#making-mods-general
1 messages · Page 76 of 1
Ok, so I'll try to make a custom MaxDict class based on Dictionary that keeps track of the max, so that I have Add and Last in O(1) and Remove in O(n)
yes, ModBuildConfig/SMAPI knows where to look for SDV in particular default game paths. if you have it somewhere else, you need GamePath
One message removed from a suspended account.
But if I have time later I'll try making a MaxSortedDictionary as a binary tree that also keeps track of the max in O(1) in Add, Remove and Last
I wonder if it's possible to go into the innards of the SortedDictionary to directly have access to the binary tree's nodes
did they change the name of the JoshHouse map, eventually?
no, it would break compat with lot of stuff
unless you mean something else than CA/the game by "they"
oh i recognized a big bed was added and my map overlay won't load... so i thought the map may have been resized or it's name changed to AlexHouse or so.. 🤔
where do i get the new original maps again? it's too long ago. maybe i will find the error by comparing them
!unpack unpack your content folder for the original maps
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
@calm nebula what do you think about that? I'd like your opinion before committing to this (especially because I'm not sure I fully understand C# inheritance rules)
class MaxSortedDict<TValue> : SortedDictionary<int, TValue>
{
int max_key = int.MinValue;
new public void Add(int key, TValue value)
{
if (key > max_key)
max_key = key; // O(1)
base.Add(key, value);
}
new public void Remove(int key)
{
base.Remove(key);
if (key == max_key)
max_key = Keys.Max(); // O(n)
}
public TValue LastValue()
{
return this[max_key]; // O(1)
}
}
I assume this is to avoid LINQ's .Max()? If it is, I have zero additional input! 
What if u put the thing in a dict and a heap
I don't really understand how, nor what it would achieve
oh, like the keys of the dictionary in a heap?
One message removed from a suspended account.
it feels like it would be as costly to remove keys from it tho
One message removed from a suspended account.
you can choose the mod dir
I do this: SMAPI_MODS_PATH="Mods (dev)" "$SVPATH/StardewModdingAPI"
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not required. you can just make a copy of your game folder and run from there
One message removed from a suspended account.
There is no DRM on the Steam version, so it's not even a factor.
One message removed from a suspended account.
One message removed from a suspended account.
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One message removed from a suspended account.
I think CA is a pretty cool guy. He leaves out DRM and doesn't afraid of anything
Right now, in the mod my team is creating, we're trying to gain the ability to create events in a new area to this mod. However, one of my partners tried this, and it didn't work. How should we go about making it possible to create events in a new area to our mod?
load an empty file
then edit it
i assume you are trying to edit the file to add events, which doesn't work in new areas because the file doesn't exist yet
so you create it (by loading it) then edit it (to add the events)
In this way because tokens don't work on load, and people usually do use tokens (if only for translation), so it'll save you an headache later
Okay. Thanks.
sure, if it doesn't work you can return and show the code 🙂
Right now, my partner is trying to load a JSON file associated with the map that doesn't exist. I know that some file systems, like the one in C#, when writing to a file, will just create it if it doesn't already exist in its directory. Does Content Patcher also do this?
Plus, I'm thinking we actually need to go into the .tmx file associated with our new map, rather than creating a JSON file for the events, given how the other events are handled.
might be a bit stubborn but is there another tool to convert json only to xnb
tried to XNBArchive i don't think it works in 1.6+
no, if you edit a non existing file it doesn't create it with CP
Okay. So I should just create it manually in the right directory, then?
(pls don't ping me on reply) yes as i suggested
Understood.
Xnbs will get overrun by content patcher mods.
Will break upon any whisper of the wind
And are highly incompatible with any other mods.
There aren't many converters because it's not a reasonable choice for PC mods.
is whisper of the wind an expression or the name of something
An expression
oh okay
One minor patch of the main game will break an xnb
i guess i'll just revert the xnb weird stuff i've done then lol ;v;
So how do I go about this, then? What file type do I store events associated with our new area in?
how are you making your mod currently?
conversation collision
i see, i am a victim of war
if you're using c# you can just load a new blank .json asset into the specified filepath -> Data/Events/<YOURMAPNAME>
I see. I’ll try that.
So I do use JSON for this.
How would one go about creating a new seed item via content patcher, or is that at all possible? I've not done any Content Patcher modding before.
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
https://stardewvalleywiki.com/Modding:Items#Objects
you'll need to create the seed / harvestable crop item
https://stardewvalleywiki.com/Modding:Crop_data
as well as connecting said crop
wondering
is there a file with like the translation of each name or word that i can just edit
That's the i18n folder, isn't it?
i don't understand what you mean by translation of each name
#making-mods-general message this sounds like a good start
Here's the current file structure (At least, the parts that would be relevant to this question):
i18n folder has all the "things" to be translated, and in the actual dialogue is where you'd have them appear depending on language right?
i do not want to be pinged and i don't have time to look at the moment
since it's all content patcher, you need to use https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md#actions the load action
with a blank.json that is quite literally { } in said json, load that file into your data/events/<mapname> and you'll be able to editdata events into that location
I had a look at that one, it seems to edit a crop in another mod, I did just find this one that has the Object and Crops folders, which seems closer to what I want
congrats on managing to search
names are determined by data/characters in their internal name https://stardewvalleywiki.com/Modding:NPC_data#Main_data
and then translated to the strings data file
Sorry, I've not done content patcher modding before, I used json assets many years ago and not done any modding since then. Was just trying to wrap my head around how to do things properly in the current game.
it's ok to want to learn, but if you already know what you need, asking here will only slow you down
if after looking at stuff you ask questions it's far more efficient
(especially with example)
e
not by their name in NPCNames?
i don't know what reserialized xnbs look like, nor do i care to find out, it's determined (via json reading and c# reserialization) through the "DisplayName" field
Most CP is structure and data insertion so if you find another mod similar to what your trying to do you can open it to see how the structure works, make edits and see what changes then create your own mod based on what you learn.
Then bug us in chat when you run into problems lol
because like this sounds logic but it's wrong
is there a reason why you're hellbent on xnb? if you're modding for console then it makes sense, but if you're modding for pc it makes less sense
It makes NO sense...
!xnb
XNB mods often break the game and are not recommended. See:
- using XNB mods for more info and a list of Content Patcher alternatives;
- reset your content files to fix problems caused by XNB mods.
