#making-mods-general
1 messages · Page 81 of 1
i dont think i know what AnimClips frames means
not relevant, but it's extra animation frames not part of whats determined by movement
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
i imagine most companions will not have repeats
frog horde
"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
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".
how bout this
that does sound a lot clearer to me
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
yea i am definitely too in the weeds 
Oh god, FF will never be ready...
yeah, I've "tried" to convert one of my CP mods to AT but gave up multiple times because of the lack of documentation.
thank god, I have 1h30 of online class with no camera required, I can work on it
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?
you can make custom conversationtopics
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>
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.
i will try both. thank you! is there a mod that i can specifically compare this to? (esp with the add conversation topic?
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"
uh i can probably throw together a trigger action
OHH. I think I'll do this first, then I'll try with the convo topic. :3 Thank u both ! ❤️
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?
Yep
"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.
]
}
}
}
]
}``` 
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
oh my gosh, thank you so much! 
😓 actually i just might end up including them as a non-datable npc because i like them too much
Do you want the character to only say the dialogue once or add the dialogue to a pool they can possibly say?
the 2nd one xd I was thinking of either doing the query or the convo topic :>
The CT will expire unless you explicitly work around that, so don't go that path if you want the dialogue to repeat later
you could however set the CT to last 99999 days
but they will also only say it once i think?
so def query is better
Yeah once they have said the CT they shift to their normal dialogue
Yeah, if it's convo topic than they'd only say it once, immediately after the related NPC gets to the required heart level.
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
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)
(you also can actually make them repeat the CT topic dialogue if you really wanted to
not much point to that tho)
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?
correct. but good to consider if you ever wanna add a temporary CT but multiple times in another scenario
How would one make them repeat it? Set it again in the CT itself or something?
or less "good to consider" and more "could be good to have in the back pocket"
it just checks a mail flag
NPCName_CTKey
so if you remove the mail flag theyll repeat it
Which you could do inside the actual CT line, couldn't you? Or would that get too weird with order?
it wouldnt actually matter which order you did it in, the dialogue is checked when you talk to them
BUt when is the flag set?
also when you talk to them
if they find a dialogue line that goes with the CT, they will say it and mark a mail flag for you
that way they wont do it again later
so you can remove the mail flag any time
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?
oh, thats what you meant, i thought "CT line" meant the trigger action line that sets the original CT
i.e. in Data/TriggerActions
i wasnt thinkin about action dialogue commands
but i think it would still work
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
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
i just tested it and yeah removing the mail in the dialogue itself lets you endlessly talk to them about that topic
akin to location dialogue you can repeat
Woo
I do not currently have any use case for that but good to know (if I remember haha)
🙃 oops now i need to comb through dialogue for the expression keys because i shuffled the portraits
sigh

^how i am feeling
When you say you shuffled the portraits, do you mean you forgot the correct numbers and wrote them wrong>
Or did you move them around on the spritesheet itself?
both
So they're inconsistently written in the dialogue so you can't just fix it by moving them on the sheet?
yeah
Unfortunate :/
😔 im so good at this whole "making a set of portraits that i didnt fumble" thing
😓 yaay.... they're fixed...
oh?
what does it do?
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 :/
maybe a browser setting making it not work 🤔
I hope it's just an extension issue. I am trying disabling them.
Nooo disabling them didn't fix it
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
But it has worked before on the fancy laptop so ???
🤔 it wont let me open folders but i can edit individual files just fine
To be fair I'm editing a gitlab repo
Okay I have found some errors in the console, promising
Does anyone have an emote index chart? The event modding resource spreadsheet’s one broke for me for some reason
There's no images, but there's a list of emote indexes + names on the wiki.
Ah sucks that there’s no images 😔 but that’ll work for now haha. Thank you!
Good news for Linux/macOS mod authors: Rider is now free for non-commercial use!
(Which includes receiving DP for your mods, it would seem!)
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?
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.
It's an East Scarp dev resource from @golden basin (clown can this be put on the wiki?)
It looks like trying to get around it will involve disabling my Content-Security-Policy and that just seems unwise
(Clown to the rescue?
