use the same tile for their box?
but since mod can also add more way to get special order it can happen
like if someone wants to add an order for dropping stuff in robin's box or pierre's one
but even for modded it can be annoyed
because if you forget the tag, issue can happen, and if you DO have the tag, this mean you need enough diversity of quest to compensate for the fact those two quests can never be offered at same time
robin and pierre sound like existing NPCs to me 
whats the tag thing, though?
ive never done anythin with special orders
!dropbox_idofbox to exclude a dropbox
(well yes but the quest isn't necessarily tied to the npcs)
(but i get what you mean)
basically if my quest has the tag !dropbox_mtvapius it can't be offered if another order already uses the box
yeah, by existing NPCs i just meant their boxes (which are often used bc the quest is tied to them the npc) but it was unclear, my bad
thank u for filling me in though! now i know what to expect from chu's fixes
ahah 😄

i paid in art what would ya'll offer
3 DP from my 1 unique download
.0003 doller
per day
anyway i should go to sleep, good luck with mod projects, especially for the unfortunate ghosts that got mandatory projects to do when they asked for nothing
Objectively false Atra 😛
But hopefully no one asks you for anything and actually expects things, because they shouldn’t
Yup. I always let you down 😛
i think the hardest part of random fixes like this is
figuring out where to stick it
need to make my own C# project template too 
i was wondering how you wanted to handle the sidmugshotfix tbh
eh that one can be there
idk if i care enough to tune it into general fix for creachers besides mothman 
"what is this random .dll in my mothman? breaks door open it was chu"
It happens. And if they add their own different IDs, one of them becomes completely uncompleteable
This happens in the wild rn with wildflour and Iridium Chef
Also false though!! You often give very useful advice
atra is like the retired hermit in wuxia who teaches the hero a new secret skill
I still haven't started my hypothetical spooky mod
I feel like if I'm modding I should work on S&S
But I wanna make [redacted]
I would be happy to ask you for things. Hold on, I've got a list....
I can ask you stuff too - give me more ideas for [redacted] 😛
Oh I meant literal memory crimes 😛
is there actual deadlines for S&S stuff 
surely desty would want you to make [redacted]
Well I meant to be done with stuff by the beginning of this month so we could start the beta
"Unmet deadline" is atra next year halloween name, you read it here first
If I make this mod I might backport the guidebook feature to 1.6.8 SpaceCore
Didn't Atra have a good one last year too?
Probably, though I can't remember what it was
"What did you forget"
sigh so ... is there any way to increase an items light radius ...
.> ok
I don't think it does
Item Extensions have item lights, and radius is one of the options
but that's for (O) items only I think, not sure if it works with (BC)'s native lights actually it seems to work with any item types
hmmm
If you want me to update mine, you need only ask. Assuming it's not some extremely esoteric niche that only one person would ever care about, of course.
i just want to customize it easier
i also never got modbuildconfig to set GamePath properly so i been hardcoding that
you've been setting gamepath for every project? that sounds awful haha
adding stardewvalley.targets to %userprofile% was fine for me
no i made a debug.csproj that i import in every project
it is not great but slightly better than committing my username into every project
not setting GamePath doesnt prevent building, but it does prevent debugging (on linux)
As long as no one else wants to fork one of your mods, haha...
yea well they can just delete the import debug part 
I wonder why it's broken. You're not one of the Linux people are you?
it would be nice if there was some other way to say pls import this csproj to all my stuff
i am one of the
people yes
Probably got something to do with it.
But the dotnet new templates should have some support for arbitrary switches so adding a game path should be possible. Or some arbitrary include, I guess.
Though if it were me, I'd rather spend the time fixing whatever is wrong with the path detection.
i just need this block to become unrestricted
cus it werk on linux anyways
So it does detect the path correctly, just doesn't enable debugging?