For mod creators, see editing XNB files for help unpacking & editing them (including for use with Content Patcher).
content patcher is quite literally less than 100 letters in a mod to change the displayname of an npc
i don't really know tbh ;_; it just sounds a bit easier to edit its xnb
it's more work, actually
XNB mods often break the game and are not recommended. See Modding:Using XNB mods for more info (and a list of Content Patcher alternatives), and you can reset your content files to fix problems caused by XNB mods.
For mod creators, see Modding:Editing XNB mods for help unpacking & editing them (including for use with Content Patcher).
xnb are only easier to edit in short term thing, but not on complex things, and they are way harder to debug
if only in hope to get help, using CP is more reasonable
Not at all lol CP is like edit data then target file name then New name like a-souron said CP can be done in 100 lines or less for basic edits
it's not that people will not want to help for XNB (even if it's a factor), it's that it's not really possible to know what's wrong
Xnb you have to unpack make edit repack pray debug try again delete all game files reinstall game files try again pray o god it works
The dark days of stardew modding
Pathos appeared and showed us the light 
Wow. CP didn't exist until 2018?
i modded the game before CP happened
and got burnout by making manual variations of stuff
overlay is what made me return to modding
(when i discovered it)
god i remember all of the xnb npcs and thinking "damn this a lot of work"
Speaking of beta need to report a bug to one of the authors lol it says update available yet there’s no update so smapi just says screw it
When it happened...
came in 2018, usurped a lot of frameworks in the wake of 1.6
1.6 was a god send
i just thought of a brand new meme hold on
Fun bit of history: Pathos asked if I wanted to add xnb editing to JA back then. If I had said yes, we probably wouldn’t have Cp today (and JA would definitely not have reached CPs full scope)
casey being the first butterfly flap
casey was also the butterfly flap for the item id change in 1.6
I’m secretly a butterfly not a cat I guess
What would xnb editing in ja look like
🦋
Much more limited, doubt I would’ve come up with even half of CPs features
Like tokens
Well tokens wasn't in cp 1.0 either right 
Ug why is spacecore beta not working 
Smapi says so
Or are you using the nexus build which is out of date
I’m
Redownloading mabey I’m using old build again
what's latest beta build? 1.26?
The newest build I only posted on discord
1.6.9
1.25.3-beta from Nexus also didnt work for me last night
sorry i meant that @ casey
Search for has:file from:kittycatcasey and find the most recent one I uploaded
I should
Probably fix the nexus build at some point
[SMAPI] - SpaceCore 1.26.0 because it's no longer compatible. Please check for a new version at https://www.nexusmods.com/stardewvalley/mods/1348 or https://smapi.io/mods yeup
Could you find the entry in trace and tell me what’s broken?
Someone should pin that lol
Remind me in 8 hours to fix SpaceCore for 1.6.9 beta
But of course, dear kittycatcasey (#6323364) (8h | <t:1729899406>)
Timer started lol
[08:35:40 TRACE SMAPI] Broken code in SpaceCore.dll: reference to Netcode.NetList2<SpaceCore.Dungeons.SetPieceNetData,Netcode.NetRef1<SpaceCore.Dungeons.SetPieceNetData>>.RemoveWhere (no such method).
(pinging so that it goes into your inbox)
https://smapi.io/log/7b12361e4bde419c84178442ed323436?format=RawView
#making-mods-general message
That should’ve been fixed already? 
I genuinely wonder what the landscape would look like now if it had gone the other direction...
Mabey you fixed after you uploaded code lol
A lot less flexible and accessible for non programmers
Nah, because I remember blueberry pinging me with this exact error
oh i didn't build from your source if that makes sense
I’ve grabbed wrong files and zipped to nexus before specially when I keep like 7 of the same version with different edits
I mean, I just use the version the mod build config packages for me
Sad part is I don’t use space core .yet for my mods was gona start looking at using though for an idea I’m working on so wanted to play with it in beta 😉 so 7 hours 53 min and counting
well play with it in non beta and be patient
I’m always patient but I’m prepping my mods for 1.6.9 so no playing yet
yeah putting pressure on mod authors is the summum of patience
lol they asked to be reminded in 8 hours to fix it
1.6.9 is only gonna affect C# mods, right? 
THERE WERE TWO 1.26.0'S
Well some yes but also should add new files to play around with as well
yes, and uh, flavored item colored sprites iirc for cp
Was it just pond or map as well
update: i have found your second 1.26.0 and that one is just fine, so you're gonna just get dinged by uber for no reason 
Looks fine. I would need to know more about expected usage to have intelligent comments
.timer remove 6323364
Timer removed.
Dang lol
oh nice no more ding
Link the proper file if you can plz lol
Might want to link the newer build here so celestial can access it
yeah one sec

i had to like, backtrack through blueb's messages because for some reason hasfile didn't find this one
Hmm 🤔 if someone has the power to pin it we could reference it till Casey updates on nexus
I could pin it
i have it stowed away somewhere in my own discord
But I’m not sure if that makes sense
tbh i just take discord links like that and stash them somewhere like a squirrel with nuts
Ideally I’d just update the nexus build
lol I used to do that had a whole excel spreadsheet once but then I had to start searching the spreadsheet
though, now we have forwarding
so if you do have some kinda personal data dump discord you can just forward it
🤔 I realy should make a discord for my projects lol I have like 30-40 private chats going for them
You're important enough❤️
My clicky finger's hovering over that pin button.
It feels so good to finish a huge chunk of a rework
I don't have to touch the config setup anymore 
It's almost 2 a.m., I'll do asset requests tomorrow
(I also encountered this yesterday and assumed you knew already)
I've been goblining around with the custom light masks. I just dropped down to the main Stardew version to work on them for the time being
Can y'all tell me what to change in order for this to work? https://smapi.io/json/content-patcher/10feea4fbde447f393ca41ee9043664c
wdym work
Because my NPC hasn't been able to talk
has it been "..." or is it some other error, cause if your npc spawns that means it's working as intended afaik
Is your test save still within the window for the Introduction dialogue key to exist?
My NPC spawns and his schedule works, but you can't talk to him at all
Not even the text box shows up
And there's no error alluding to a possible problem
Okay, it's not my thought then!
