#making-mods-general

1 messages · Page 81 of 1

uncut viper
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oh its just putting multiple spritesheets in one, but each individual clone will only use one section of the sheet and not go through all 24 frames?

lucid iron
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yea

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this is also how snek works

uncut viper
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i dont think i know what AnimClips frames means

lucid iron
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not relevant, but it's extra animation frames not part of whats determined by movement

lucid iron
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for head segment tail

uncut viper
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also i might change the last sentence of the first paragraph to say like "Abilities only happen relative to the first, original copy of the companion." bc it confused me a bit and maybe also say "Trinket Tinker will [...]" instead of "there is a mechanism" bc the latter makes me think its optional

lucid iron
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yea that sounds better

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oh it is completely optional

uncut viper
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i thought when i said it earlier u said i cant

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make real clones that is

lucid iron
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i imagine most companions will not have repeats

sweet sphinx
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frog horde

uncut viper
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"To do this without truly creating more companions, there is a mechanism to create shadow clones" reads to me like i dont have to use that mechamism if i want to make true companions

lucid iron
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One trinket can only have one companion, but it's possible to make this companion appear as multiple entities by repeating draws with a delay, creating "shadow clones".
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how bout this

uncut viper
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that does sound a lot clearer to me

lucid iron
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i am still like

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conflict about what multiple companions/motion implies tbh

uncut viper
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i think then saying something like each additional entity can be given their own appearances by coipying your spritesheet and pasting it below the original or smth

lucid iron
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yea i am definitely too in the weeds KasumiDerp

woeful lintel
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Oh god, FF will never be ready...

hard fern
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im scared

woeful lintel
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yeah, I've "tried" to convert one of my CP mods to AT but gave up multiple times because of the lack of documentation.

woeful lintel
silver pelican
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Im confused if is possible to kind of like unlock a convo from NPC B on the condition that the player reached a certain heart threshold from NPC A?

hard fern
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like an event?

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i think you can write an event with conditions, no?

velvet narwhal
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you can make custom conversationtopics

silver pelican
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the convo? not really. i'd like it more if it

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iit'll become a normal convo

velvet narwhal
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triggeraction -> addconversationtopic -> make sure npc B has the conversationtopic key in their dialogue
with the condition being PLAYER_FRIENDSHIP_POINTS Current <NPC A> <heart # which is 250 per heart level>

vernal crest
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You can also do it other ways: have your normal EditData of the dialogue file and also have a patch that adds a new dialogue line/edits an old line after a heart level has been reached.

silver pelican
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i will try both. thank you! is there a mod that i can specifically compare this to? (esp with the add conversation topic?

vernal crest
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Or use $query inside a dialogue line so it's like "Mon": "$query PLAYER_HEARTS NPC_A <hearts># This dialogue plays once the heart level is reached | This is played before then"

velvet narwhal
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uh i can probably throw together a trigger action

silver pelican
hard fern
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it's possible for me to make an npc who only shows up for events, right? like in another character's heart event, but they dont actually exist in-game?

vernal crest
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Yep

velvet narwhal
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  "Changes": [
    {
      "Action": "EditData",
      "Target": "Data/TriggerActions",
      "Entries": {
        "{{ModId}}_ConvoTopic": {
          "Id": "{{ModId}}_ConvoTopic",
          "Trigger": "LocationChanged",
          "Condition": "PLAYER_FRIENDSHIP_POINTS Current <NPC A> <heart # which is 250 per heart level>",
          "Actions": [
            "AddConversationTopic {{ModId}}_ConversationTopic <SET AMOUNT OF DAY(S)>" //    Start a conversation topic for the given number of days. If the topic is already active, this resets its duration to the given number.
          ]
        }
      }
    }
  ]
}``` ![SDVpuffermlem](https://cdn.discordapp.com/emojis/585631006732582935.webp?size=128 "SDVpuffermlem")
hard fern
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neat :3 i've got an idea for someone my npc is close to to appear in events but wasn't sure if it were possible

silver pelican
hard fern
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😓 actually i just might end up including them as a non-datable npc because i like them too much

devout otter
silver pelican
vernal crest
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The CT will expire unless you explicitly work around that, so don't go that path if you want the dialogue to repeat later

uncut viper
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you could however set the CT to last 99999 days

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but they will also only say it once i think?

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so def query is better

vernal crest
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Yeah once they have said the CT they shift to their normal dialogue

devout otter
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Yeah, if it's convo topic than they'd only say it once, immediately after the related NPC gets to the required heart level.

vernal crest
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The query I think is the simplest way to do it if you are happy for the line to be associated with one particular dialogue key

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As long as you don't have the query inside i18n and are also using a pipe | somewhere else in your dialogue line (and if you don't know what I'm talking about, you're probably not doing that so it's fine)

silver pelican
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the query is the way to go then

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:>>

uncut viper
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(you also can actually make them repeat the CT topic dialogue if you really wanted to SDVpufferthink not much point to that tho)

vernal crest
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CTs override other dialogue as well, don't they? So if you could make them repeat the CT that's all they'd ever say from then on until the CT expired?

uncut viper
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correct. but good to consider if you ever wanna add a temporary CT but multiple times in another scenario

vernal crest
#

How would one make them repeat it? Set it again in the CT itself or something?

uncut viper
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or less "good to consider" and more "could be good to have in the back pocket"

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it just checks a mail flag

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NPCName_CTKey

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so if you remove the mail flag theyll repeat it

vernal crest
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Which you could do inside the actual CT line, couldn't you? Or would that get too weird with order?

uncut viper
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it wouldnt actually matter which order you did it in, the dialogue is checked when you talk to them

vernal crest
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BUt when is the flag set?

uncut viper
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also when you talk to them

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if they find a dialogue line that goes with the CT, they will say it and mark a mail flag for you

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that way they wont do it again later

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so you can remove the mail flag any time

vernal crest
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I am being slow. If the order goes "click to talk -> check for flag -> say CT -> unset flag (as part of the CT dialogue) -> set flag", won't that not work?

uncut viper
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oh, thats what you meant, i thought "CT line" meant the trigger action line that sets the original CT

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i.e. in Data/TriggerActions

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i wasnt thinkin about action dialogue commands

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but i think it would still work

vernal crest
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Ah right no I know you could do it with a trigger action but I was curious about doing it in the actual dialogue itself

uncut viper
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the flag is set right after the dialogue is pushed to their dialogue, and then the dialogue is shown, which is when the action is parsed i believe

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i just tested it and yeah removing the mail in the dialogue itself lets you endlessly talk to them about that topic

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akin to location dialogue you can repeat

vernal crest
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Woo

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I do not currently have any use case for that but good to know (if I remember haha)

uncut viper
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neither do i SDVpufferparty

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i already have betas if i ever needed to add some infinite dialogue

hard fern
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🙃 oops now i need to comb through dialogue for the expression keys because i shuffled the portraits

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sigh

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^how i am feeling

vernal crest
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When you say you shuffled the portraits, do you mean you forgot the correct numbers and wrote them wrong>

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Or did you move them around on the spritesheet itself?

hard fern
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SDVpuffersweats both

vernal crest
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So they're inconsistently written in the dialogue so you can't just fix it by moving them on the sheet?

hard fern
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yeah

vernal crest
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Unfortunate :/

hard fern
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😔 im so good at this whole "making a set of portraits that i didnt fumble" thing

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😓 yaay.... they're fixed...

hard fern
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SDVpuffersweats i made a greenhouse mod...?