I think you can override the rule in your own .targets file in that case.
yea probably
i dont really understand the order of operations in csproj stuff yet 
that said i do actually need to explicitly set gamepath atm for building to 168 vs 169
Targets should be processed first to last, I think. If you add yours after the modbuildconfig, it'll have precedence.
things to fix later 
Are these all part of a single dialogue (like the pet waterbowl lines being a continuation) or are 4488 and 4489 separate?
you need to search for NPC.cs.4488 to be sure
doesn't look like it
looks like game picks 4488 and 4489 randomly yea
I see, thanks
marriageDuties is an awful method name lmao
could've been worse, could've been nukePersonality
But that would have been accurate 
looking at the monthly stats and... CF is completely broken in 1.6, right? Right??
also has this ever happened 
The stats cover old versions too though right?
we've finally progressed as a community
Those are from the new mods for the month section.
nah we're going right back. i saw two new xnb mods hit nexus yesterday (or maybe today)
Oh lmao
It has bad vibes yes
Well actually wouldn't that be fine still? Like you can still make and release mods for 1.5 right now, if you really wanted
i plug my ears and chant the mantra, "mobile smapi doesn't exist"
you could but you'd basically have an audience of legacy + the stragglers on mobile
and most people won't want to be limited to THAT small of an audience lol
some absolute mastermind (not sarcasm) ported FS to 1.5 mobile a few weeks ago
Yeah, I mean I've had plenty of games where I wouldn't play on the latest version because mods I liked were just not going to be updated for it
Personally, I only care about an audience of one
2.5k unique downloads as of this post
that's horrorfy selph
yes yes, i am implementing the unlockable bundle into my ultra small farm, atra
The audience of one isn't currently playing the game at all
But if there was an Unlockable Bundles farm and a few more fish mods, would that entice you back?
No
Yeah, but between the CP rewriter, official/unofficial ports, and most of the frameworks having updates, I don't think there's a lot of mods left for people to hold out for
is there a pre-1.6 mod you miss
maybe a silly question given that ppl here would just port it
Is the Magic mod updated for 1.6?
i was gonna say i have no idea what old mod i have a fond memory of, because casey is actively here
Someone did update it I think
atra's shovel is commonly mentoned 
My magic work goes into S&S
GIMA
I'm looking forward to S&S lol, I did really enjoy the Magic mod
i don't miss anything, but i am a chronic very-few-mods person
aedenthorn had a bunch, but I think all the ones I liked have had updates
Someone just rebooted Restauranteer the other day, that was neat to see
I'm honestly curious if anything I used is still not ported to 1.6 
what was the predecessor to cornucopia?
Oh, I'd love to see Riley get a 1.6 version too.
PPJA
my editor misses this
tbf if I had a 1.5 mod list that was 1000+ mods and a save I wanted to continue with, I probably wouldn't bother checking which ones had updates, which ones are obsolete and replaced, which ones are fine, etc either
Maybe some of aedenthorn's niche mods... but feels like most of them are ported and the most niche one I updated myself 
(which was that?
)
Statue Shorts 
...s...six hundred mods...?
And Sprinkler Mod (but it's a bit less niche I guess
)
ah, you're discovering aedenthorn's library, I see
Oh DeepWoods, I really miss that mod
Yeah, Deep Woods was great (though last I heard the mod author's working on an update?)
the author made a side mod recently so they r active yes
Yeah, I think an update was planned for 1.6 but it's a big project
it is, they already had big plans for an update even before 1.6 dropped iirc
Can I get some help with something? I'm making a CP version of a DGA mod for personal use only, and I'm using existing code from another CP furniture mod to make mine. I basically know nothing about coding, especially CP furniture code. So does anyone know what these numbers mean?
Thank you
(there's no DGA->CP furniture converter because there's too much that didn't carry over to CP, right?)