Yup
it's probably just because there's no dialogue lines to pull from since all of your keys are ""
you can circumvent it if you don't want to write anything by replacing the string with an i18n key
so instead it just brings up a (no translation)
hmm
But even the introduction doesn't show up
at some point npcs with no dialogue would default to "hi"
could also be your data/character in itself, but i assume you have it set to CanSocialize: true
it's also possible your npc internal name is {{modid}}_aven and it's why it's not working
we'll need the full json
not bit of them
tis a reason why the npc command has several examples and is a scrolling nightmare
where do i put the smapi mods manually
are you creating a mod or did you want to play modded?
i wanna play modded
!getstarted
If you would like a guide to setting up mods for Stardew Valley, check out the getting started guide! https://stardewvalleywiki.com/Modding:Player_Guide
and this is the place for making mods, you'll want #modded-stardew
thanks
just had a panic attack logged into vortex to check messages and had 99+ missed alerts was like wth was a site glitch not clearing read messages lol
Is there a way to stop dating someone in an event, if so, what would the command be please?
spacecore handles that
https://github.com/spacechase0/StardewValleyMods/tree/develop/SpaceCore
setEngaged npc asRoommate weddingOffset - npc = NPC internal ID, asRoommate = true if this is a roommate, false otherwise,
asking programing wise or just want to dump your partner in general
i assume via eventcommand, which is, a spacecore feature and isn't vanilla
what does your dispos.json look like
Ah thank you, thought it was just via content patcher
missing alot of charecter info if you compare it to normal charecter data
technically the npc shouldn'tve spawned because it doesn't have an actual 'home'
I thought they spawn in Town by default if their home isn't set
if they have no home they get put in Town at x29, y67
yeah but i don't remember if they get auto-set to a simplevillager or not if they don't have a home
Given that it's an optional field, I doubt it
unsure what other thing isn't being active for the npc to be there, but dialogue isn't
even if it's empty strings it'd still give a smapi error of said empty string
can you upload your dialogue JSON as well?
just in case
well, i would change for a more solid name, but indeed maybe the social thing is needed for the dialogue as someone suggested
so i would try that
it's set as default: true so i don't... think? that's it
CanSocialize is definitely needed, but is True by default.
hmm
the thing is, i remember something weird about needing gift taste for can socialise (or so i do believe) BUT
non social npcs can have dialogue so
Intro won't fire if you don't have gift tastes.
is it true for all CT?
Yep!
is the gifttastes.json empty then?
It's how I found I missed my gifttastes include when I converted to 1.6 lol
Yeah, that was gonna be my next question, if there isn't a required fallback key for dialogue (which I don't see anything about, so I don't think there is!)
I didn't see one but I missed the dialogue one too
They didn't share a log
(that said though I didn't get any errors for my quick NPC when there were no strings at all causing them to not speak so I don't know if SMAPI would care about them being empty?)
I just checked and empty strings still show the dialogue box
fair nough
Dialogue isn't required for NPC load at all, but GiftTastes typically is
(i will step back a bit)
weird, i thought an empty gifttaste would default to the npc not spawning at all
It's meant to
npcs can be antisocial
Anti-social NPCs can have no gift tastes
well default, this one is social
^
since the field wasn't specified
!log Can you share your log, please? After you've tried talking to your NPC.
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.
aren't ItemDeliveryQuests and Winter star participants supposed to be GSQs?
I have this as well
That works just fine
true/false/null/gsq iirc
(i prefer no ping when i'm stepping back of a discussion)
but it would still need to be a string, right?
well gsqs are bools, so... no?
GSQs are strings
Which one? Dialogue?
They resolve to true or false but it's a string that gets parsed
Not your json, the log. Read this and follow the instructions: #making-mods-general message
Otherwise you couldn't write a GSQ there
Mine is also "WinterStarParticipant": true,
i think if it's set into a string, it'll tryparse bool? i honestly don't know how it deals with it
it's possible that the game checks if it's a bool too and sets it appropriately, I wasn't sure and can't check right now but it was the only thing I could think of to suggest looking at
If something is a GSQ you cannot just try parse it and store as a bool
If you wrote "SEASON spring" as your GSQ for it that makes no sense to store as true/false permanently
i treat spousewantschildren/spouseadopts the same exact way, if i wanted it to be a gsq i throw quotes, if i just wanted the true/false i leave it quoteless
oh true
y'know i'mma just dig into it
then the game probably does just check if it's a bool and sets it to the bool in string form instead I imagine
for some reason that reminds me of Einstein
because the field is a string. you can't store a bool in a string field
Yeah, I even noted in my NPC Builder sheet that "WinterStarGifts": [ ], should be used by default if no specific values for the gifts but WinterStarParticipant is anything but false, to prevent errors.
Which I noted because of the wiki, so that is a thing even if I'm not sure why right now.
This actually CP magic
Everything is actually a jtoken
shit i love CP magic
there ya go then. CP magics it into a string
It just parses it
but can't handle my vector2s...
CP: It Just Works ™️
in which case I've got nothing else for the NPC error
Hopefully once they get a log it will help
even if i don't use the fields for my npc, i just include them either as nulls or empty lists cause like
it doesn't harm me, and who knows, maybe i'll add it later
Welp, it is way too late at night for me to wait for them any longer
Good luck y'all
do enums care about caseSensitivity?
wait
BirthSeason (Optional if non-social) The season name (case-sensitive) for the NPC's birthday. One of spring, summer, fall, or winter. Default none.
so it should be Summer instead? cause both of my NPCs have the capitalized version
I mean, my NPC Builder makes them capitalized as well and Aba didn't mention that throwing an error when they tried it out.
i go check that
I can go peer into Data/Characters base files again
I mean, it's not broken any of my character edits that just change those dates xD
hmm yep that ain't it
welp there went my idea
OH NO
unrelated, sorry i laughed viscerally
Very late to this but here's the log
Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 11 Home, with 22 C# mods and 29 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
when working with an npc, your best bet is to do it in isolation
unless you specifically need a framework like sprites in detail or spacecore
You think it might be a mod that's messing with the dialogue?
i'm not seeing any errors [14:43:26 TRACE SMAPI] Content Patcher loaded asset 'Characters/Dialogue/Aven' (for the 'Aven - Custom NPC' content pack).
winterstar shouldn't be affecting dialogue, because it made the npc spawn
the portrait and the character loaded
the data/character, data/npcgifttaste, character/schedule all loaded 
just to confirm, you don't have the Aven NPC excluded from "Socialize" within Custom NPC Exclusions, right?