)
clpwn
(NO PROOF.)
XD
I give up. I shall have to use Chrome.
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"},
},```
sounds right to me assuming you did load the asset too
hiya ! can someone help me out with understanding the colour system with making a fashion sense pack please (,:
Yeah, no problem with the asset. SMAPI says the field 'Crow' doesn't match an existing target, but there is a "Crow" field in Data/Shops?
i dont have 1.6.9 stuff on hand to check
(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?)
i mean the beta itself is public, just lowkey
yes that's... what i just said i hope
i dont see a crow field in data/shops
Did you re-unpack?
it's called LostItems
so if u replace "Crow" with "LostItems" it should work
Finally did my re-unpacking this morning, can second this for the shop name
beta mood 
hm this shop is nice i wont have to make things tool to prevent complete loss
I just hope it wouldn't suddenly be not a crow anymore because I've already drawn the portrait. 😆
Looks like it's open sound is still a crow sound, so I guess hopefully it doesn't change going forward lol
if game changes it then u just change it back 
Yeah, for a non-character vendor that's an easy choice lol
I've drawn a crow and by gods I shall have it.
wow i can just delet the museum furniture now
Time for Aba to make a human vendor though 
all my saves have jade hills + bear early on cus i got nowhere to put those rewards
Hey roku up for some testing for me?
Sure, what's up?
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.
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)?
Could you whip up an event with an optional NPC and try moving them?
!json Can you upload this to the json validator and give us a link instead please? That way we don't have to download your file.
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.
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
(can you show the command just in case?)
Or just test an event I come up with, if you like roku.
So far my event experience involves placing the farmer in front of the house and opening a dialogue box 🤣
Actually I'm pretty sure I made a repro pack for Pathos which I am trying to find but I can't - ah ha! #making-mods-general message
Thanks. Your Target is wrong - it should be HalfAlive.SpiritFieldsContentPack_SpiritWorld I think. And CustomLocations is an obsolete way of loading custom locations now anyway. Also I'd recommend loading a json file, not an xnb. Finally, your format is old and should be 2.3.0
Thank you.
Doesn't the event system store events in .XNB files for each area, though? I heard people say a JSON file would be better, but I'm not sure how including a JSON file in the events folder would work for what I'm trying to do. Then again, I am new to Stardew Valley in general.
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
If I understand correctly, xnb is basically just a way to store assets, probably for compression
Hm, am I supposed to do anything specific to make the event trigger?
Debug ebi?
Oh lmao, not me walking in and out of the forest
xD
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
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.
So what would the event-related syntax look like in that case if I don't need any XNB files for the new area?
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
Well, we do happen to have a basic event on hand right this moment lol
Ah but I will have to edit it so it's in the right format for a load
I imagine it probably looks exactly like how you'd write it for packing into an xnb, actually https://smapi.io/json/none/a51988cdc07948f6a21d6efe6b8088d9
Looking at your json, you already seem to have the event syntax down. Is the issue loading a blank json?
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"
}
I doubt they were asking about loading a blank json since neither of us mentioned that
Lol, I hadn't looked at this before, loading an xnb like this would completely wipe out any other events added by other mods
Anti-compat
But same if you just loaded the json
Any load replaces the asset
But it's their own location so there's not going to be any events added by other mods
Or if there are (assuming someone made one for it) they'd need to patch afterwards anyway
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
Depends on if there's any type validation I guess
Maybe one day I'll pry into CP and actually understand it lmao
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.
Well, depends if their archive is a copy of the vanilla archive
With just their location added to it
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
But all the events for the different locations are in different xnbs
Oh, then yeah I guess that would cause some more serious issues lmao
Yeah there's 529 files inside Content/Data/Events
Might just create an asset called Data/Events, which I'm sure wouldn't be a problem at aaalll /s
Probably would actually be mostly fine, since I don't think anything targets just Data/Events
Aside from the previously mentioned events they added not working lol
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
Oh poop I don't have CP installed
Potato testing delayed
Can that computer even run SDV? Lol
By the way in case our chatter hid the useful information, these two messages were meant for you: #making-mods-general message #making-mods-general message
Yes! Just!