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4 years ago..?

vague acorn
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what does it do?

hard fern
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😭 its just a greenhouse

vague acorn
vernal crest
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I don't know whether it's worse that vscode.dev is working on Chrome (but not Firefox) than having it not working at all :/

calm nebula
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Weird

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I use vscode in gitlab all the damn time from firefox

hard fern
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maybe a browser setting making it not work 🤔

vernal crest
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I hope it's just an extension issue. I am trying disabling them.

calm nebula
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I use ublock

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That is the only extension

vernal crest
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Nooo disabling them didn't fix it

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I would've assumed it's because I am using ESR FF except it didn't work on the fancy laptop with the up-to-date FF either

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But it has worked before on the fancy laptop so ???

hard fern
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🤔 it wont let me open folders but i can edit individual files just fine

calm nebula
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To be fair I'm editing a gitlab repo

vernal crest
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Okay I have found some errors in the console, promising

dim yew
#

Does anyone have an emote index chart? The event modding resource spreadsheet’s one broke for me for some reason

dim yew
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Ah sucks that there’s no images 😔 but that’ll work for now haha. Thank you!

ivory plume
blissful panther
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(Which includes receiving DP for your mods, it would seem!)

obtuse umbra
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Hope that this is the right thread to ask the following... Has anyone heard it from Idalda or Gwen if they're interested to update their buildings with the new ones from Sve?

ivory plume
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Is that an image you created, or you got it from someone else? It'd be nice to add an image like that to the wiki.

reef palm
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It's an East Scarp dev resource from @golden basin (clown can this be put on the wiki?)

vernal crest
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It looks like trying to get around it will involve disabling my Content-Security-Policy and that just seems unwise

blissful panther
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(Clown to the rescue? SDVpufferlurk)

hard fern
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clpwn

blissful panther
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(NO PROOF.)

hard fern
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XD

vernal crest
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I give up. I shall have to use Chrome.

devout otter
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1.6.9 content: I can't seem to ||add portrait to the new hidden shop|| via CP. Maybe it's simply not possible? I just need assurance that I actually typed this action right:

#
            "Action": "EditData",
            "Target": "Data/Shops",
            "TargetField": [ "Crow", "Owners", "AnyOrNone" ],
            "Entries": {"Portrait": "Mods/DolphINaF.VendorPortraits/Crow_Default"},
        },```
hallow prism
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sounds right to me assuming you did load the asset too

unkempt magnet
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hiya ! can someone help me out with understanding the colour system with making a fashion sense pack please (,:

devout otter
hallow prism
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i dont have 1.6.9 stuff on hand to check

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(also i would check about junimo if discussing that here is ok? i am not sure if it's fine on a semi public place, but also ... it wouldn't be in a public access beta if not?)

lucid iron
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i mean the beta itself is public, just lowkey

hallow prism
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yes that's... what i just said i hope

lucid iron
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i dont see a crow field in data/shops

rancid temple
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Did you re-unpack?

lucid iron
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it's called LostItems

lucid iron
rancid temple
devout otter
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Aaa I guess it's recently updated? This is what I have:

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Thank you for the help!

lucid iron
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beta mood blobcatgooglyblep

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hm this shop is nice i wont have to make things tool to prevent complete loss

devout otter
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I just hope it wouldn't suddenly be not a crow anymore because I've already drawn the portrait. 😆

rancid temple
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Looks like it's open sound is still a crow sound, so I guess hopefully it doesn't change going forward lol

lucid iron
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if game changes it then u just change it back AquaThumbsup

rancid temple
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Yeah, for a non-character vendor that's an easy choice lol

devout otter
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I've drawn a crow and by gods I shall have it.

lucid iron
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wow i can just delet the museum furniture now

rancid temple
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Time for Aba to make a human vendor though SDVkrobusnaughty

lucid iron
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all my saves have jade hills + bear early on cus i got nowhere to put those rewards

vernal crest
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Hey roku up for some testing for me?

rancid temple
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Sure, what's up?

vernal crest
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I just saw the changelog for the beta says "Fixed move command ignoring all remaining NPCs if an optional NPC isn’t found." but the issue I ran into was that the move command didn't work even if the optional NPC was present.

near sierra
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I'm trying to make events that fire in a custom area at the moment. I've tried creating a blank .xnb file for the area and loading it into the events folder. However, the event didn't work. It's possible I just didn't link it up properly with the area. How do I get this working (The area's name is SpiritField)?

vernal crest
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Could you whip up an event with an optional NPC and try moving them?

vernal crest
ocean sailBOT
#

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

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

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

rancid temple
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SDVpufferpensive whip up is an interesting term lmao, I can work on it but I'm anti-NPC so it'll take me a bit to learn

hallow prism
vernal crest
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Or just test an event I come up with, if you like roku.

rancid temple
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So far my event experience involves placing the farmer in front of the house and opening a dialogue box 🤣

vernal crest
vernal crest
near sierra
rancid temple
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The game stores everything in xnb files, but you're sending things through Content Patcher which can use xnb's but the preferred method is to use json and plain file types like pngs and such

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If I understand correctly, xnb is basically just a way to store assets, probably for compression

rancid temple
vernal crest
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Debug ebi?

rancid temple
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Oh lmao, not me walking in and out of the forest

vernal crest
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xD

rancid temple
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Cut to Penny and Maru standing near each other next to Marnie's, Maru walks down a bit and then the event ends, no console errors

vernal crest
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Okay that sounds like it's fixed! I'll just run it on my game though to double check since i just remembered I installed the game on my potato for Cam.

near sierra
rancid temple
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I am the wrong person to ask about event syntax lmao, I have to check the wiki for even the most simple of event stuff, I don't handle anything NPC related so I can really only give some basics and links to where to find more info

vernal crest
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Well, we do happen to have a basic event on hand right this moment lol

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Ah but I will have to edit it so it's in the right format for a load

rancid temple
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Looking at your json, you already seem to have the event syntax down. Is the issue loading a blank json?

vernal crest
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And then you'd change your content.json code block to this (assuming I am correct about the id of a location when using CustomLocations, which I'm not sure about). It's either this or "Target": "Data/Events/SpiritField", is my guess.

{
      "Action": "Load",
      "Target": "Data/Events/HalfAlive.SpiritFieldsContentPack_SpiritWorld",
      "FromFile": "data/SpiritField.json"
    }
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I doubt they were asking about loading a blank json since neither of us mentioned that

rancid temple
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Lol, I hadn't looked at this before, loading an xnb like this would completely wipe out any other events added by other mods

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Anti-compat

vernal crest
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But same if you just loaded the json

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Any load replaces the asset

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But it's their own location so there's not going to be any events added by other mods

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Or if there are (assuming someone made one for it) they'd need to patch afterwards anyway

rancid temple
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I actually wonder if you can Target just Data/Events with a json, with an xnb it makes sense because you're replacing one archive with another

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Depends on if there's any type validation I guess

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Maybe one day I'll pry into CP and actually understand it lmao

vernal crest
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Oh, hm. I was just assuming that their current Target would fail entirely. Are you saying that it would actually work but would wipe out all the data in there? Because if so, that's not just removing events added by other mods, that'd remove every event from the game wouldn't it? Except the one they were adding.

rancid temple
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Well, depends if their archive is a copy of the vanilla archive

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With just their location added to it

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I think that's the typical way you would use xnb in CP, but there's not a lot of info on it since it's not a method anyone should be using lol

vernal crest
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But all the events for the different locations are in different xnbs

rancid temple
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Oh, then yeah I guess that would cause some more serious issues lmao

vernal crest
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Yeah there's 529 files inside Content/Data/Events

rancid temple
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Might just create an asset called Data/Events, which I'm sure wouldn't be a problem at aaalll /s

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Probably would actually be mostly fine, since I don't think anything targets just Data/Events

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Aside from the previously mentioned events they added not working lol

vernal crest
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Yeah I think it would just sort of disappear into the void unless a confused C# modder then tried to do something with a Data/Events asset for some reason maybe

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Oh poop I don't have CP installed

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Potato testing delayed

rancid temple
#

Can that computer even run SDV? Lol

vernal crest
vernal crest
rancid temple
#

I guess if you keep the mod load low that will continue to be true SDVkrobusgiggle

vernal crest
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Apparently once upon a time it could even run thief

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And portal 2. I strongly doubt it could now though

rancid temple
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Time takes all things from us

vernal crest
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Except my laptops

rancid temple
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That's like summoning a crash SDVpufferyoba

near sierra
vernal crest
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Lol most of them don't even work anymore so if someone (or fate) steals them it won't be a huge loss

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Yay, Maru is just standing there

rancid temple
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I'm tyrannical with my electronics, if it doesn't work then it goes away

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Maru isn't supposed to move?

vernal crest
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No, she is meant to move. The yay is for me correctly remembering that in 1.6.8 she doesn't and for your test result that in 1.6.9 she does.