I don't think so
Lemme check
if the schedule is included then you need the editdata action
did you say they're not moving, at all?
Did you upload the whole Schedule JSON or just copy/paste the entries?
oh
that's.... strange
I know you loaded blank.json for the Schedules target, but you are missing the action to actually use the schedule values once you've included Schedules.json, I think?
I'm honestly confused at what I'm looking at
same
[14:42:57 TRACE SMAPI] Content Patcher edited Characters/schedules/Aven (for the 'Aven - Custom NPC' content pack).```
is content patcher doing magic on it's own
when i asked this morning they said their schedule.json had EditData and stuff in it, did you change it Kerain?
I was expecting something like:
"Target":"Characters/schedules/Aven",
"Entries":{
"Spring_1": "800 BusStop 10 15 0/1200 Forest 45 90 2/1800 Saloon 20 18 1/2200 BusStop 5 5 0",
"Rainy_Day_1": "900 BusStop 10 15 0/1300 Saloon 22 18 2/1800 Home 5 5 1",
"Friday": "800 Town 50 60 3/1200 Beach 15 35 1/1700 Saloon 22 18 2"
}}```
oh right, i was writing more pig latin that's why i had vs up
unrelated question about maps as i finalize my content entry: if im replacing a mine floor map with a custom one why does the original get to write the tilesheet image source as just "mine" (for Maps/Mines/mine.png) but I have to write "Mines/mine"? 
because they are in map/mines
you aren't
Yeah, because you said it was wrong
Then it started working when I changed it
they are one level deeper
no, i said the way you had it in your dialogue.json was correct (and the same concept applied to schedules.json), and to change your Load into an Include
Blame Pathos
if im replacing Mines/10.tmx for example though during the AssetRequested event, arent i one level deeper though?
(sorry for the ping)
(i pinged, it's fair)
(i like being pinged
)
(anyone else got the spooky new discord pings?)
so you are doing C# i assume? in which case i have no idea 😄
but my theory is that stuff is applied in a way that some stuff is hardcoded for mines by the game but not for our map edits
Spooky? I've had new ping sounds for a few days now and I don't like them *grumbles about change*
yup! replacing the mine map directly as it loads cause it was the quickest and easiest way lol
Forwards don't work right for me when I try to add messages, LOL
But, Kerain, try to match your schedule json to this: #making-mods-general message ?
So the EditData is back
i think i ask this b4 too, but is there any way to disable interpolation of NetPosition temporarily
It has to do with how smapi assigns your tilesheet references when you load a map
It isn't relative to your map
But relative to the Maps djr
Hence: Blame Pathos
ah, so it is a smapi thing. got it. as long as i can be sure that im not doin anythin wrong and it works long enough to be judged im good
i wonder if having it in the mines folder would solve this, i don't remember if i got a chance to test it one day
id assume it works the same way since i effectively am doing a Load action onto Maps/Mines/10 but thats an atra question for sure 
i will read stuf when back, but with (ideally just CP) can i have something like applying a map patch after offering a specific item somewhere? like in theory in an event it's doable?
if you can find some way to set a mail flag that sounds doable to me, though i think itd depend on how you were handling the item offering (unless the item offering is what you were asking about too)
(pings allowed, solutions that involves an existing framework and are easier allowed, suggesting to make custom C# is forbidden, you have 30 minutes)
yes chef /lh
special order? -> map patch
it's also part of the whole thing, i think event should handle this but maybe there's easier way
hmm, i want stuff to be temp, a special order each time will maybe be annoying?
oh you want the map patch to be temporary? i usually set fake conversation topics if i want it to have a specific amount of days
twidles thumbs sigh vortex taking forever for the final update lol
i think it might be easier in this case to brainstorm if you could explain the whole process in specifics, i think. like, do you want the item to be offered on a pedestal? just given to somewhere/something and then deleted? does it need to be a specific item? etc etc
looks at DH
MEEP interaction? if you wanted the tile property
So i have this old existing mod when donating a gold bar would open the passage to a new map for a day
I want to redo it with cp+ftm and possibly open for the whole week or something
It was done using tmxl and lua which is no longer an option
Spacecore trigger action?
making the map patch apply immediately would be the tricky part i think?
unless the actual entrance was on a different map from the donation spot
So, I'm not sure how you could do the offerring part
item -> trigger action -> event -> apply map patch upon 'location change' and it should work, but yeah the offering part confu-UNLOCKABLE BUNDLES?
But the immediate patch part could be done with SpaceCore's spawnables set piece functionality I think
My current solution is a bit convoluted (event checking for item and removing it at the end if choice is yes)
you could set up a mini shop with one gold bar as a trade item that gives you a ticket of some sort, then have the ticket be used with spacecore OnItemUsed to be consumed?
An offerring tile action that triggers a trigger action should be easy C# 
why you do dis IE?
https://smapi.io/log/708cd3fd522e451985d91d5e5bc83e4d
Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 10 Home, with 20 C# mods and 4 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
casey is disqualified, c# forbidden 
Not if it's part of SpaceCore!
oh you'll make it?
Then it counts under using frameworks
someone didn't nullexception
Do you have context, like what mod youre trying to do?
I don't even know why since it is an item that doesn't even use IE
pressActionButton seems like a risky thing to patch
sometimes i mixup StardewModdingAPI.Framework.SCore with SpaceCore 
totem summoning MNE event
and it works flawlessly
Hmm i can definitively wait a bit if it makes thing easier in the end
so 9-9 why you red me out IE
So do the users 😔
When it comes to SpaceCore, aren't we basically the users 
Not the mod maker users
i don't know how MNE works, but wouldn't you be able to just use a 'usefortriggeraction' -> triggeraction for the event ID?
The normal mod users
hey i make do pretty well without spacecore ill have yo uknow
Who freak out when they see any red in the console
Lollllllll
Got it
Hey Casey what happens if I patch SCore
my favorite is them freaking out about a 'new yellow' when they live on red/yellow errors
More like I don't freak out but rather if I release it, users will freak out 9-9
just log to info at every tick 
so I'd rather not explain yes it will be red, nah don't freak out, it works
cant see red/yellow then
if you want, you can patch whatever function in SMAPI does the logging to make all output yellow or white instead of red
Pathos appears out of a nearby bush and looks at you disapprovingly
then it doesnt look scary
Yeah, I am just trying to figure out why IE don't like it
if you can share how your totem works we can probably look
cause tbh i don't use item extensions (but i also only have a regular warp totem through spacecore)
maybe IE doesnt like it when the totem is consumed on use?