I guess if you keep the mod load low that will continue to be true 
Apparently once upon a time it could even run thief
And portal 2. I strongly doubt it could now though
Time takes all things from us
Except my laptops
That's like summoning a crash 
I just saw them. I’ll try that in a moment.
Lol most of them don't even work anymore so if someone (or fate) steals them it won't be a huge loss
Yay, Maru is just standing there
I'm tyrannical with my electronics, if it doesn't work then it goes away
Maru isn't supposed to move?
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.
Meaning the bug is fixed in 1.6.9
Oh ok lmao, I was worried
I miss 7
Fortunately it's not true and Steam does still work. It's just unsupported.
Lmao, what a misdirect
I remember being very upset about having to go from XP to 7
Now I'm resisting 11 as long as I possibly can
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
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
Nevermind that I know there are a lot of other issues I just don't have the energy to deal with anymore
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)
Fwiw I'm easy to please but I haven't had an issue with linux that wasn't my faulf
You should take my experience with a grain of salt, though, I currently play 0 video game
That's right, it's me, the problem 
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
Okay I better shuffle to bed (well, sleep) lest I be too tired for the drive to therapy tomorrow
Ironically a lot of games either don't run on Linux (correct me if I'm wrong) or run better than on Windows
For basic shit you barely need to learn anything
I wouldn't be surprised by games that run on Linux running better than on windows
Windows has so much fucking bloat, it's amazing it doesn't sink
Wasn't there some kind of Windows "Lite" version? 
Not that I'm familiar with
The bigger problem for me is that, without fail, I always manage to find the dumbest fucking problems that apparently nobody else has ever had
Even on windows, I just am apparently a problem
Or Tiny
All I remember is seeing something where some of the Windows bloat was stripped from the beginning
Just switch before you get into modding 
Sdv modding is at least workable just with couple caveats
Time to make a time machine 
I can't even run tesedit properly so skyrim modding is doomed
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
Yeah I think a lot of games do just support Linux these days
I'm honestly curious how it'd be to run SteamOS on PC 
basically anything can run through Proton
Feel free to bitch at linux over in #programmers-off-topic
Did someone @ me
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)
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
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.
Weird. That is not how I recall it working
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
In particular I recall having to call switch page
Looks like it just does both now
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
Yeah, not sure how far back I'd have to look, it's not even part of the obsolete code currently in the project
In particular I recall having to call switch page
Unfortunately I don't recall how to switch back to the original pafe
Oh I see
You just add page link
So add all your page links then addpage
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?
Or at least, if you add another page up until that point
Any C# modders wanna collab for the #1292662310305005609 ?

Don't the contests end in like 3 days?
Yeah I only have 1 idea for it but it requires C#
can’t think of more
it's probably too late for me to be able to finish, but run it by me and let's see
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
Not without C#
Could use a harmony solution and check for weapon, then replicate script with differences needed for sprites
Theres probably a framework out there for custom weapons that could do it, too
yeah that's all way beyond my skill level so i will probably just live with it for now
I'm now officially maintaining Seasonal Hats!
It might already be common, but one fun trick I found is texture self-patching:
Loada texture.EditImagethe texture onto itself to copy one area to another, so you can have both seasonal and fixed versions with just a sprite index.
ok, adding that one to the list of hat mods to support 📝
(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)
Lookup Anything would be my go to
ooh no i mean in code
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
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
How many mods does Pathos maintain now 😛
I was actually wondering the other day if there's a list somewhere.
His mod page only shows ones in his name.
There is a gist somewhere
(These are the mods I officially support; that excludes all the mod pages I have access to as a backup in case the author isn't available.)
dont ask me why this message in particular made me think of this
For sure if your mod needs an illustrated diagram, that ain't gonna be CP lmao
isn't that an xkcd
xkcd 1425
xkcd looks different than i remember
nah that one's just specifically the memes page
Can I touch platonic relationships
(Only platonically.)