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Meaning the bug is fixed in 1.6.9

rancid temple
#

Oh ok lmao, I was worried

vernal crest
#

Thank you for helping me test SDVpufferheart

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El potato

rancid temple
#

I miss 7

vernal crest
#

Fortunately it's not true and Steam does still work. It's just unsupported.

rancid temple
#

Lmao, what a misdirect

vernal crest
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I remember being very upset about having to go from XP to 7

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Now I'm resisting 11 as long as I possibly can

rancid temple
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Yeah, XP was good. I remember a few issues with 7 but that was mostly hardware related, of course it was an operating system issue since microsoft seems hell bent on making each operating system require stronger computers for no increase in performance or function

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11 has been the biggest catalyst to me wanting to switch to Linux, but there are too many issues with just SDV modding alone that I see in here that make me reluctant to actually do it lol

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Nevermind that I know there are a lot of other issues I just don't have the energy to deal with anymore

vernal crest
#

I game too much to leave Windows, though I do also have Linux on nearly every computer I own (I want so badly to be a Linux nerd)

calm nebula
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Fwiw I'm easy to please but I haven't had an issue with linux that wasn't my faulf

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You should take my experience with a grain of salt, though, I currently play 0 video game

rancid temple
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That's right, it's me, the problem SDVkrobusgiggle

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I know most of my initial set up process with 11 is going to be me googling how to turn off 90% of the new shit and bring back as much of the old as I can, but that still seems better than trying to learn a whole new operating system right now

vernal crest
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Okay I better shuffle to bed (well, sleep) lest I be too tired for the drive to therapy tomorrow

whole raptor
#

Ironically a lot of games either don't run on Linux (correct me if I'm wrong) or run better than on Windows

calm nebula
rancid temple
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I wouldn't be surprised by games that run on Linux running better than on windows

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Windows has so much fucking bloat, it's amazing it doesn't sink

whole raptor
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Wasn't there some kind of Windows "Lite" version? SDVpufferthink

rancid temple
#

Not that I'm familiar with

rancid temple
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Even on windows, I just am apparently a problem

whole raptor
#

Or Tiny SDVpufferthinkblob All I remember is seeing something where some of the Windows bloat was stripped from the beginning

lucid iron
#

Sdv modding is at least workable just with couple caveats

rancid temple
#

Time to make a time machine SDVpuffersalute

lucid iron
#

I can't even run tesedit properly so skyrim modding is doomed

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I don't think linux has been huge impedement to gaming for me, but I don't play latest AAAAA augus beef video games either

rancid temple
#

Yeah I think a lot of games do just support Linux these days

whole raptor
#

I'm honestly curious how it'd be to run SteamOS on PC SDVkrobusgiggle

woeful lintel
golden basin
#

Did someone @ me

reef palm
# golden basin Go for it!!!

@ivory plume Clown's alright with that graphic going to the wiki if it would help others. (I haven't the slightest idea how to edit the wiki so whoever does that stuff and see this message/wants to act, the emote graphic in question is right here #making-mods-general message)

ebon lotus
#

Hello all! I'm trying to integrate the Generic Mod Config Menu, and it's all good except for the addPage setting. Every single option after this call goes into that page. Is there any way I can end that page and continue with the previous one? Like a endPage() call

brittle ledge
#

Oh, I thought the overhead emote chart wouldn't be useful/allowed in the official wiki, that's why it's on the modding wiki.

calm nebula
rancid temple
#

Start a new page in the mod's config UI, or switch to that page if it already exists. All options registered after this will be part of that page.

#

Easy answer would just be put it at the end of the configs

calm nebula
#

In particular I recall having to call switch page

rancid temple
#

Looks like it just does both now

uncut viper
#

it's worked like that for as long as I've been using it. which admittedly isn't as long as atra ofc. but it's not a recent thing

rancid temple
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Yeah, not sure how far back I'd have to look, it's not even part of the obsolete code currently in the project

calm nebula
#

In particular I recall having to call switch page

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Unfortunately I don't recall how to switch back to the original pafe

#

Oh I see

#

You just add page link

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So add all your page links then addpage

rancid temple
#

Would still need to do that at the end though in order to avoid having everything you put after that registered on that new page?

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Or at least, if you add another page up until that point

fathom hound
rancid temple
#

Don't the contests end in like 3 days?

fathom hound
tiny zealot
knotty phoenix
#

Seems likely I'm out of luck here, but is there any way to change the behavior of the special attack on clubs so that it doesn't flip the sprite upside down? I have several single-edged axes in my mod that are operating as clubs and the current behavior means that the special attack is done with the flat end which obviously looks a tad silly

rancid temple
#

Not without C#

acoustic summit
#

Theres probably a framework out there for custom weapons that could do it, too

knotty phoenix
#

yeah that's all way beyond my skill level so i will probably just live with it for now

ivory plume
#

I'm now officially maintaining Seasonal Hats!

It might already be common, but one fun trick I found is texture self-patching:

  1. Load a texture.
  2. EditImage the texture onto itself to copy one area to another, so you can have both seasonal and fixed versions with just a sprite index.
tiny zealot
#

ok, adding that one to the list of hat mods to support 📝

proud coral
#

(new to modding)
How would I go about fetching the name (like the item name) of the crop that is planted on a tile?

#

couldnt find anything like that in CropData, except maybe the HarvestItemId i could use for something (mightve missed something tho)

rancid temple
#

Lookup Anything would be my go to

proud coral
#

ooh no i mean in code

tiny zealot
#

lookup anything's source code is readily available. i would guess you get the HarvestItemId and read the Object data to get the name of its entry

rancid temple
#

GameLocation has a isCropAtTile that you could look at to see how it's checking if a crop is there

#

A short jump from that to getting what kind of crop it is if true

calm nebula
#

How many mods does Pathos maintain now 😛

brittle ledge
#

I was actually wondering the other day if there's a list somewhere.

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His mod page only shows ones in his name.

calm nebula
#

There is a gist somewhere

ivory plume
uncut viper
rancid temple
#

For sure if your mod needs an illustrated diagram, that ain't gonna be CP lmao

velvet narwhal
#

isn't that an xkcd

brittle pasture
#

xkcd 1425

uncut viper
#

xkcd looks different than i remember

velvet narwhal
#

nah that one's just specifically the memes page

lucid iron
ivory plume
lucid iron
#

It currently doesn't seem to block >8 heart dialog and events

#

I had some thoughts about how to do it under the new 1.6 npc format

#

That I'll get to soon™️

velvet narwhal
#

trinkers first

lucid iron
#

Well I hope it's b4 2025 at least

ivory plume
#

Sure, feel free to submit PRs as needed.

lucid iron
#

And hopefully b4 I play again

#

Sounds good wew

ivory plume
#

(Ideally small self-contained PRs; very large or combined PRs may take much longer before I have time to review/edit/merge them.)

lucid iron
#

Well if the existing mod seems like too much work to update I might just make my own version of the mod blobcatgooglyblep

#

But I remember it having something for blocking events, just not for modded npcs

vague acorn
#

I am wondering how to approach making meat for my cooking mod...
do you guys think making it from tofu is a good alternative to actually butchering your animals?

knotty phoenix
#

i think a plant-based meat setup could actually be rly cool

#

could do mushrooms, tofu, rice, tempeh

uncut viper
#

what do you mean when was this

proud coral
uncut viper
#

iirc theres very few instances in which you should be using an item constructor directly

brittle ledge
#

Btw, Button, my roommate got Graveyards and got a kick out of the little Easter egg you put in the log SDVpufferheart

uncut viper
#

tell your roommate that i am Appreciating THem

tiny zealot
calm nebula
#

Somehow from itemregistry

uncut viper
#

yeah the original was editing already had (Tue) there and making it (Mon) messed up the font alignment so i just made it for tomorrow instead

calm nebula
#

Without creating an instance

proud coral
#

like this? that works as well! im guessing this is the better way to do it then

brittle ledge
uncut viper
#

atra/life is fleeting is right actually I focused too much on the Object constructor and forgot about ItemRegistry.GetData(string itemId), which will get you data with the internal and display names as needed

vague acorn
brittle ledge
#

They definitely are odd SDVpuffersquee

vague acorn
#

is there a way to do something like an "item tag" in MC where multiple items from multiple mods can be used in a recipe?