(could have sworn someone else posted before me. must have been the wind
)
whats the history between DGA and JA
they're both by Casey
as "frameworks that let u add items (b4 1.6 made it ez)"
why did casey make two of these 
DGA was originally intended to be like JA 2.0 iirc
https://www.nexusmods.com/stardewvalley/mods/9365 has more context in the descriptions
I'm not gonna miss DGA's "weeds"...
yeah that
weeds honey
Yeah, I originally made it before we knew we were getting string item IDs in 1.6. Once that was decided/found out, I kinda gave up on it
DGA could do a lot more than JA
And was formatted more similarly to content patcher
+could use tilesheets
Yeah, it turned out pretty neat actually 
(darn DGA's comment section is a wasteland of sadness lol)
giant crops 
Fun fact, I think me using the deterministic hash code of strings for item IDs inadvertedly led to Pathos talking to CA about string item IDs
Could be misremembering or imagining things
are there more numbers below INT_MAX than there are possible string IDs
@light jasper you may have already seen this but in case not: congrats on hotmodding!
Thanks!! I just noticed lol
Well-deserved after all the work you've put in 
someone help me
wow its like skeletons.mp4 but goose
Scary lol
Whenever I see murder birds I think of that MV with ducks
Selph...why would you do this. 
becaus
No I remember this too
I definitely think you’re right
I loved DGA, RIP 
It was my favorite framework, the first one i submitted PRs for, and a big part of the reason I learned C# was to figure out how DGA worked
I think I've hammered out the details for my mod 
I came up with the original idea back when the contest was announced, but I think I have the mechanics sorted now
Is there a mod to have ginger island forage wild seeds? If not, what's the correct way of making such a mod nowadays? I made a ginger seeds JSON assets mod many years ago but the JSON Shuffle was a thing and I dunno what the current accepted practice is.
i used a priority queue to repeat a particular draw in 1000ms and 2000ms after the initial one, but i feel like this will explode if someone plays too long (since the priority is based on Game1.currentGameTime.TotalGameTime.TotalMilliseconds)
what is a smarter way to do this
Day triggers to reset?
wont stop ppl who play with slowed time
Or paused lol
do you just. want to call a function 2s after another one
Can you add a count and reset off the count?
yea basically
DelayedAction
theres functionAfterDelay where you just pass in the callback and the delay and it'll do whatver function you provide it
i assume you're just adding more of the dust things right? is there a way to make it recognize the addtemporaryspriteafterdelay?
if i beat up the json enough it will work
what if you changed to TotalSeconds instead
i started with that, it's not smooth like this
dustsprites aren't TAS
anyways i should really just
divine some way to have multiple companions
that'd sove everything probably
chue,
im out of ideas bc tbh im not tototally sure i understand the intent or what you're doing
have you considered that no one in their sane mind plays 10675 days straight
oh, I guess that gets cast to an int. still.
what if chu wanted to do the calculation in millistères though
why use a double as the priority then, lol
unless C# is lying to be about PriorityQueue<DrawSnapshot, double>
bc TotalMilliseconds is a double in TimeSpan
Game1.currentGameTime.TotalGameTime.TotalMilliseconds is a double
i didnt think too hard on this since i assume ppl here will think hard for me

you should be able to use Game1.currentGameTime.TotalGameTime.Ticks
there's other limitations with this approach anyways, like being unable to use different sprites
TotalGameTime.FromTicks(TotalGameTime.FromMilliseconds(TotalGameTime.TotalMilliseconds))
is that what a tuple looks like
nope
the impl rn is
- check the queue for any queued frames to draw
- in Draw(SpriteBatch b), make a DrawSnapshot object with all the info needed to draw that frame
- draw that frame
- queue 2 more frames to draw 1s and 2s later
a tick is 100ns
i think DelayedAction.functionAfterDelay doesnt quite work because SpriteBatch isnt open for draw when it gets called
(correct)
Is item only diggable from digging (wormy) spot if its Arch type?
i also tried Task.Delay(1000).ContinueWith draws stuff but like, badly??