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™️
trinkers first
Well I hope it's b4 2025 at least
Sure, feel free to submit PRs as needed.
(Ideally small self-contained PRs; very large or combined PRs may take much longer before I have time to review/edit/merge them.)
Well if the existing mod seems like too much work to update I might just make my own version of the mod 
But I remember it having something for blocking events, just not for modded npcs
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?
i think a plant-based meat setup could actually be rly cool
could do mushrooms, tofu, rice, tempeh
When was this
what do you mean when was this
sooo I did it like this now: I got the HarvestItemID from the crop tile itself, then create a new Object with that id, of which I get the name.
this definitely doesnt feel like the way youre supposed to do it, but it works 🤷♀️
use ItemRegistry.Create
iirc theres very few instances in which you should be using an item constructor directly
Btw, Button, my roommate got Graveyards and got a kick out of the little Easter egg you put in the log 
tell your roommate that i am Appreciating THem
the post timestamp is tomorrow
You can just get the item data
Somehow from itemregistry
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
Without creating an instance
like this? that works as well! im guessing this is the better way to do it then
If you don't want to do Animal Husbandry stuff, you could tie into a mod that has meat crops, like Grow Your Meat
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
meat crops sounds a bit odd to me, but i think working either with tofu or with a dedicated shop could work for me
They definitely are odd 
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?
oooh yep I see now, that does seem like a much better way of going about this sorta thing. Thanks all!
Yes, item context tags! Check Wildflours Artisan Goods, VMV or Cornucopia for some examples.
perfect! ill check it out!
you need that+spacecore to edit rhe recipe to allow for context tag
well luckily i have spacecore already in XD
Oh, Uncle Iroh's Tea also does it, I think, and it's a smaller mod if the other examples are overwhelming.
oh there's already a tea mod? i wanted to add some tea to my mod XD
well it wouldnt hurt would it
!twocakes
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.
There's a bunch of tea mods, no worries 
like how there's a bunch of cooking mods i assume XD
Two cakes (or cups of tea in this case)
we could always use more tea mods
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
(there's also a dear mod author friend of mine @worn coral) 
is mc against multiple tea mods
(not throwing shade on MC modding community)
ah yea that's important
not a big worry here though, unless there's a second itayfeder out there making itayfeder.MoreTea
cooking mods are always welcome, it keeps us npc creators on our toes for not including whole categories into a liked/loved gifts section
last time i checked, im the only feder there is here XD
is there guides for modding hair specifically?
there's two ways to do it, with vanilla hair or with Fashion Sense
fashion is the one with mirror right
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.
thanks
yeah
It's more powerful and allows for bigger hair sprites so that's what most ppl use nowadays
There's also a tutorial on the modding wiki for CP hair.
It's called Non-Replacing Hair or something like that (am on mobile)
wait a second... why do you get rabbit's foot randomly from rabbits?
why do they just drop their feet all of the sudden
they're secretly lizards
they regrow
yeah wait i can do the same with meat maybe
but no that's way too morbid
or is it
idk
Got it. 1k+/1.4k-, single PR, then?
what's the one meat mod that actually used the unused meat assets? was it butcher?
they are serpents
there are unused meat sprites?
animal husbandry
and yes there are unused meat sprites
you dig deep enough you'll find a lot of unused things
where are they located?
Just change the name to Rabbit's "Foot" and it stops being morbid
yeah they just.. totally regrow 💀
hold on yeah you're right that did always bug me
i might use the same logic for beef and stuff
maps/springobjects, same as where the objects sprites are
(thanks selph)
im assuming it's not in one of the language ones, or all of them have the same sprites (apart from language stuff)
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?