proud coral
brittle ledge
#

Yes, item context tags! Check Wildflours Artisan Goods, VMV or Cornucopia for some examples.

hallow prism
#

you need that+spacecore to edit rhe recipe to allow for context tag

vague acorn
#

well luckily i have spacecore already in XD

brittle ledge
#

Oh, Uncle Iroh's Tea also does it, I think, and it's a smaller mod if the other examples are overwhelming.

vague acorn
#

oh there's already a tea mod? i wanted to add some tea to my mod XD

#

well it wouldnt hurt would it

uncut viper
#

!twocakes

ocean sailBOT
#

If you discover that someone has made or is making a mod with a similar concept to yours, don't stress! Our community promotes the idea of "two cakes", where two versions of the same idea can peacefully co-exist. Your mod will have your own unique stamp on it that makes it special.

brittle ledge
#

There's a bunch of tea mods, no worries SBVLmaoDog

vague acorn
#

like how there's a bunch of cooking mods i assume XD

brittle ledge
#

Two cakes (or cups of tea in this case)

lucid iron
#

we could always use more tea mods

vague acorn
#

yeah i come from MC modding so i need to take a bit of time to get used to the community XD

#

everyone is so nice here

round dock
#

(there's also a dear mod author friend of mine @worn coral) SDVkrobusgiggle

lucid iron
#

is mc against multiple tea mods

vague acorn
#

(not throwing shade on MC modding community)

vague acorn
#

kinda

lucid iron
#

ah yea that's important

#

not a big worry here though, unless there's a second itayfeder out there making itayfeder.MoreTea

velvet narwhal
#

cooking mods are always welcome, it keeps us npc creators on our toes for not including whole categories into a liked/loved gifts section

vague acorn
#

last time i checked, im the only feder there is here XD

grand badge
#

is there guides for modding hair specifically?

brittle pasture
#

there's two ways to do it, with vanilla hair or with Fashion Sense

grand badge
#

fashion is the one with mirror right

velvet narwhal
#

yep

#

!fs

ocean sailBOT
#
Fashion Sense

Fashion Sense is a framework mod that allows modders to create static or animated clothing, hair, accessories, and shoes that can be accessed through a special in-game menu. To access this menu, players will need to obtain the Hand Mirror from Pierre's Shop. The framework supports multiple content packs and also adds the ability to save, load, and export custom outfits.

Mod Users: Install Fashion Sense as well as any desired content packs. Content packs can be found by searching Nexus, or for an interactive list, click here.

Mod Authors: Instructions, tutorials, and tips for creating FS content packs are available on the mod's wiki.

grand badge
#

thanks

brittle pasture
#

yeah
It's more powerful and allows for bigger hair sprites so that's what most ppl use nowadays

brittle ledge
#

There's also a tutorial on the modding wiki for CP hair.

velvet narwhal
#

trying to find a cp guide on hair but idk if there is one

brittle ledge
#

It's called Non-Replacing Hair or something like that (am on mobile)

vague acorn
#

wait a second... why do you get rabbit's foot randomly from rabbits?

#

why do they just drop their feet all of the sudden

velvet narwhal
#

they're secretly lizards

grand badge
#

they regrow

vague acorn
#

yeah wait i can do the same with meat maybe

#

but no that's way too morbid

#

or is it

#

idk

calm nebula
velvet narwhal
#

what's the one meat mod that actually used the unused meat assets? was it butcher?

lucid iron
#

they are serpents

hallow prism
#

and yes there are unused meat sprites

velvet narwhal
#

you dig deep enough you'll find a lot of unused things

vague acorn
rancid temple
#

Just change the name to Rabbit's "Foot" and it stops being morbid

hard fern
#

hold on yeah you're right that did always bug me

vague acorn
#

i might use the same logic for beef and stuff

brittle pasture
hallow prism
#

(thanks selph)

vague acorn
#

im assuming it's not in one of the language ones, or all of them have the same sprites (apart from language stuff)

grand badge
#

why did my brain just tell me to replace Abergele's sprite with a pile of clothes on a chair that vaguely looks like her?

acoustic stag
brittle pasture
#

They're in there as well, for the most part the language ones are identical and only differ in the ones they need to differ

vague acorn
#

found it!!!

#

ooh these are great for me actually

brittle pasture
#

From a mod maker's perspective you dont really need to worry

vague acorn
#

well then, time to make some meats XD

lucid iron
#

you will probably want to gate your meat behind no animal husbandry

brittle pasture
#

I think most meat crop mods use their own items anyway (even if they use the same sprite)

lucid iron
#

if they are same sprite at least

brittle pasture
#

which sucks for AH compat but ehh

vague acorn
#

yeah that makes total sense

lucid iron
#

is there any established this is meat context tag?

vague acorn
#

does AH work for 1.6 even?

lucid iron
#

its updated psure

grand badge
#

oh thats overwhelming

brittle pasture
#

yeah it does

grand badge
#

its gonna be super complicated isnt it

vague acorn
#

oh there's interesting

#

didn't know that

lucid iron
#

naw

velvet narwhal
#

fashion sense is a little overwhelming, i do suggest cp first

grand badge
#

oki doki

brittle pasture
velvet narwhal
#

once you understand how to syntax CP/json, you'll look at fashion sense and go "oh shit world of possibilities"

lucid iron
#

it helps to look at existing hair mods

grand badge
lucid iron
#

you get over it very quickly PecoSmile

brittle pasture
#

hair/hats/shirts/etc FS packs are actually almost identical in structure

#

just the dimensions/target is different

#

so the headers arent that scary

rancid temple
#

There's someone who refers to it as CPatcher, not sure if it's to avoid the CP issue or just because there's also content packs to make that more confusing

grand badge
brittle pasture
#

Once you know what you're doing, it is!

lucid iron
#

different aspect of mod making is harder or easier for different ppl

grand badge
#

aw yeah

lucid iron
#

rmbr u can always ask for help here

grand badge
#

I do wish my brain could lock in sometimes

#

is there a templete for the hair

lucid iron
#

do you mean the content pack or the spriting

grand badge
#

fashion sense

#

since doesnt seem too hard for hair

grand badge
#

thank you

#

wait how do i even download it

#

github my arch enemy

#

I DID IT

velvet narwhal
#

pretty sure it's just find the .png right click save image

grand badge
#

thank you

#

I can color in the hair if I want it to be 1 color right?

velvet narwhal
#

github is also my arch nemesis, ate two weeks of commits

brittle pasture
#

yeah, I think there's a settings to control whether the hair style can be manually colored

velvet narwhal
#

yeah then there's some conditionals that you need to have in the .json of like "locked" or something iirc

vague acorn
#

oh question, how do i add an item to the items given a boost by the "butcher" skill?

brittle pasture
#

there's no butcher skill? unless you're talking about something else

#

rancher?

vague acorn
#

soryr

#

rancher

#

yeah it's pretty late here XD

#

is doing that even possible?

brittle pasture
#

It checks for certain categories, gimme a moment to dig the code up

vague acorn
#

actually is there a good way to view the original game's code?

brittle pasture
#

!decompile

ocean sailBOT
brittle pasture
#

somewhere in Objects.getPriceAfterMultipliers

#

to answer your question, Rancher affects items with category -5 (egg), -6 (milk), -18 (sell at Marnie's and Pierre's), or have "mayonnaise", "cheese", "cloth" and "wool" in its internal name

vague acorn
lucid iron
#

did you want to make growable meat

vague acorn
#

it might just fall from animals with high enough friendship like duck feathers and rabbit's foot