it might be trying to check the item in the pressActionButton code but spacecore already yeeted it. dunno. never used IE
IE stop checking Spacecore out
does it work if you make the totem not consumed?
you already checked that it only happens if IE is present right
Yes
even without and IE on that particular item
its a pretty solid guess tbf since its only patched by IE
Again, it works as intended, just figuring out why its freaking IE out so it doesn't freak the users out
i would still check if it errors when the totem is not consumed on use then
not saying that you should leave it unconsumable when you release. just would be good to know for letting the IE author know
if it is indeed the case
Hold my Junimo, I am gonna do more test to see how IE is happy
meanwhile if someone could convince me to finish this nexus mod page thatd be great bc thats literally been the only thing stopping me from putting my contest entry up for like 3 days
you can be as lazy as me with my description page
What if I commit memory crimes instead
roslyn comes out of the bushes instead
when is it important to implement IDispose
i was wondering if i should do that for the queued draw thing
Ah damn it doesn't like when spacecore removes item
How are you removing the item
Are you using the trigger action, or the consume on use thing
trigger action
ConsumeForTriggerAction: true; isn't working?
nope
.8
If the current day of the week ends in a "y", then yes. Otherwise, hell no, your calendar is fucked, you've got bigger problems.
no errors
huho. I'm french. The bot is not wrong
no, it's a night event totem
it's a... idk what I am doing but it works kinda totem
😄
Can you show me your object extension data patch?
Roslyn doesn't care about memory crimes:P
"Totem.earthquake": {
"CanBeShipped": false,
"UseForTriggerAction": true,
"ConsumeForTriggerAction": true,
"MaxStackSizeOverride": 1,
"CategoryTextOverride": "{{i18n: TotemCategoryDark}}",
"CategoryColorOverride": {
"R": 9,
"G": 43,
"B": 59,
"A": 255
},
},
Yeah, I am using IE for something else entirely
I mean without IE installed
sent you a pm hope you got it lol
I don't check my DMs when they aren't from friends, is it something that needs to be DMed?
was a log of issue with space core and what caused it
That can go here
Also, can you run harmony_summary in the SMAPI console and then get me a log?
no (even IE yeet it doesn't consume) and hold up let me get it up again
What's the error?
!log why no log site
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.
Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 10 Home, with 19 C# mods and 4 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Oops, couldn't parse that file. Make sure you share a valid SMAPI log.
Fixed that already in whatever version I have when blueberry mentioned it before
<.< k
#making-mods-general message < this ver
Yeah that'll happen when you only put part of a log
thats the one im using
i'm on that ver and beta runs just fine, unless you're not using it in beta?
I'm also using that version and don't get red text when hitting escape
im in beta
Hmm, does it work without Cloudy Skies installed? (Looking at the code, I doubt it, but I'm not sure what else to try)
What'd you do?
ill just wait for official update lol
1 sec
Did it work without it?
Just for testing
If it does break I can talk to Khloe
Log Info: SMAPI 4.1.0-beta.5 with SDV 1.6.9 'beta' build 24298 on Microsoft Windows 10 Home, with 7 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Wait I booting the thing again
Like I mentioned, I already fixed this locally 😛
evil
I forgot to put it in it's own commit, but it's this one: https://github.com/spacechase0/StardewValleyMods/commit/9e18d54d5ddcf7a835a5e21052ba6dc8ea3af3b5#diff-8ff7caa5d5c41640bd4586d965fbe2bc7126bfb46bddcfea469f36c63f4e4ba0
Nope 9-9
really just look at mine, 2 lines of text, a config note, and a source link. you don't need to do much haha
but the images
and what if i dont write enough and the judges miss some of my mod...
Yup
just don't make it pixels or else nexus is gonna give it the crunchy cat
Can you run patch export spacechase0.SpaceCore/ObjectExtensionData and upload the resulting file?
I use it and boom night event is set to happen
have you considered actually appending a dash version number to your releases to avoid confusing people about whether to use 1.26.0, 1.26.0, 1.26.0, or the fourth secret 1.26.0
oki hold up
or whether they need to upgrade to the just-released 1.26.0
I have considered it, and decided I would rather confuse people /s
1.26.0001
blueb's the only one who can give you error reports then cause i'm too lazy to rebuild
I think the manifest builder gets confused when I do that with my dependant mods
But maybe that was only an issue with the -Debug stuff
i downgraded to sdv1.6.8 for the event, have fun troubleshooting 
Are the keys in Objects case sensitive in CP? 
"Displayname": "Pufferchick",
DisplayName vs Displayname
cp should already handle case sensitivity for keys
keys should be fine but references can be for values
Keys are fine, though staying in habit to use case sensitivity is probably for the best since some things are still case sensitive in different places
so if you reference pufferchick it may not work
(i just know that seeds ID are case sensitive)
Oh I see, I saw that example on the wiki and got confused why is it like that 😅 (also found out my converter does care about case senstivity...)
OH ITS ACTUALLY NOT DOING THE THING
"Totem.earthquake": {
"CategoryTextOverride": "Dark Ancient Carved Weather Totem",
"CategoryColorOverride": {
"B": 59,
"G": 43,
"R": 9,
"A": 255
},
"CanBeTrashed": true,
"CanBeShipped": false,
"EatenHealthRestoredOverride": null,
"EatenStaminaRestoredOverride": null,
"MaxStackSizeOverride": 1,
"TotemWarp": null,
"UseForTriggerAction": true,
"GiftedToNotOnAllowListMessage": null,
"GiftableToNpcAllowList": null,
"GiftableToNpcDisallowList": null
},
Well then that explains some things 9-9
Did you maybe copy paste that block with some different values?
So like you have two "Totem.earthquake" entries
New quote added by atravita as #6243 (https://discordapp.com/channels/137344473976799233/156109690059751424/1299469381448761347)
So consume for trigger action is only for the beta?
nope that's been there
Your SpaceCore is out of date
Yeah I have the most recent one downloaded
The only other one is 1.25.3-beta
Your version is from april
Did you perhaps download the latest version and not install it?