(as always, thank you rabbit floof mod fr saving my life)
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
From a mod maker's perspective you dont really need to worry
well then, time to make some meats XD
you will probably want to gate your meat behind no animal husbandry
I think most meat crop mods use their own items anyway (even if they use the same sprite)
if they are same sprite at least
which sucks for AH compat but ehh
yeah that makes total sense
is there any established this is meat context tag?
does AH work for 1.6 even?
its updated psure
oh thats overwhelming
yeah it does
its gonna be super complicated isnt it
naw
fashion sense is a little overwhelming, i do suggest cp first
oki doki
Since you're making hair styles you only need to follow the hair guide for now
once you understand how to syntax CP/json, you'll look at fashion sense and go "oh shit world of possibilities"
it helps to look at existing hair mods
I really do hate the name of that
you get over it very quickly 
hair/hats/shirts/etc FS packs are actually almost identical in structure
just the dimensions/target is different
so the headers arent that scary
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
I just hope the spriting is the hardest part
Once you know what you're doing, it is!
different aspect of mod making is harder or easier for different ppl
aw yeah
rmbr u can always ask for help here
do you mean the content pack or the spriting
prob want to ask #making-mods-art for the later
pretty sure it's just find the .png right click save image
github is also my arch nemesis, ate two weeks of commits
yeah, I think there's a settings to control whether the hair style can be manually colored
yeah then there's some conditionals that you need to have in the .json of like "locked" or something iirc
oh question, how do i add an item to the items given a boost by the "butcher" skill?
It checks for certain categories, gimme a moment to dig the code up
actually is there a good way to view the original game's code?
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
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
so i should put it in the category -18 then
did you want to make growable meat
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
alright time for me to begin spriting
didn't nail it down then XD]
good luck with that!
!software
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
oh gimp is a good choice
I prefer Aseprite but it's not free, can check out Libresprite but I dunno what features it's missing
obligatory "it is free if you put some elbow grease into it and compile from source"
which admittedly is even more advanced
Yeah, pretty sure there's a guide, it's just a lot lol
doing a rough outline 1st
doing aigis hair from p3
not sure if the hairs too small tho
(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
that means it tried to load a nonexistent asset. you probably used the wrong asset name between load and NPC data
generally yes
ok thanks
@vernal crest@rancid temple I still haven't been able to get it working right. The text file is how the error message ended up getting pasted into this message. It still wants an XNB file.
Here's SpiritField.json: https://smapi.io/json/content-patcher/b983179db62b40b68ae1f4a05463cb07
Here's content.json: https://smapi.io/json/content-patcher/762ba071645f4de8aafaa18dec08c850
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
"{{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
You didn't do a blank load?
{
"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
wym?
are your portraits named the same way as your npc's internal name?
yall got a farmer head template?
that's the only reason why it'd give you an xnb error
for testing my hair
My answer wasn't to you, sorry I haven't seen your question
!unpack for heads
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!
The exact same
I'm following the guide on the modding wiki
yes, the farmer is a paper doll
wait is that a thing im not supposed to send or
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
We encourage people to unpack their own files, sending the unpacked files here is redistribution, which is generally not allowed 🙂
ok
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
mostly because we don't want to contribute to the pirating of the game
Man cant believe they made them areas grey gotta repaint them smh
buy it, it's literally $7.50 usd sometimes
Well, grey is better than illegal lmao
Im just being stupid
Ik Im just making a bad joke
not you, it's just a general thing i get irked about when people want us to give them the whole unpack
dang
thats like the whole game tho
All 168 MB of content lmao
167mb
Those glossy 16 bit images really eat up the space
isnt it the sound
I don't have the sound unpacked currently
grrr sound
The packed files is ~535MB so sound is probably a big part of that lol
Disk Usage Analyzer spotted
why is this ss explode
It become poop
anyways the fonts take up 51mb and chinese font is 22mb 
i did wonder about the odd highres font
ye im way too confused on how to test out the hair
just load it in game and use the mirror
https://github.com/Floogen/FashionSense/wiki/Creating-a-Hairstyle-Content-Pack
You can copy the sample FS pack and drop your sprites in, and some other code changes (ie. defining your hair's size)
wheres the fs pack
Have some time so I thought I should update my stuff for 1.6.9, and... Steam's haunted. lol
It's taunting you
there mostly templates
The spookiest thing steam could do for Halloween is break
lmao I even restarted Steam and it's still happening. I think I need to remove it and reinstall it
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 
i hate github with my soul
What the heck it's still doing it okay Steam is really haunted
non C# mods for stardew are plain text, u can just open it up
moon's haunted
How can the moon be haunted when MMR hasn't been made yet /s
(I mean, it's been started, but it isn't very far along)
oh khloe i think the main thing that broke for better crafting is quest complete stuff https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6.9#Quest_event_revamp
the other big one is light source change to string id
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.