#

or i might make it a shop-only

#

or might make it with tofu

grand badge
#

alright time for me to begin spriting

vague acorn
#

didn't nail it down then XD]

vague acorn
grand badge
#

thank you

#

is it pixel studio thats used for this

vague acorn
#

when i do sprites i usually use either paint.net or aseprite

brittle pasture
#

!software

ocean sailBOT
grand badge
brittle pasture
#

I personally use GIMP

#

but that's a bit advanced

vague acorn
#

oh gimp is a good choice

rancid temple
#

I prefer Aseprite but it's not free, can check out Libresprite but I dunno what features it's missing

brittle pasture
#

obligatory "it is free if you put some elbow grease into it and compile from source"

#

which admittedly is even more advanced

rancid temple
#

Yeah, pretty sure there's a guide, it's just a lot lol

grand badge
#

doing a rough outline 1st

#

doing aigis hair from p3

#

not sure if the hairs too small tho

tough crater
#

(Unrelated)
I'm having an issue with my NPC being spawned. In short, it's saying that a file is missing? Portraits\<NPCName>.xnb Do XNB files spawn there in the first place??????? I thought portraits could only use image files

brittle pasture
#

that means it tried to load a nonexistent asset. you probably used the wrong asset name between load and NPC data

grand badge
#

should I put progress in making mods art

#

(cant find hashtag on my keyboard)

uncut viper
#

generally yes

grand badge
#

ok thanks

near sierra
rancid temple
#

The error about there not being an xnb file is because the content is packaged that way, I'm not entirely sure on how the process goes but it's not like actually looking for a real physical xnb file

velvet narwhal
#

"{{ModId}}_82345679/e {{ModId}}_82345678": "farmer 0 0 0/emote farmer 24/pause 3500/faceDirection farmer 0/pause 1000/globalFadeToClear 0.005/pause 1000/removeQuest {{ModId}}_132/end"
you need the sound/viewport/ before the actors, where your farmer 0 0 0 is

rancid temple
#

You didn't do a blank load?

finite ginkgo
#
{
  "Action": "Load",
  "Target": "Data/Events/HalfAlive.SpiritFieldsContentPack_SpiritWorld",
  "FromFile": "data/SpiritField.json"
}```
`Data/Events/<whatever>` is always a `string` -> `string` dictionary
You're trying to load it using the included file, which is not string string dict json, but following the content patcher format, so it cannot load the target with the data provided
tough crater
velvet narwhal
grand badge
#

yall got a farmer head template?

velvet narwhal
#

that's the only reason why it'd give you an xnb error

grand badge
#

for testing my hair

rancid temple
velvet narwhal
#

!unpack for heads

ocean sailBOT
#

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!

tough crater
#

I'm following the guide on the modding wiki

grand badge
#

heads

velvet narwhal
grand badge
#

wait is that a thing im not supposed to send or

velvet narwhal
# tough crater The exact same

it might be your load target then
your load needs to look like: "Target": "Character/YOURNPCNAMEHERE, Portraits/YOURNPCNAMEHERE", "FromFile": "wherever you put your character/portraits"

#

please delete

latent mauve
#

We encourage people to unpack their own files, sending the unpacked files here is redistribution, which is generally not allowed 🙂

grand badge
rancid temple
#

Generally, I think the rule is you're allowed to unpack and decompile for your own use, so you shouldn't be sending the internal files in public places

#

Grey area modding

velvet narwhal
#

mostly because we don't want to contribute to the pirating of the game

grand badge
#

Man cant believe they made them areas grey gotta repaint them smh

velvet narwhal
#

buy it, it's literally $7.50 usd sometimes

rancid temple
#

Well, grey is better than illegal lmao

grand badge
#

Ik Im just making a bad joke

velvet narwhal
grand badge
#

thats like the whole game tho

rancid temple
#

All 168 MB of content lmao

grand badge
rancid temple
#

Those glossy 16 bit images really eat up the space

lucid iron
#

isnt it the sound

rancid temple
#

I don't have the sound unpacked currently

grand badge
#

grrr sound

rancid temple
#

The packed files is ~535MB so sound is probably a big part of that lol

brittle pasture
#

Disk Usage Analyzer spotted

lucid iron
#

why is this ss explode

rancid temple
#

It become poop

lucid iron
#

anyways the fonts take up 51mb and chinese font is 22mb PecoSmile

#

i did wonder about the odd highres font

grand badge
#

ye im way too confused on how to test out the hair

lucid iron
#

just load it in game and use the mirror

grand badge
#

danm gotta code

#

wheres that guide again for fashion

brittle pasture
grand badge
#

wheres the fs pack

rancid musk
rancid temple
#

It's taunting you

rancid temple
#

The spookiest thing steam could do for Halloween is break

rancid musk
#

lmao I even restarted Steam and it's still happening. I think I need to remove it and reinstall it

brittle pasture
# grand badge there mostly templates

I think that's the closest lol
You want to download the "[FS] Example Pack" folder, delete everything you don't need (every folder aside from Hairs, and every folder in Hairs aside from one)

#

Anyway I gotta run urgently so someone else can help with how to download that folder from GitHub SDVpufferrad

grand badge
#

ok

#

how do i download it again

lucid iron
#

u could also just download a hair mod

#

from nexus

grand badge
#

i hate github with my soul

rancid musk
#

What the heck it's still doing it okay Steam is really haunted

lucid iron
#

non C# mods for stardew are plain text, u can just open it up

velvet narwhal
#

moon's haunted

next plaza
#

(I mean, it's been started, but it isn't very far along)

lucid iron
#

the other big one is light source change to string id

rancid musk
#

Yeah, so I've heard. I'm going to do evil reflection stuff to make one build that works for both 1.6.8 and 1.6.9 probably.

grand badge
#

download sesamie

#

nope

lucid iron
grand badge
#

any recomended ones for this

near sierra
lucid iron
#

you might not need 36 hairs ofc, but u can inspect other mods for the format

grand badge
#

there sprites diffrent than mine

lucid iron
#

you need all 4 directions yes

grand badge
#

the template i got there only have 3

#

oh wait its just flip middle

lucid iron
#

might be fs thing where left and right is flipped?

grand badge
#

ok

#

idk ill just use what i got

#

mod is ready i just dump it in smapi right

rancid temple
grand badge
#

or stardrop

near sierra
rancid temple
#

At the bottom of SpiritField.json you have a Load where you're loading SpiritField.json, that definitely needs to go away

rancid musk
#

Okay I guess I need to use depotdownloader to update Stardew, because Steam is incapable of not freaking out if I activate the alpha

#

This is ridiculous

rancid temple
#

Do you mean the beta?

rancid musk
#

Whatever it is, 1.6.9

near sierra
rancid temple
#

Just checking since I don't have access to an alpha and dunno what happens if you try to access something old like that

rancid musk
#

Oh finally. I cleared some caches, and now it's working.

rancid temple
# near sierra I had a feeling I shouldn’t be including that part.

You should create a blank.json somewhere in your files, wherever you want, and then at the top of SpiritField.json or in your content.json you need a Load action that loads that blank json into Data/Events/HalfAlive.SpiritFieldsContentPack_SpiritWorld

Your blank.json should consist only of {} and nothing else and you'll never make direct changes to it

grand badge
#

That aint good

rancid temple
rain basalt
#

..< just got a comment on one of my experimental mods saying it kills there textures was like how did it kill your textures and they responded with well i installed your mod and a few otheres and even after deleting yours my textures are messed up ... like bro did you unistall the other mods as well and see if that fixed it cause my mod doesnt mess with textures...

rancid temple
#

I installed your free mod and got terminal cancer, I want a refund

rain basalt
#

k heres $0.00 back

rancid temple
#

Thanks, still mad

grand badge
#

welp I got no idea what i did wrong

rain basalt
#

lol so what mod gave you cancer the junimo buildings, bet it was the froggie mail boxes, couldnt be cellars. might be more greenhouses hear the extra sunlight is deadly

rancid musk
#

oh my god now VIsual Studio just straight up crashed when opening my modding repo what is this why is my computer haunted

rain basalt
rancid temple
rain basalt
#

lol

#

so this is the well im making for junimo buildings mod any way to get it to animate like the windmills?