????
are you sure you're using the right mod folder or star drop profile
Ask me how I know how to- I've done this
who didn't?
"which one is my dev folder? fifk"
The ones who use separate workspaces instead of separate profiles in stardrop 😎
if you set SMAPI to use your Downloads folder as the mod folder you never need to worry about installing 
LET ME REDOWNLOAD AND DELET
"hey pathos i have an issue?"
a very patient pathos : "if you update, does this help?"
me : wither in shame
Every time
This might be problematic 
Welp, definitely need to mute #1299467893682999447
-> with my slow ass internet
You can't use tokens in your i18n file
Does it ping you???
No but it marks this server as unread every time someone tricks/treats
It doesn't ping but it's gonna be hella active
it shouldn't, but it's distracting
Oh. I just have the whole server on mute
I just mute the whole server
Sorry.
I don't have the server muted, just most of the channels
Pretty much just a few modding channels and #haunted-chocolatier are unmuted
You have to slip into my dms to consistently get my attention these days
i only have the event channels and making mods unmuted 
is that granting permission?
You may DM me
I like you.
(But not in that way )
Just as a person
I DM atra sometimes, glad they put up with my nonsense
Specifically the keys? I know you can pass in tokens to values but that's kinda sketchy with translators
me: have an issue
a very patient casey: does updating it help?
me : wither in shame
You can pass in keys but you have to explicitly do it, and it only works for the values.
ill DM you pufferhearts but I don't have nitro so they'll just be in text form and you'll have to deal with it
idk how I had the wrong one when I had already downloaded and put the recent one
ascii pufferhearts
(My Content Patcher alternative automatically pulls in surrounding variables to pass to i18n so you don't have to explicitly do it every time)
DM screenshots of pufferhearts
I'm glad you put up with MY nonsense lol


i can only imagine the kind of crimes ya'll dm each other about 
Ope I got candy
i wish I got candy just for showing up places
I've been on break since before the event started so I admit I'm out of the loop with what got implemented lol
am i out of candy yet
What's a candy? Ignore the empty starburst bag next to my monitor
mom lets you have starbursts? i just have these apple cinnamon quaker rice crisps
I assume it'll be the money in Haunted Chocolatier /j
My parents are in another state 😛
that'd be cute
It looks like the #1299467893682999447 isn't updating with everything, seeing as there are no messages mentioning me (unless I missed it) but /stats shows I have one treat received
The channel didn't exist immediately when the trick or treating started
Maybe the bot is silently dying
That said it is also missing some things
i went and gave out candy to necro'd posts before i could get narc'd on
so it could be either
It better not be for aquo's sake
/lh
A very patient casey dealing with my brain
Anyway back to doing more chaotic stuff with spacecore :3

been trying to figure this out for a while can some1 help
Now I broke object handling completely... WHEN 
UnlockConditions is a string taking a GSQ, not an array
gsq?
ah
it was just a shot in the dark
ofc it was plural 
"you get one (1) Game State Query in 1.6 and thats IT"
"now you get two (2) Game State Queries instead"
deux gsq does have a nice ring to it
"before button, we only had 3 triggers! and spacecore"
we had to trigger our actions uphill, both ways! in the snow!
actually did spacecore even have a trigger? i only know of the manual one
I mean, Manual would indeed be a trigger
OnItemUsed and eaten
Manual is technically a vanilla one anyway innit?
Yeah, it just doesn't use it
just only used by mods
only knew manual existed because of spacecore
tbf its not actually listed on the wiki
you'd only know either through spacecore or the decompile
and i guess maybe through the fact that "Manual" doesnt have the spacecore modid prefix
Nvm, I'm an idiot 
If you're using c$ you can decompile lol
don't be mean to you
is that being fair or is that just what was implied already
because you dont need to use C# to use the manual trigger! you just need to use spaceccore 
i am probably, one of the strangest in regards of "baby's gonna first start modding, i'm gonna extensively read spacecore docs"
Hey, I read blog posts on how the net GC works
no please not the rabbit hole of roslyn, please don't send me back there i'll never get anything done
i lost 3 hours reading the efficiency of the switch compiling of roslyn because of your link 🫵
only 3 hours?
so crazy question what happens if you break the 4th wall during map making and go beyond a map size?
I think in one direction things stop appearing, and in the other things don't layer properly
WIP
hmm ok what if you did map incertion at cordinates to layer a map next to other maps? think it would work
so say you load a blank 2000x2000 map then layer a 155x199 map starting at cord 0,0 and next one starting at 0,200 and so on
What do you mean by layer a map
Everything is always just in one single "Map"
you can have tiles wherever separated by void if you want but its still just one Map
everything becomes one map
Yeah, and even if you could have multiple maps in one location, it wouldn't fix it
It's a matter of the coordinates becoming too large
just wondering if using CP to create the map would fix the layering issue
Nope
#making-mods-general message
roku did the testing on it
good to know second crazy question anyway to make robin build on other maps?
i feel dumb lol i totaly missed that when looking ...
Apologies for what I assume is an obvious answer, but I searched and could only find one unanswered forum post from 2021. How do you reference a (dependency) mods item ID in a recipe, if it's possible to do so at all?
open its mod files, see what its item IDs are defined as in Data/Objects, then use that one
when the mod loads it should have an id in data/objects but you should also set the depedancy in your manifest to make shure your mod loads after
Ah, the ID is a string and not a number that is more likely to clash. That makes sense! Thank you and sorry again for the dumb questions.
they were numbers back in 1.5
1.6 made them strings, so you can now use whatever you wanted and not needing to worry about conflicts with other mods
(thus, we recommend putting your unique mod ID in your item IDs and other IDs to reduce conflict)
so, I got an art app, and notepad++, is there anything else I need to start learning modding?