dunno whats up with that
you still need to like, make it happen during a draw cycle
not the update cycle
you can do weird ass shit with funcafterdelay queueing into a draw cycle
like, funcafterdelay just adds it to a list, then you on a renderedworld do the draw
iirc diggables have to be specified in the data/location
cause broccoliseeds are just a standard category -74
isnt that same as managing my own queue
pretty much lol
well i sure hope no one plays sdv for 30yrs straight
the game does it subtractively iirc
ah wait that makes sense o-o
do people even still have their irl 10 year save files cause that'd be amazing to look at the data load
stardew is not even 10 years old as a game
so wait how many ms is a tick
also this is from the wiki: "Adding custom items with the Arch type is inadvisable as it often leads to Artifact Spots becoming broken and not giving any items."
I think you just add it via Data/Locations as answered earlier
Yeah I saw that part, so was wondering which other way could I make them diggy
Thanky to both :3
1000/60, so 16.666ms per tick, though it's not perfectly consistent in practice
it's about GameTime.ElapsedGameTime.Milliseconds long
Now to figure how to run a trigger when a totem is used o(<
spacechase0.SpaceCore_OnItemUsed - use item GSQ conditions to check the right item, make sure to set UseForTriggerAction in ObjectExtensionData (see further below) for that item to true ?
or actually vanilla asset has it
UseForTriggerAction - True to run a trigger action upon use, false otherwise. Default false.
Yup just trying to see what I gotta change so it works >:|
does SpaceCore YieldOverrides allow for extra drops (in the style of MYC from days past)?
nice
for some reason the modded game I have stopped having sunflower seed extra drops so I'm kind of lazy and considering just...modding them back in
(I could also just debug it I guessss)
my fiance is sad that it no longer allows for infinite sunflowers without buying seeds
what does the int in public Dictionary<int, YieldData> slash the 0 from https://gist.github.com/spacechase0/79f95bcd46160da9e52f5bc0c71329f4 do?
ahhhh I see
So in this case, it lets you harvest the seeds immediately when planted
is there docs beyond this gist?
slash would it be rude to comment on the gist the bits that are confusing
There is on my WIP new website
Yeah
Not sure I follow the train of thought, but it sounds like you're trying to graft some sort of event-oriented system on the Draw by itself... in general, you should be updating game state in Update(elapsed) and not have any side effects in Draw.
Of course there are hundreds of mods that break that guideline and even force you to break it if you want to integrate with them - but if you're not bound by one of those, then just separate the two.
I think
{
"Id": "Sunflower_Seeds",
"ItemId": "(O)431",
"MinStack": 0,
"MaxStack": 2
}```
puts back the sunflower seeds
does "tree_seed_item" in context tags in an item make it fall from a tree when u shake it? if not then how do i do that
i didnt see much about trees on the modding wiki
tree_seed_item is purely informational AFAIK
if you want tree shake drops check out this page: https://stardewvalleywiki.com/Modding:Wild_trees
im right here
i mean there
but it seems to just be a thing to add new trees like how sve does
then you want to edit SeedDropItems
let e check
lower on the page
oh i put my seed into the ShakeItems
ah that too
Hey! My mod is complete—if you need some help with the events.json
I’d be happy to help!
other than the fact SeedDropItems will override the default seed and using SeedsOnShakeChance there doesn't seem to be any differences between it and ShakeItems
fair, weird that it's duplicated
i just wanna add a forage drop to the maho tree
this is beating me to the groung
you can put it into the shakeitems list
already i'd love some help lol
yeah but like how do i format that? do i put it on the item creationg bulk or do i load and edit the tree or smth
you'd have to do the targetfield, hold on
use CP and TargetField to edit the vanilla trees' entries in Data/WildTrees
the item itself doesn't need editing for this
my dms are open! feel free to shoot a dm if you need help with somethin’ regarding events, and i’ll see if i can help! :)
"Changes": [
{
"Action": "EditData",
"Target": "Data/WildTrees",
"TargetField": [ "8", "ShakeItems" ],
"Entries": {
"{{ModId}}_ShakyShaky": {
"ItemId": "(O)YOURITEMHERE",
"MinStack": #,
"MaxStack": #,
"Chance": #
}
}
}
]
}```
i think
i'm about half a sapporo into this friday so if selph could verify me
was about to ask if this would work bt clearly not
we should also drill into ShakeItems
i wasn't sure how to format it since it's null, lemme see
I think it should work even if it's null?