lucid iron
#

you need draw layers

ebon lotus
lucid iron
#

basically the windmill has 1 big sprite and a number of smaller animated sprites

#

use draw layer to specify where to get the smaller animated sprites

rain basalt
#

yah i just wana make the junimo bounce up and down to turn the handle

lucid iron
#

since there's some transparency involved u prob want to exclude the rect that is meant to animate entirely

#

from the big sprite

rain basalt
#

yah id cut the section out and animate seperatly

digital sundial
#

Anyone have an example on how to go about making a new slingshot with the 1.6 update? It's been hard to do without Archery and the other options don't really have slingshot compatibility.

rain basalt
digital sundial
#

A separate item from base slingshot. Basically to make a new one to be sold at the Adventurer Guild.

rain basalt
digital sundial
#

(And eventually a separate shop entirely when I get around to it.)

lucid iron
#

C#

rain basalt
#

but any more advanced you would need to hit c#

lucid iron
#

rn 3 weapon ids are hardcoded to have class slingshot

#

32 33 34

#

you cannot make a 4th one without C#

digital sundial
#

Yeah that's what I figured

sweet sphinx
#

normal, master, and what's the third slingshot?

lucid iron
#

unused galaxy slingshot, sve makes it available

sweet sphinx
#

ah

lucid iron
#

im not really sure if there is point in making new slingshot item entirely bolbthinking

#

u can make custom slingshot ammo with emc i think

vague acorn
#

Can i make an entity drop something like how ducks can drop duck feathers and stuff?

sweet sphinx
#

yeah, it's just the produce thing, set as drop overnight

sweet sphinx
vague acorn
#

yeah i see

#

i need to edit DeluxeProduceItemIds

#

but can i actually add modded item ids here?

brittle pasture
#

sure you can, use TargetField to drill into DeluxeProduceIds field and add a new entry for your new animal produce

vague acorn
#

so i place something like this:

{
  "Id": "Default",
  "Condition": null,
  "MinimumFriendship": 0,
  "ItemId": "MODID.itemId"
}

?

#

that's it?

brittle pasture
#

yeah that should work

vague acorn
#

now i wonder how ill test it XD

brittle pasture
#

debug setupbigfarm is particularly useful, and so are the ones under "Farm animals"

vague acorn
#

oh i found another problem XD i cannot have something that is both "DropOvernight" and "HarvestWithTool"

#

cause i wanted cows to drop stuff

brittle pasture
#

Nope, game limitation
Extra Animal Config however supports overriding the harvest method for a specific produce:
https://www.nexusmods.com/stardewvalley/mods/25328

Nexus Mods :: Stardew Valley

This framework mod adds extra functionalities to farm animal data, such as defining animals that can both be sheared and milked, animals that eat food other than hay, and more

vague acorn
#

oh perfect

brittle pasture
#

The documentation is a bit sparse rn, but you can check out Milkable Sheep for an example

#

It adds sheep milk and override its harvest method to be the pail

scenic heath
#

How does GMCM determine the "valid" values for a slider bar?

brittle pasture
#

though fyi if a cow drops meat then it can't be milked that day, only one produce per day
If you want both milk and meat, you need to use the "extra drops" feature of Extra Animal Config

#

(For which there are no examples and terrible documentation. I'm sorry)

desert light
#

I'm looking at a method on the WildTreeChopItemData class. This is the method:

    public bool IsValidForGrowthStage(int size, bool isStump)
    {
        if (size == 4) {
            size = 3;
        }
        if ((int?)size < (int?)MinSize) {
            return false;
        }
        if ((int?)size > (int?)MaxSize) {
            return false;
        }
        if (ForStump.HasValue && ForStump != isStump) {
            return false;
        }
        return true;
    }

where MinSize and MaxSize are properties defined as

    public WildTreeGrowthStage? MinSize { get; set; }
    public WildTreeGrowthStage? MaxSize { get; set; }

and WildTreeGrowthStage is an enum defined as

enum WildTreeGrowthStage {
  Seed = 0,
  Sprout = 1,
  Sapling = 2,
  Bush = 3,
  Tree = 5,
}

Can someone explain to me or show me a resource about how the expressions (int?)size < (int?)MinSize and (int?)size > (int?)MaxSize evaluate in C# ? My understanding is that both values are being cast to nullable integer types, but I do not understand how the expressions evaluate if one or both of them are null.

brave fable
#

that's like feature 32940 of this neverending gd mod that's been absorbed in before it's even released

brittle pasture
#

"1.6.9 will mainly be bug fixes for mod authors"

agile notch
#
Objects are the default type for items in inventories or placed in the world.

They have their data in Data/Objects (Data/ObjectInformation prior to 1.6)

wew, explains a lot BlobSweat
trying to get back into sdv by making my mods up to date
gotta say, this is much nicer than just splitting whatever's in ObjectInformation using /'s lol

brittle pasture
#

Almost every asset in 1.6 is migrated away from slash delimited strings to proper data models!

#

(almost every SDVpuffersquint )
but yeah it's much much more convenient

agile notch
#

Yeahhh was wondering why nothing was loading and my old object data dictionary was null when trying to debug haha

#

also looks like ItemIds are just strings now, was that part of the 1.6 changes?

tender bloom
#

Furniture

brittle pasture
brave fable
#

that was pretty much the catalyst of 1.6 hahah

tender bloom
#

String IDs are one of the biggest changes

sweet sphinx
#

ah

agile notch
#

Ahhh, explains a lot too hahaha

brave fable
#

every change in 1.6 was just a trickle from the waterfall of string IDs

tender bloom
#

You’ll probably see a lot of “type not matching” kind of errors in your code

brittle pasture
#

life is good in 1.6 land
(except for cooking. raaahhh)

sweet sphinx
#

now I get to spend the next however long to add all the object entries for my gold plated foods

tender bloom
#

There was also SMAPI 4.0.0 if your code predates that, which was a bit of an overhaul to the asset pipeline iirc

brave fable
tender bloom
#

Hate it so much you overhauled it? 😛

next plaza
#

Brb hacking blueberry's Nexus account and renaming Love of Cooking to Hate of Cooking

brave fable
#

loathe of cooking

lucid iron
#

what is the opposite of cooking

sweet sphinx
#

freezing

next plaza
#

Disassembling

brave fable
#

eating

brittle pasture
#

if cooking is turning raw ingredients into food, uuhh composting? turn organic materials back into plant food

uncut viper
#

chemical dissolution

next plaza
#

Raw ingredients, technically, are already food

lucid iron
#

composting is just cooking for tiny creatures

brave fable
#

compost heap is the original infinite stew 🙏

lucid iron
#

wait so did you want to make a mod where crows have a shop

brave fable
#

crows are kinda half the thing of this mod lol

tender bloom
#

Molecular rearrangement

brave fable
#

back to the drawing board again

tender bloom
#

Crows come in flocks

brittle pasture
#

crow farm animals that have a 5% chance every day to fly away forever

tender bloom
#

You could decide more crows more better

#

They could be fruends

lucid iron
#

corvids are a big group

tender bloom
#

Blue jays!