!startmodding check out the guide here
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
check out the first bulletpoint
ooo~ tutorial
more animal variants, like dog breeds, and colours of rabbits and such
then the Content Patcher tutorial is perfect then
these will also be useful:
https://stardewvalleywiki.com/Modding:Animal_data
https://stardewvalleywiki.com/Modding:Pets
thanks
lastly, also unpack the game to see how the base game defines their farm animals and pets
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
thanks
unless its been updated xnb hack wont do beta
u need stardewxnbhack 1.1.1
hmm ill redownload mabey it was corrupt but last i tried it it just gave error message and stoped
hmm working with redownload might need to fix my extracter
so I got to the content.json part, and I'm looking though the things you can do with it, but I'm not seeing how you can add the option for animals to be multiple skins, like the chickens have white and brown from one animal, I wanna add more chickens(and other animals) the game can select from when buying, I don't wanna replace an already existing animal
you have to make a seperate entitiy
then reference it under the options like chickens do for brown or white
farm animal skins are kinda weird. White, Brown and Blue chickens are different animal, but the shop's coded so that when you buy a chicken you randomly get 1 of 3
Stardew 1.6 also supports an animal skin system where if an animal as multiple skins you will randomly get one of them on purchase
ahh
or hatch
if you're adding new skins I recommend the latter option, since you'll have to reduplicate all the logic if you go the former route
cool, so how do I go about doing that?
look at data/farmanimals.json
so on this page: https://stardewvalleywiki.com/Modding:Animal_data
each animal entry has a "Skins" field
you want to use EditData and TargetField to edit the white, brown and blue chickens' Skins field
and add your own entries
breaks out the targetfield copy paste
and that's not gonna overwrite the vanilla chickens, if say I add a "red" chicken, there'll be 4 chicken skins then?
your just adding to the target data field
you need to make your red chicken a skin of either brown, white, or blue (or all of them)
you can add a red chicken as a separate animal, but you'll have to redefine produce drops, display names, hatching, basically all the logic
or just copy and paste and add entry
and it won't be compatible with mods that modify chickens produce
yee, I'll worry about the sprites in a bit, I'm- I don't mind redefineing things if it means I don't make a white chicken red, and can have all 4 chicken types
if you do go the separate red chickens route that's a pretty convenient excuse to add a unique drop from them!
Spicy Eggz
reddish eggs
lol
Reggs
"Changes": [
{
"Action": "EditData",
"Target": "Data/FarmAnimals",
"TargetField": [ "White Chicken", "Skins" ],
"Entries": {
"{{ModId}}_RedChicken": {
"ID": "{{ModId}}_RedChicken",
"Weight": 1.0, //2.0 will double chance
"Texture": "//define your texture that you loaded here",
"BabyTexture": "//define your texture for babies that you loaded here"
}
}
}
]
}```
honestly tho, "red" chickens, rly Road Island Reds, have brown eggs
i don't know what the texture/harvestedtexture/babytexture looks like, if it's all one list or if it's like data/shops where texture is the main and the others are inside, but looking at data/farmanimals it looks like they need their own separate entities
yeah that's perfect for adding red chickens as a new skin. red chickens as a new animal will need to be different
Texture and BabyTexture are separate fields, yes, so that looks perfect
the chickens all have separate baby sprite files, tho the ducks use the baby white chicken sprite
you want a whole ass new animal copy paste here you go:
ripped straight from white chickens
https://smapi.io/json/content-patcher/399778583c3a424faa41900f2ac42999 
thank you dearly
smapi deletes my comments, but you can infer to replace the [Localized] parts with your own descriptions, replace the textures with the targets that you loaded to
do they gotta be in brackets?
anyone ever have to many ideas going on but struggle to work on just one at a time... 
(if you do want your mod to be translatable later, https://stardewvalleywiki.com/Modding:Translations is a good read)
but for now something like "DisplayName": "Red Chicken" is perfectly servicable
😭 hey yall i was tryna update this gojo mod to 1.6 and i tested him for the first time and ||hes cut in half 😭|| any idea what could cause this? just updated his dispo to 1.6 and content format
mk
is the top half missing the whole time or just during bubbles
wdym update to 1.6?
So, apologies for jumping in here, but I am confused as to what I've done wrong here. The recipe inputs work, but the output doesn't and is an error item. I assume I've done something blindingly obvious wrong here but I've not been able to work out exactly where. https://pastebin.com/6BE8TuPq
he wont move and this is all i can do to get him to face me 😭
(please use the smapi uploader in the future)
that likely means your ID for the output is wrong
his dispositions was 1.5 format so he was kinda not working with farmhouse mods like polaymory sweet etc
(also why are you using format 1.18.0)
if you have Lookup Anything, you can enable debug fields and look up the "Quality Line Sprinkler" item in game
oh yeah didnt notice the pastebin above the image, your id is most likely wrong yeah
I am just co-opting the existing upgrade sprinkler mod that wasn't updated for 1.6 but smapi seems to automigrate it and I am too smoothbrained to know how to modify it for the new format.
Gotcha.
the item ID seems to be rtrox.LineSprinklersRedux_QualityLineSprinkler, but your first recipe has QualityLineSprinkler only as the output
See I tried that id but it didn't seem to work, but maybe I did something wrong
just changing it to "2.3.0" should be fine for now, it doesn't make a difference but it's good practice
i honestly don't know how an outside mod is going to deal with cp's auto-patching, but you can probably just take the same ID and create the data/character and fill it out appropriately https://stardewvalleywiki.com/Modding:NPC_data
if this is a personal edit, just yeet the data inside of the dispositions and replace it with the necessary formatting
https://github.com/Aviroen/Custom-NPC-Edelweiss/blob/master/data/Edelweiss.json
"Line Sprinkler to Quality": "rtrox.LineSprinklersRedux_LineSprinkler 1 336 1 338 1/Field/rtrox.LineSprinklersRedux_QualityLineSprinkler/false/Farming 6",
it looks like you'll also need to add gifttastes since old dispos... didn't... have it? i don't know i never dealt with npcs in 1.5
in that case we need to fetch the correct ID, either from double checking in the mod files or via Lookup Anything (with Debug Fields on)
i may be blind and couldn't find the gift taste file
Data/NPCGiftTastes
Are these not the correct ones? I turned on debug in lookup anything but I wasn't seeing any ids.
ohhh im so misguided i thought i could just make the edits and itll run... is it to do with unique ID? out of curiosity
this npc isn't using a unique id
so the internal name should just be "Satoru" like how it's created, and it'll probably bode well from an outside mod, if you set your mod dependent upon this mod
(can you use BC's in crafting recipes yet? i thought that was something coming in 1.6.9 but i cannot remember and am possibly confusing it with something else)
ah I think I see what's going on; they're big craftables. you need to set the false field in your recipes to true
it determines whether the output is an Object or a BigCraftable; with false being the former
Oh wow, how did I miss that
reading the mod explains the mod (not sarcasm, it's true in the original line sprinkler mod too)
(though it's weird the ingredients are fine though? But just in case also add (BC) before the ingredient names)
(not the produce, that's covered by the bool)
okay so, i take the new data changes i made from the modding wiki, and create a whole new mod? is the dependecy also a file i have to add or something?