but uh if it doesn't feel free to throw eggs in my face
chance is a decimal right
1 being 100%
oh what the hell thats a text i thought it was a screenshot
how do you do that
!codeblock
You can embed code in Discord using a series of three ` :
```
Your code can go here
Even if not a haiku
Just an example
```
For syntax highlighting, add the language code on the same line as the first
``` (with no space, like ```json).
The usual codes are cs (C#) and json.
Ze Spacecore "Buffs from worn items" - Buff is removed when item is unequipped I am guessing 
we might also need
"CustomIdHere" : {
before the entry itself
yeah i added that bit because i just remembered the fun of trigger actions
but yes you can copy and paste that block into a brand new json, or just remove the { "Changes": [] }
i don't think ichor's reflection crimes will help me circumvent sprites in detail's draw prefix
every time i try it, hitting enter just makes a new line doesnt send the message lol
that's cause you need 6 `
but this will work right
three ` to start it
three to end it
but i did it like that
Hello
also another FYI in case you aren't aware, this will make your items drop from mahogany trees (ID = "8"). if you want it to drop from the other tree types as well you need to duplicate this entry for the other trees in Data/WildTrees
https://stardewvalleywiki.com/Modding:Wild_trees should have the full vanilla list near the top
ngl, i went through the item github.io, looked up mahogany seeds, then reverse searched that because ctrl+f "mahogany" did jack for me
i went the dumbest route possible
every time i launch the game i see another coma im missing
or this {
hate it here
did you install the n++ json validator?
i just want it to the maho tree to make it a bit rare but ill keep that in mind
the what
notepad++ json validator
oh i have the validator off lmao
cuz it kept givig me errors for adding comments
// this
apparently its not officially supported for json files
oh, you can set the file to jsonc to silence that
benefits of validator and comments
was it just tacking on the letter c to the filetype, i forget
yep
just tack on the letter c
wat
anyone know what the bottom 4 rows are used for?
the macarena? looks like a throwing animation
Aight Imma test the clothes and spacecore... Later
yeah, but they don't throw anything in vanilla IIRC
context: I'm debating whether I can pass the game's void chicken sprites (which only have 7 rows) directly into a Shadow Brute monster class. so far it works and the game hasn't exploded due to it complaining about a missing 8th row
I already opened the game too much today just to test
so I figured they may be unused? but then any mods that then use this 8th row in ShadowBrute will explode so maybe not a good idea lol
iirc SVE might be using them?
i know SVE uses it during krobus' 10 heart
i've gotten plenty of bug reports from my editor about an unknown shadowbrute actor 
monsters seem to have a lot of rando dupe sprites
Almost done with my first farm map in content patcher.
yeah
though I don't want to bet on the 0.000001% chance someone makes a mod that makes the ShadowBrute class needs the 8th row so I'll probably just roll my own Void Chicken monster sprites
RIP compat with reskin mods I guess
well you can just make the Texture2D no?
yes but lazy
fair 
maybe that can be in the 1.1 update or something
for now imma get this thing out the door so I can get back to Space Age
Hey, Selph! While you around, does Immersive Manure cause Cows to drop their milk as well as manure? Trying to figure out what could be causing it; I don't have an autograbber yet.
it definitely should not
I'm having some trouble with my first farm map ever
Hmm. Okay. I'll dig in a little, see if I can figure it out. Thanks!