#

Ravens

sweet sphinx
#

i prefer ravens

#

they have purple in their hues

brittle ledge
#

Doesn't Ornithologist already have a shop run by a crow? Can't believe CA ripped them off smh /j

brave fable
#

wtf

#

now i'm not just late, i'm unoriginal

sweet sphinx
#

is it a crow animal or crow anthro?

brittle ledge
#

Animal.

lucid iron
#

yea kyle the raven

#

i like magpies, they melt on the ground like this for sun bathing

sweet sphinx
#

I wish I could do that rn, so cold >.<;

agile notch
#

Alright... think I've got the mod updated for 1.6 / SMAPI 4, everything seems to work 🤞
Do I want to be setting the MinimumApiVersion to 4.0.0 now that it's up to date before publishing to nexus? apparently it's at 3.18 from when I last made changes

vague acorn
#

how do I use TargetField to insert into a target like this:

"DeluxeProduceItemIds": [
      {
        "Id": "Default",
        "Condition": null,
        "MinimumFriendship": 0,
        "ItemId": "186"
      }
    ]

where you have to enter an inner object into it

tender bloom
tough crater
#

I finally got my character to load!!! I had to load the portrait and characters in a separate chunk. Originally the blankload was blank.json instead of assets/{{TargetPathOnly}}/{{TargetWithoutPath}}.png I also had a FEW syntax errors. Now time to investigate my i18n file for the little bugs there 😭 I'm just glad I can see my character on screen

tender bloom
#

There should be examples in the CP docs

sweet sphinx
#

how does the game spell cauliflower? bc it's not recognising mine in the search bar

vague acorn
tender bloom
vague acorn
#

since the values that they try to input are normal strings and not other json objects

tender bloom
#

What is the original and what are you trying to change it to?

vague acorn
sweet sphinx
brittle pasture
#

That will insert a new entry with Id = YourIdHere into the list

vague acorn
brittle pasture
#

Change Default to your Id in the above line

#

but yes

vague acorn
#

oh i see

#

okay

brittle pasture
#

Whoops also change Fields to Entries

vague acorn
#

now i just have to pray that it works... XD

acoustic summit
#

I made a little trailer video for my mod in #1292662310305005609, video editing is fun. Idk if I can post links here but yeah

potent canyon
#

Would anyone happen to know where the four statues from Leah's 8 heart event would be in the files?

brittle pasture
#

Post your video in images-and-memes? idk lol, maybe a mod can confirm before you get sent to the shadow realm

potent canyon
#

Oh no wonder I couldn't find it, thank you so much!

acoustic summit
#

Cursors is a mess of a file, but its also useful in its messiness

ornate trellis
#

in doubt its always cursors

vague acorn
#

or should it be (O){{modid}}_beef

#

cause how I do it right now does not work

brittle pasture
#

if your username is already in modid then no need
(O) is unnecessary in animal produce

vague acorn
#

it's not

brittle pasture
#

then you can add your username to the mod id
though that will break existing items in your current test save

vague acorn
#

oh wait

#

im stupid

#

i didn't add it to the base contents XD

#

yup still nothing for me

brittle pasture
#

did you try a new day

vague acorn
#

okay now it worked for some reason

#

huh

brittle pasture
#

animal produce are determined before the game saves, so if you make changes you have to go sleep every time for the changes to apply

vague acorn
#

ill do further attempts tomorrow since it's like 12pm now XD

#

but it seems like it works pretty well!

#

thank you so very much for the help!

brittle pasture
#

no prob and let me know if you have further questions with EAC

brave fable
#

eac is a new tla. edit action changes? extracting a calf?

acoustic summit
brittle pasture
#

Eliminate All Chickens

teal bridge
#

Extra Animal... Cack? Wasn't your mod the poop mod?

brittle pasture
#

(the issue should be fixed when I update EAC to 1.6.9 but you'd still need the code changes regardless)

brave fable
#

is milkable sheep a real mod SDVpufferfush i can't tell now

brittle pasture
lucid iron
#

There's also juicable pigs

teal bridge
#

At least sheep produce milk, unlike that freaky milkable pig mod.

#

Sorry, juicable pigs. shudder

brave fable
#

pigs are mammals, they're compatible

lucid iron
brave fable
#

maybe i've still got a chance to be original. milk the crows

#

that'll teach them

teal bridge
#

I suppose I should have worded it as "produce milk that humans consume".

#

But I suppose if the game already has snake milk, then the sky's the limit... sure, milk the crows.

brave fable
#

it only takes one person for your whole system to break down

#

one very brave person

tough crater
#

What's going on with my i18n? the name for it is default.json in case that's the problem

teal bridge
#

Actually no, since I don't deal in absurd absolutes, the statement is still true if one person does that.

lucid iron
#

Flamingos make milk

lucid iron
teal bridge
#

(Nothing to squint at. You can find people out there who eat tree bark, or attempt to. Doesn't mean tree bark is considered edible or fit for human consumption.)

tough crater
ivory plume
finite ginkgo
lucid iron
#

you dont need mod id anyways

tough crater
ivory plume
#

There's no need to use {{ModId}} in translation keys; they're only accessible within your own mod.

finite ginkgo
#

But I'd suggest just not putting in your modid in the keys at all, they're unique to your mod, there's going to be no conflicts between mods

tough crater
velvet narwhal
#

(unless you're making multiple NPCs)

tough crater
#

It's only one NPC in this mod

sweet sphinx
#

this is a travesty, why are sweatpeas edible but rhubarb isn't?!?

brave fable
#

rhubarb is poisonous if not cooked and prepared

#

should've been -100 edibility

teal bridge
#

In b4 snail sashimi.

lucid iron
#

is sweatpeas like

#

something other than sweet pea

sweet sphinx
#

yeah, it's the flower

#

different plant

lucid iron
#

sounds pretty edible to me 3sKannaNom

brittle pasture
#

pls no we debated this for 2 hours yesterday

teal bridge
#

Definitely not a sweat bee. Don't eat those.

sweet sphinx
#

yeah, and wasn't the end result that seatpeas are inedible/poisonous?

brave fable
#

i'm good for round 2 on the debate if you are

teal bridge
#

Wikipedia says they're toxic in very large quantities (and Wikipedia is always right, of course). That to me means "about as toxic as any other flower".

sweet sphinx
#

I'm looking up Rhubarb, and it says that the leaves are poisonous, but not the stalks

#

so, again, wtf is rhubarb not edible??

teal bridge
#

Rhubarb is poisonous, not "mildly toxic".

brave fable
#

the farmer just drops the whole food in his mouth. he wouldn't stand a chance

sweet sphinx
#

While the oxalic acid content of rhubarb leaves can vary, a typical value is about 0.5%,[51] meaning a 65 kg adult would need to eat 4 to 8 kg (9 to 18 lbs) to obtain a lethal dose, depending on which lethal dose is assumed.

ornate trellis
#

rhubarbs leaves are poisonous, the stalk is edible raw. you can dip it in sugar to level out the tart taste

brave fable
#

rhubarb sashimi...

sweet sphinx
#

even if the farmer did eat the whole thing, leaves included, they wouldn't die from it

ornate trellis
#

our neighbour from where we used to live loved eating it as a snack for some reason..

sweet sphinx
#

many rescipies

brittle pasture
# brave fable rhubarb sashimi...

thx for the idea, now I'm going to extend my future joke mod to "Everything Sashimi"
Apple Sashimi? Sure. Kale Sashimi? Heck yeah. Iridium Bar Sashimi? Why not

brave fable
#

iridium bar isn't raw though, it's been cooked

sweet sphinx
#

what is sashimi?

teal bridge
#

Sashimi is fish or meat. There's no apple or kale sashimi.

brittle pasture
#

hmm Iridium Ore Sashimi

teal bridge
#

People can name their recipes whatever they want, but that isn't sashimi, it's chopped up watermelon made to look vaguely like sashimi.

tough crater
teal bridge
#

Just like "vegan pulled pork" is most obviously not pork.

tough crater
#

I appreciate the help I get in this server 😭 Yall always got answers when the wikis don't

sweet sphinx
#

SDVpufferpain Vegan "Pulled Pork"

brittle pasture
#

everyone's a critic nowadays smh

teal bridge
#

Yeah, but I was a critic before it was cool.

ornate trellis
#

qi fruit sashimi

#

i keep the sunglasses on

sweet sphinx
lucid iron
#

a frame mod that i think would be cool is

teal bridge
#

That is a cooked dish. Rhubarb is safe when cooked, we've established that.

lucid iron
#

generic way to give things TAS effect like smoked fish

#

then u can give sashimi from - edible things foul odors

sweet sphinx
brittle pasture
teal bridge
#

Eh? Whatever the joke is, I guess it went over my head.

lucid iron
#

yea expose that AnnelieStare

#

at least the colors

brittle pasture
#

Yeah I was thinking of a more generic particle system for items

lucid iron
#

i also wanted to do that but for enchantments

tender bloom
brittle pasture
#

Didnt get around to it yet

lucid iron
#

give them sparkles for different enchant

#

like in the hit game elder scrolls V skyrim

sweet sphinx
#

we also have umami seasoning now, just make everything taste like m e a t

teal bridge
#

Doesn't SpaceCore implement the generic animation thing?

brittle pasture
#

that will be a fun idea once the 1.6.9 chaos die down

ivory plume
#

(Speaking of which, time to kick the hornet's nest.)

brittle pasture
#

yeah, but TAS are different than anims

lucid iron
#

spacecore replaces the whole sprite

velvet narwhal
#

(i'm afraid of that)

ivory plume
#

<@&475534019782508564> Stardew Valley 1.6.9 will release in one week (around November 4th)!