you don't have to make a whole new mod, if it's personal use, but if you plan to release (i just checked perms and you can release so long as you ref and credit the original) you set your manifest dependency upon the uniqueid of this one so that your edits load after
okay awesome thank you 
for the uhh cut in half thing i believe ive updated the data to 1.6 could it be a spouse room issue or something? hes stuck right above the spouse room
you set his size appropriately to x = 16 and y = 32?
i thinkkk i skipped on adding it due to optional on the wiki, let me shove that in there and try real quick!
even if you didn't specify a spouse room i think it just defaults to abigail's room anyway
It occurs to me it would be easy enough to make a mod that reads from the old assets and edits them into the new
Now....who should I conscript into that....
chu
I was thinking you actually
ill be honest i dont actually kno what you're talking about ive not been paying attention to chat much
i just always appreciate a good opportunity to sign chu up for more mod work
(sorry chu your name is short and easy to type)
Chu2.7 immediately goes back to the full name
whats this asset loading and editing mod idea anyway whats the functionality there
old 1.5 disposition into new data/character
though i thought CP already pseudo does it?
it just kinda... gets mad at you about it
I think CP migrates the file/syntax itself, before the loading? disclaimer: I pulled this guess out of my ass
But it forgot to do data/spouserooms, button
that sounds more like a PR to CP
i am blind i do not look at cp's guts
which sounds like an atra thing
heyyyyyyyy
atra dms casey
cmon you love making pull requests!
No I don't!
coulda fooled me
hides behind witchperson
hahaha
and if it breaks they get the bug reports instead!
Sorry to bother everyone, but I play a modded farm and have no experience on the mod creation process. What would be the best way to go about trying to commission a mod to be made that I would like to add to my game?
!commissions
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
Alright I'll look into that. Thank you.
you can also ask around in #modded-stardew to see if anyone has suggestions on similar mods, if what you want isn't super super specific
another common thing is for people to commission art but do the work themselves to put the art into the game
I've looked around on Nexus and I don't think they have what I want there. Basically I want a single player mod that let's me fully control cabins including putting spouses in them.
that's either C# or you can launch multiple instances of the game
it's a huge pain to swap between the instances to actually play though, I would mainly do this to cheat in stuff for testing
there's not a lot of C# commisionees but there's a couple!
ok back with an update: added pixel animations and size
I'll go look on the commissions page. Thank you everyone.
animationDescriptions don't really matter except for the schedules
as soon as an NPC is a spouse though, they lose all personality
(uh oh. i think i discovered i actually owe nexus an apology...)
that being said, i have absolutely no idea why he's still headless
turns out this is not nexus's fault. i did not realize that paint.net saved its, uh, save settings between launches. it saved this banner image in 4-bit depth, instead of something sensible. (it was in 4-bit because the giga^2 maze was fucking huge with full colour data)
oopsie
you did it, You made the crunchy controller
feature not a bug
"TextureName": null,
"Appearance": null, //new appearance system, highly customizable, see: Outfits.json
"MugShotSourceRect": null, //change the position of their headshot in the calendar/map/etc if they're shorter/taller than normal
"Size": {
"X": 16, //this is for how wide each character sprite is
"Y": 32 //this is for how tall each character sprite is
lore accurate headless idk
this is whats needed for the "size" right?
yes
it gagged me a little when i launched the game not gonna lie
oh it's pulling strangely
hold on what does the character sheet look like
you can delete, whole assets are frowned but it's good to know yours isn't screwed up somewhere
for some reason, it's pulling the index incorrectly, are you using some kind of HD sprites mod?
sorry!
nope! just a portrait hd mod
size is x/y, width is the spouserooms
Should double check if that field is actually a Rectangle instead of Vector2
(Optional) The pixel size of the individual sprites in their overworld sprite spritesheet. Specified as a model with X and Y fields. Defaults to (16, 32).
what is "ShopMissingBuildingDescription"?
like, is this the line for when you're missing the required building?
yep, no idea, it's probably some incompatibility in your modlist
the recolor you have is gorgeous! thank you for tinkering 😭 going to remove farmhouse fixes and see if thats it
this is vanilla

this is what happens when reshade and a recolor are combined
mind control
i usually can't live without nightshade but is not dark outside, i don't need it
but uh, wow, that's a fun one to try and fix because it's kinda everywhere
hes saved from his fate (it was the size input that fixed it - just didnt hit save on dispo before i launched 😭 )
thank you so much 
reminds me of kakashi
success: the mod is running and red chickens are listed in Marnies shop
their sell icon is the normal white & brown chicken tho
ok updates been out for 4 hours now no bug reports onward to the next mod lol
change this section
"ShopTexture": "LooseSprites\Cursors",
"ShopSourceRect": {
"X": 0,
"Y": 448,
"Width": 32,
"Height": 16
unless you added as a skin
it's not a skin(tho I might wanna change it to one later, after I figure out how to add whole new animals)
you can reference your current sheet if you want to make is simple
ooo~ good idea
So I want to add an new item that the raccoons sell after the 6th request how do I code this? I also want to change the price of the magic rock candy
so make item then add it to that shop menu
use mail tag for 6th quest
?
And were can I find all of this?
"Id": "BlueChicken",
"Condition": "RANDOM 0.25, PLAYER_HAS_SEEN_EVENT Current 3900074",
I can't find the shop name or anything
a lot of things do not use mail flags
the bright yellow jumpscared me
(i chose it bc its bright and noticeable
)
under data/shops.json there is a racoon shop info
thx
..< my eyes
Hey guys, anyone know a way to make the screen fade to black/make the screen turn black?
golden bootton
press menu button on monitor slowly lower brightness to 0 (joking)
That surely is one way
(your halloween costume is now the gold youtube play button)
ok, now I'm confused
transition before warping? like using a warp totem?
ye kinda
I'm making a funny little multiplayer mod
where everyone has a seperate farm
but you all can go to a pelican town
do I need to specify in the .json that it's a .png file it's looking for?
and before I connect to the server I want to fade the screen to black
so you don't just see people appear
you need to do a Load
before you connect to the server?