yesterday i figured out a way to intercept debris so i can make companion-that-harvest-crops happen, i think
Im trying to draw rays on a farm map with code.
did u do the whole custom location class deal
But it's showing in the farmhouse and on other farms not my custom farm specifically 
Is it?? ```cs
&& e.NewLocation.Name == "Farm"
This is an easier set and forget way to do it than what Avi said: #making-mods-general message
i don't have to deal with jsonc in vs22 because Comments Just Work ™️ 
thanks
i'd use that if it didnt take my pc like 20 minutes to launch it properly
and like +5 each time i reset cuz it starts stuttering
i look away respectfully as i usually have like, 2-3 projects up at once
VS22 is real overkill for CP mods anyway
i just like to use one workspace, but it is extreme
VS22 with literally nothing open in it uses more RAM for me than VSC with 22 files open
Oh my I did it 
I found another solution for my refreshing config issue: I can get rid of a global FF config to let player choose which pack gets priority when there's conflicts by creating an on/off switch for each Furniture in the config of each Pack, (so player just have to disable which one they don't want)
Now, I'll just have to track if Furniture are added/removed on each pack individually when they get invalidated.
hm this could potentially yoink ppl's flowers 
are custom recipes always at the top like this? i never noticed that but it looks off, can i move it to the bottom?
I think it was display_renderedworld
not to sure where to look for that
yep, they're sorted in a funny way by default. love of cooking patches the default cooking menu to sort by display name grouped by known/hidden 🥳
wowie
oh to answer, nope you can't move it to the bottom without c# patches
it's fine though, every mod has it the same way
i just accept that all custom cooking gets thrown up to the top
😔 how do you get an npc to say your farmer's name in dialogue, i cant seem to find it anywhere
(im probably looking in the wrong spot)
🙏 thank u
(I believe this to be pre 1.6 stuff)
does the new gender switch token for dialogue support commands inside of it? specifically I'd like to know if i can break up text with #$b# inside of the brackets 
${dialogue for male players#$b#more dialogue for male players^dialogue for female players^dialogue for non-binary mods}$
if something like this works, for example, that would be awesome
how do i fix this??? its not giving me the item i set :((((
Try having entry before vanilla
huh
I dont remember tapper having precedence so they likely dont. Vanilla either have one product or cycle between product for the mushroom tree, but it uses specific settings
In cases like that whats usually done is using the order of entry as a precedence order then using the chance and condition when needing several items of the lust to have a chance to appears
oh my head it hurts
i think ill just find another way to obtain the item
ah
i see
doesnt seem THAT complicated
Hm, Tapper doesn't have any recipes in Data/Machines though
I need a personal guide to fix some issues I have because it's puzzling me 😭
Feel free to post them here, if anyone can help right now they will, otherwise might have to try again when it's a little busier
Okayy. I'm still having trouble wrapping my head around this. This is for both dialogue and schedule. I know it might be something with content.json but I'm still not really sure what it might be. I tried changing "load" to "include" but it doesn't support that
!json can you post what you currently have in your content.json with this site?
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.
Like this?
in the future please send the resulting link, but this will work-ish for now. can you also send whats in your assets/dialogue.json file?
(using a link)
(I don't see a blank load anywhere)
This one is content.json
This one is dialogue.json
^
currently, you are trying to Load directly into Chareacters/Dialogue/Aven. this in effect means that you are sending it directly to the game, without letting Content Patcher edit it first. that means it would need to be in the format the game expects, which is just a simple json like this:
{
"Key1": "Value1",
"Key2": "Value2,
...