again i really think it'd be easier for you to just go download a hair mod from nexus
oki doki
any recomended ones for this
Can you create the XNB through code? I’m super confused, since everybody I ask suggests that the XNB isn’t even needed.
you might not need 36 hairs ofc, but u can inspect other mods for the format
you need all 4 directions yes
might be fs thing where left and right is flipped?
You aren't creating an xnb, you need to do a Load for your location event asset before you can edit it, since it's for a new location
or stardrop
So, referring to the two JSON files I had attached, what would I change? Is there a statement I need to move or add somewhere in either file?
At the bottom of SpiritField.json you have a Load where you're loading SpiritField.json, that definitely needs to go away
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
Do you mean the beta?
Whatever it is, 1.6.9
I had a feeling I shouldn’t be including that part.
Just checking since I don't have access to an alpha and dunno what happens if you try to access something old like that
Oh finally. I cleared some caches, and now it's working.
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
Okay, I’ll try that.
That aint good
You will also need to Load that blank into any other Data/Events/YourLocationHere that is a new location that you're trying to add events to
..< 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...
I installed your free mod and got terminal cancer, I want a refund
k heres $0.00 back
Thanks, still mad
welp I got no idea what i did wrong
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
oh my god now VIsual Studio just straight up crashed when opening my modding repo what is this why is my computer haunted
its October 
yep deffinatly the froggie mail boxes give cancer lol
Spoiler alert: it wasn't even your mod
probably was something titled "THIS MOD WILL GIVE YOU CANCER IF YOU DOWNLOAD IT"
lol
so this is the well im making for junimo buildings mod any way to get it to animate like the windmills?
you need draw layers
yep, this worked, thank you!
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
yah i just wana make the junimo bounce up and down to turn the handle
since there's some transparency involved u prob want to exclude the rect that is meant to animate entirely
from the big sprite
yah id cut the section out and animate seperatly
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.
different effects or just a new look?
A separate item from base slingshot. Basically to make a new one to be sold at the Adventurer Guild.
thanks ill look more into the draw layers
(And eventually a separate shop entirely when I get around to it.)
C#
just copy the sling shot data from the files data/weapons edit it for your new style use CP to add data into the file then you can add it to the shop data as a sellable item/weapon
but any more advanced you would need to hit c#
rn 3 weapon ids are hardcoded to have class slingshot
32 33 34
you cannot make a 4th one without C#
Yeah that's what I figured
normal, master, and what's the third slingshot?
unused galaxy slingshot, sve makes it available
ah
im not really sure if there is point in making new slingshot item entirely 
u can make custom slingshot ammo with emc i think
Can i make an entity drop something like how ducks can drop duck feathers and stuff?
yeah, it's just the produce thing, set as drop overnight
wdym?
yeah i see
i need to edit DeluxeProduceItemIds
but can i actually add modded item ids here?
sure you can, use TargetField to drill into DeluxeProduceIds field and add a new entry for your new animal produce
so i place something like this:
{
"Id": "Default",
"Condition": null,
"MinimumFriendship": 0,
"ItemId": "MODID.itemId"
}
?
that's it?
yeah that should work
now i wonder how ill test it XD
https://stardewvalleywiki.com/Modding:Console_commands has a bunch of commands to quickly set up a test save
debug setupbigfarm is particularly useful, and so are the ones under "Farm animals"
oh i found another problem XD i cannot have something that is both "DropOvernight" and "HarvestWithTool"
cause i wanted cows to drop stuff
Nope, game limitation
Extra Animal Config however supports overriding the harvest method for a specific produce:
https://www.nexusmods.com/stardewvalley/mods/25328
oh perfect
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
How does GMCM determine the "valid" values for a slider bar?