This is a hefty update, so some mods will break. If you want your mods ready on release day, now is a good time to get the beta and prepare your updates. There are no major changes planned between the current beta and the final release.

For more info:

SMAPI and Content Patcher already have beta versions available on Nexus, including initial compatibility rewriters for existing mods.

Feel free to ask if you have any questions about updating your mods!

lucid iron
#

wow

tender bloom
#

Ooh pathos jumpscare!

velvet narwhal
#

oh i'm finally a mod author to get pinged

wanton pebble
#

agh a ping

uncut viper
#

cant get jumpscared if you're not a mod author. good thing i have no mods

brave fable
#

did you really have to break up my 1 and 69 reacts like that
how unseemly

ornate trellis
grizzled rain
#

somebody @ ed me and i was like AAAAAA but then i look and im like "oh thank god its just pathos"

agile notch
sweet sphinx
#

do I gotta update my mods? considering I started making them like 5 days ago

velvet narwhal
#

cp is relatively untouched

lucid iron
#

the 1 6 9 looks fine to me

haughty charm
#

Double check the migration guide to see if your mods will be affected. 🙂

golden basin
#

sticks leggy out

wanton pebble
#

Is this where I go "can we get gift dialogues for specific gift tastes for the Winter Star" with exactly one week remaining? SDVpuffersquee

#

(I kid, I know it's too late for that XD )

lucid iron
#

i been in 1.6.9 mode for weeks now im ready

wanton pebble
#

not tastes, A-Sauroen

tender bloom
velvet narwhal
#

oh not tastes SDVpufferwaaah only tags

wanton pebble
#

We have:

WinterStar_ReceiveGift_<id>
WinterStar_ReceiveGift_<tag>
WinterStar_ReceiveGift

So it allows item ID and tags or a baseline one, but not by gift taste

brittle pasture
#

you do need to slightly worry if you add colored flowers/artisan goods
but that's one extra line

wanton pebble
#

I'm not seriously asking for it, although if it does somehow happen I won't complain at all

#

I know it's far too late for that XD

brittle pasture
#

hi six thousand four hundred and eighty

velvet narwhal
#

maybe a pr? lest it get approved if it's small enough

sweet sphinx
brittle pasture
#

no ur good

brave fable
#

you want gift tastes to be updated for winter star only, but not the frightening relic that's the actual gift taste data? smh

sweet sphinx
#

cool

knotty phoenix
#

oh this really doesn't change much for CP huh

#

phew

wanton pebble
lapis creek
velvet narwhal
#

like button says, open up the migration page like the morning newspaper

tight rivet
#

Huh. That's a nice list of fixes.

outer kernel
sweet sphinx
thin hamlet
#

First mod author ping! SDVpufferwow

#

Ill look thru if i have time 🙂

lapis creek
spice inlet
ivory plume
#

(It's fine to discuss the changes or post any of those links on Discord. It's just better to avoid posting it on Bluesky/Reddit/etc so it's not picked up by news sites.)

sweet sphinx
#

ahh

drowsy pewter
#

this is how i find out pathos has an unused bsky

tender bloom
#

Get pathos to follow you!

ivory plume
#

(I only post on social media to reply to questions about mods and such, I don't really post anything otherwise.)

tender bloom
#

I’m too old for this newfangled social media 😛 ignore that I’m younger than pathos I’m pretty sure

drowsy pewter
#

says the person posting on a social media platform rn

lucid mulch
#

I'm only twitter, and even then almost exclusively just read

#

Don't remember the last post I actually made

sweet sphinx
#

i'm like 90% sure it's inedible solely bc the farmer can't gulp down a whole pumpkin in one go

brittle pasture
#

I mean the farmer can eat an entire sturgeon

spice inlet
sweet sphinx
#

how big is a sturgeon? /gen

tender bloom
lucid iron
#

sturgeons r hueg

#

tunas too

lucid mulch
lucid iron
#

and its not just irl the game gives their length lol

sweet sphinx
#

so then why are pumkins inedible??

uncut viper
#

because theyre not supposed to be a food item

tender bloom
#

Rind too thick

lapis creek
#

cos they gross, obvs

tender bloom
#

But probably to give variety and balance?

uncut viper
#

whether something is technically edible irl or not is not the sole determination of game mechanics

tender bloom
#

Like some foods are better for cooking or processing and some are better for eating

sweet sphinx
#

my possibly edible gold plated pumpkin tho

latent mauve
#

I like the GSQ changes, I can finally do custom dialogue if I talk to someone with their favorite ||trinket|| equipped, without having to gift them. xD

tender bloom
#

I wouldn’t eat a gold plated pumpkin personally

#

But maybe other people would

sweet sphinx
#

Not even for the possible buffs?

tender bloom
#

It sounds like it would hurt my teeth

velvet narwhal
#

never been a fan of that gold flake bougie stuff imo

brittle pasture
#

also just in case you arent aware there is already a gold pumpkin in the game
like the one in button's username (if you're reading this message before October 31st)

velvet narwhal
#

(i am also allergic to most metals under the sun)

sweet sphinx
#

People can bite through gold irl

teal bridge
teal bridge
#

While it might be fun for a while to debate the edibility of Rhubarb vs. Sweetpea, it's a game.

sweet sphinx
#

But based on the sell price of vanilla Golden Pumpkins, I wanna say it's solid gold, mine are simply gold-plated

teal bridge
#

It's worth considerably more than a gold ingot, in fact.

bright panther
#

i love both using and not using FAudio

ivory plume
#

(The changelog in that post is outdated; you can check the draft release notes links for the up-to-date list.)

bright panther
#

alright firGiggle

calm nebula
bright panther
calm nebula
whole raptor
hallow prism
#

for players possibly, but it's because :

  • there is not all the modding change listed
  • there is a lot of bug fixes, which require listing each one of them (so people can know it's fixed, and so people can report unintended change)
#

i don't think the update is bigger in term of content/modding content

whole raptor
#

True, content wise it's definitely less, but fix wise it's massive (good for us I guess SDVkrobusgiggle )

#

Also just took a peak at new dialogue keys... do we have all the functionality of Custom Fixed Dialogue in vanilla or is something still there to justify using it? SDVpufferthinkblob

velvet narwhal
#

what else did CFD have?

sweet sphinx
#
  1. Sweet gem berries price is 3,000
  2. Sweet gem berries are inedible
#

why are they so expensive(and why aren't people doing profit off of these?) and why the inedibility??

velvet narwhal
#

(unless CFD let you target the wedding strings without affecting other npcs, i honestly don't know what else CFD has that vanilla doesn't)

uncut viper
#

do you know what a sweet gem berry is

sweet sphinx
#

...no?

hallow prism
#

they are basically here so you can get something shiny from the traveling cart, people don't like growing them because getting seeds is a lot of work and there's simpler option

uncut viper
#

they are the rare seed from the traveling cart

#

they take 24 fall days to grow, and cost 1,000 to buy

hallow prism
#

oh i thought you meant like, IRL

#

i was expecting to discover that it's based on a real thing that is like poisonous or whatever 😄

sweet sphinx
uncut viper
#

i thought you just werent sure what they were in game and wondering why ppl didnt grow em more

brave fable
#

Added an ItemGrabMenu constructor to copy an existing menu (e.g. when reopening it).
wonder if this would be useful for craftingpage replacer mods SDVpufferthinkblob

acoustic summit
#

Id say its inedible largely to prevent people from accidentally eating the one sweet gem berry they grow in fall

teal bridge
#

Well, they are inedible to the farmer, but not to certain creatures.

sweet sphinx
#

can you make seeds of them with the seed maker?

teal bridge
#

Because they're (a) limited and (b) not really all that profitable when you consider all the factors.