}
however, what you have written in your assets/dialogue.json file is not that, you've actually just written more Content Patcher code. so instead of doing a Load action, you want to change it to Include and remove the "Target": "Characters/Dialogue/Aven". this is because when you are Includeing something, you are basically telling content patcher "hey, this is a secondary content.json for you to look at"
and like rokugin said, there's no blank load. what this means is, because your NPC is completely new and custom, Characters/Dialogue/Aven does not exist in the game, ofc. like, when you unpacked your files, you can see theres a .json for everyone elses dialogue. there is no concept of your NPC in the game already, so you essentially need to tell the game to make Characters/Dialogue/Aven exist first, so that you can use EditData on it afterwards (which you are correctly doing in your assets/dialogue.json!)
this is most often done by creating a new .json file in your mod folder, and inside it write this:
{ }
literally just that. an empty set of braces. thats what you Load into the target of Characters/Dialogue/Aven first
so it would be like this:
{
"LogName": "Aven Blank Load",
"Action": "Load",
"Target": "Characters/Dialogue/Aven, Characters/schedules/Aven",
"FromFile": "assets/blank.json",
},
{
"LogName": "Aven Dialogue",
"Action": "Include",
"FromFile": "assets/dialogue.json"
}
of course, there will be other things that also dont exist for your NPC already, like their schedule (which i didnt notice you also had down there when i typed that, so gimme a sec to correct it). so you actually need to do the same blank load thing to their schedule too
you can reuse the same blank.json for multiple things at once
I see I see
i assume your schedule.json file also has the "Changes" and "EditData" stuff in it too
for some reason I'm writing marriage dialogue before the other dialogue.
are you gonna make that conditional based on whether or not the player has a rug (/j)
😭 omg i was staring at juice for so long confused until i realized the sprite was remade
Okay, I did this, and the schedule began working properly, but I still can't interact with my NPC
Updated content.json: https://smapi.io/json/content-patcher/2f7d67975e1e40409fcb467dd19b575e
Updated dialogue.json: https://smapi.io/json/content-patcher/b7a8deed43b5456fa0ea6a575d7ec667 (Or would it need to be in the dialogue format that I once showed?)
NPCs have a lot of specific little requirements before they become actually functional and im not always good at remembering what they are. they might need more dialogue keys (one for every day of the week, maybe?) but i dont know for sure
actually wait you did change your dialogue.json, you had it right before tho
Oops
Is there a mod to have ginger island forage wild seeds ala Spring Seeds, Summer Seeds, etc? If not, what's the correct way of making such a mod nowadays? I made a ginger seeds JSON assets mod many years ago but the JSON Shuffle was a thing and I dunno what the current accepted practice is.
custom item using CP and then using item extension to make the mixed seed part would be my approach
note that it'll be closer to mixed seeds than to wild seeds
I'll start my investigations, thank you. Is there no way to lock the steam version to 1.6.8 since everything I am reading suggests 1.6.9 will break a whole rake of mods?
most mods will be fine, actually
that said item extensions does need a tweak for 1.6.9 still iirc but the author is aware, and i dont think itd mess with your seeds
i dont believe there is a way to lock your steam version besides just disabling automatic updates
I mean in general, I know that Walk of Life - Rebirth will break as the author has said as much.
in general most mods will be fine
"the vast majority" per the migration page's words
Steam doesn't let you disable updates. 😦 Dang it, I guess I'll just have to wait for any broken mods to update and hope they don't take weeks to do so. Thank you again, I guess it's a problem for future me 😄
you can copy the game files as they are currently to somewhere else as a backup, then after the game updates, bring them back
a lot of the mods that do break will probably be updated either before it goes out or very soon after since everyone has access to the beta anyway. unless the mod author has already planned on bein busy
You can also put Steam into offline mode, it won't update in offline mode
i think its indefinite as long as you were logged in originally
And as much as I love Stardew, I do play other games 😛
unless they changed it recently
Hm, I usually bounce in and out for library sharing purposes, but you can switch it to only update when you launch it and go offline before playing
hmm, fair
Kind of annoying to remember, but it is what it is I guess
or just keep them forever, waiting for the time when you'll need, yes, you'll need, to replay on version 1.5.4 for some reason
But to swing back to modding, would this be the kind of mod I want to take a look at regarding adding a custom seed packet into the game, at least to get the item in? https://www.nexusmods.com/stardewvalley/mods/27065?tab=description
i just copy the whole game folder, rename is stardew valley version number and play on it when i need it
it's one option yes, it sounds simple enough
I'll do that now actually, thank you
uhh.. gift tastes are done now ^^ yahoo
"This is not poggers."