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)
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.
oh my god what do you mean crows have a shop in the base game
that's like feature 32940 of this neverending gd mod that's been absorbed in before it's even released
"1.6.9 will mainly be bug fixes for mod authors"
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 
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
Almost every asset in 1.6 is migrated away from slash delimited strings to proper data models!
(almost every
)
but yeah it's much much more convenient
which one's aren't?
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?
Furniture
https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6 is helpful
the most notable ones at the top of my head are crafting/cooking, hats, furniture and some item types
that was pretty much the catalyst of 1.6 hahah
Yes
String IDs are one of the biggest changes
ah
Ahhh, explains a lot too hahaha
every change in 1.6 was just a trickle from the waterfall of string IDs
You’ll probably see a lot of “type not matching” kind of errors in your code
life is good in 1.6 land
(except for cooking. raaahhh)
now I get to spend the next however long to add all the object entries for my gold plated foods
There was also SMAPI 4.0.0 if your code predates that, which was a bit of an overhaul to the asset pipeline iirc
true. i hate cooking
Hate it so much you overhauled it? 😛
Brb hacking blueberry's Nexus account and renaming Love of Cooking to Hate of Cooking
loathe of cooking
what is the opposite of cooking
freezing
Disassembling
eating
if cooking is turning raw ingredients into food, uuhh composting? turn organic materials back into plant food
chemical dissolution
Raw ingredients, technically, are already food
composting is just cooking for tiny creatures
compost heap is the original infinite stew 🙏
wait so did you want to make a mod where crows have a shop
crows are kinda half the thing of this mod lol
Molecular rearrangement
back to the drawing board again
Crows come in flocks
crow farm animals that have a 5% chance every day to fly away forever
corvids are a big group
Doesn't Ornithologist already have a shop run by a crow? Can't believe CA ripped them off smh /j
is it a crow animal or crow anthro?
Animal.
I wish I could do that rn, so cold >.<;
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
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
It’s not strictly necessary but it’s totally reasonable
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
I’m on my phone and doing this from memory, but the general idea is something like “ TargetField”: [“Cat”, “Breed”]
There should be examples in the CP docs
how does the game spell cauliflower? bc it's not recognising mine in the search bar
i looked at it, but it does not say what to do in case of my issue
Pretty sure it’s spelled the normal way
since the values that they try to input are normal strings and not other json objects
What is the original and what are you trying to change it to?
im not trying to change it, but to add to it another entry
turns out I was searching in the wrong area
it should be the same, you "TargetField": ["White Cow", DeluxeProduceIds"]
and then in Entries you would have
"YourIdHere": { put stuff here }
That will insert a new entry with Id = YourIdHere into the list
{
"Action": "EditData",
"Target": "Data/FarmAnimals",
"TargetField": [ "Brown Cow", "DeluxeProduceItemIds" ],
"Fields": {
"{{ModId}}_beef": {
"Id": "Default",
"Condition": null,
"MinimumFriendship": 0,
"ItemId": "{{ModId}}_beef"
}
}
}
like this?
Whoops also change Fields to Entries
now i just have to pray that it works... XD
I made a little trailer video for my mod in #1292662310305005609, video editing is fun. Idk if I can post links here but yeah
Would anyone happen to know where the four statues from Leah's 8 heart event would be in the files?
Post your video in images-and-memes? idk lol, maybe a mod can confirm before you get sent to the shadow realm
the accursed Cursors
Oh no wonder I couldn't find it, thank you so much!
Cursors is a mess of a file, but its also useful in its messiness
in doubt its always cursors
should i change the ItemId to the itayfeder.{{modid}}_beef or keep it as is?
or should it be (O){{modid}}_beef
cause how I do it right now does not work
if your username is already in modid then no need
(O) is unnecessary in animal produce
it's not
Post your current code at smapi.io/json?
then you can add your username to the mod id
though that will break existing items in your current test save
oh wait
im stupid
i didn't add it to the base contents XD
yup still nothing for me
did you try a new day
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
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!
no prob and let me know if you have further questions with EAC
eac is a new tla. edit action changes? extracting a calf?