Lol
So like this, right? https://smapi.io/json/content-patcher/10feea4fbde447f393ca41ee9043664c
hey i want to transform my 1.5 mod to be compatible with 1.6
my mod mainly edits maps. any advice where to start? 🙂
You can’t do this with DRM protected games though
I currently do this with SDV
(yeah but it was in the context of SDV, and for SDV it works fine)
I'd argue that steam gives game publishers the choice of what versions they want to make available and what not, which kind of makes sense.
Take M&B Bannerlords version availability for example:
Ah okay i thought there was a different way of programming implemented so that 1.5 mods would need an overhaul
i mean it probably depends on what the mod is doing that no longer works in 1.6
some stuff changed, map patches may be mostly fine
the best way to proceed is having a fresh 1.6 install, start the game with smapi, load a save, go where your patches should be, and if they aren't here, see if there's anything in the log
!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 didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
then read the log, see if you see an error and what it says, try to solve it, ask here if confused
and repeat 🙂
thank you! 🙂 i will try that
Also depends on what kind of edits if it’s just tile changes CP can handle that easy for you just need to convert your file structures for cp loading
Oh boy, my end of week brain made another victim (myself):
static Dictionary<string, SortedDictionary<int, HashSet<string>>> static_types = new();
It's a dictionary mapping the id of Furniture Types to a sorted dictionary mapping priorities to the set of Pack ids implementing this type at this priority
I can't figure out a simpler way to do this.
With this I can get the id of the first pack implementing a furniture (with the best priority of course) in pseudo linear time by doing:
static_types[type_id].Max().Value.First();
I was so glad to find the existence of SortedDictionary
PSA: do not accidentally nuke your entire Mods folder when doing mod development
(I don't see how the sorted dictioanary is contributing here.)
Linq does have some optimizations for some types, I don't think SortedDictionary is one of them
Slimes are super cute.
it's sorted so that it's easier to get the max priority
it's sorted but since you're using linq it's still iterating over the entire collection
it's so funny seeing "Update Available" on my own mod list on nexus
I'm using linq?
don't know what that is
Just checked the docs and SortedDictionary is actually a binary tree (makes sense actually), so it's log time instead of linear time, but still good.
Having SortedDictionary.Max in linear time would make sense, it would be weird not to do it in linear time
Max is not a method of SortedDictionary, it's a method of Linq
Linq methods take any arbitrary IEnumerable and scans the whole thing.
a few collections get special support (ie, ones with bounded lengths)
but SortedDictionary does not
you probably actually want a priority queue or similar
I don't think a PriorityQueue can work: I need to be able to remove a value anywhere in it. (Also there's no PeekMax, so I would have to invert the priority).
is there a way to pack an unpacked Characters.xnb
i tried to pack it with xnbcli and it didn't work
don't really wanna use content patcher but if that's the only way mmmm
Can I just use Last?
Before net 6 I had a cheap little binary heap structure I used that did support arbitrary removal
Last is a method of linq 😛
You have to use content patcher
but it doesn't iterate over every element, or does it?
It will not for collections of known length
But for a bheap, the last element is not necessarily the largest
crying
okay thamk
One message removed from a suspended account.
Yes, but that is compile time only
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One message removed from a suspended account.
You can use a StardewValley.targets file in your home directory if you don't want to commit the full path
if you're not already aware, your compiled mod's backtraces etc. will include your whole working directory path, so change it now if you don't want to leak personal info (like your name) that way