I did end up putting it in #images-and-memes to be safe haha - its a fun thing to make after the stress of publishing a mod.
Eliminate All Chickens
Extra Animal... Cack? Wasn't your mod the poop mod?
one more thing, when you're done with your code pls ping me with it, there's an issue in my mod that might make yours incompatible with Milkable Sheep, and I can fix it
(the issue should be fixed when I update EAC to 1.6.9 but you'd still need the code changes regardless)
is milkable sheep a real mod
i can't tell now
Config 
and yes I'm also the author of poop mod
Yeah it does what it says on the tin
There's also juicable pigs
At least sheep produce milk, unlike that freaky milkable pig mod.
Sorry, juicable pigs. shudder
pigs are mammals, they're compatible
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.
What's going on with my i18n? the name for it is default.json in case that's the problem
Actually no, since I don't deal in absurd absolutes, the statement is still true if one person does that.
(no)
Did you try to use multiple lines in default.json
(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.)
I think so in the more literal sense.
That's probably (no translation:<key>), which gets split by the dialogue parsing. Try double-checking that your translation keys are correct?
If this is your default.json, tokens don't work in the key, you'd have to type out the modid manually
you dont need mod id anyways
I swear I saw this on the modding wiki 😭
There's no need to use {{ModId}} in translation keys; they're only accessible within your own mod.
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
that makes too much sense. lemme fix that 😂
(unless you're making multiple NPCs)
It's only one NPC in this mod
this is a travesty, why are sweatpeas edible but rhubarb isn't?!?
In b4 snail sashimi.
sounds pretty edible to me 
pls no we debated this for 2 hours yesterday
Definitely not a sweat bee. Don't eat those.
yeah, and wasn't the end result that seatpeas are inedible/poisonous?
i'm good for round 2 on the debate if you are
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".
I'm looking up Rhubarb, and it says that the leaves are poisonous, but not the stalks
so, again, wtf is rhubarb not edible??
Rhubarb is poisonous, not "mildly toxic".
the farmer just drops the whole food in his mouth. he wouldn't stand a chance
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.
rhubarbs leaves are poisonous, the stalk is edible raw. you can dip it in sugar to level out the tart taste
rhubarb sashimi...
even if the farmer did eat the whole thing, leaves included, they wouldn't die from it
our neighbour from where we used to live loved eating it as a snack for some reason..
many rescipies
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
iridium bar isn't raw though, it's been cooked
what is sashimi?
Sashimi is fish or meat. There's no apple or kale sashimi.
hmm Iridium Ore Sashimi
People can name their recipes whatever they want, but that isn't sashimi, it's chopped up watermelon made to look vaguely like sashimi.
Removing them fixed it instantly!
Just like "vegan pulled pork" is most obviously not pork.
I appreciate the help I get in this server 😭 Yall always got answers when the wikis don't
Vegan "Pulled Pork"
everyone's a critic nowadays smh
Yeah, but I was a critic before it was cool.
Cookbook | Recipes | Ingredients | Equipment | Techniques | Cookbook Disambiguation Pages | Recipes | Dessert
Rhubarb fool is a traditional dessert in Swedish cuisine. Its sweet and sour taste makes it a perfect summer dessert, to be served after a heavy meal.
a frame mod that i think would be cool is
That is a cooked dish. Rhubarb is safe when cooked, we've established that.
generic way to give things TAS effect like smoked fish
then u can give sashimi from - edible things foul odors
the name, and the wiki pic
EMC do support smoked effects, it is hard coded though
Eh? Whatever the joke is, I guess it went over my head.
Yeah I was thinking of a more generic particle system for items
i also wanted to do that but for enchantments
Watermelon does have this weird thing where cooking it with savory flavors CAN make it taste surprisingly meaty
Didnt get around to it yet
we also have umami seasoning now, just make everything taste like m e a t
Doesn't SpaceCore implement the generic animation thing?
that will be a fun idea once the 1.6.9 chaos die down
(Speaking of which, time to kick the hornet's nest.)
yeah, but TAS are different than anims
spacecore replaces the whole sprite
(i'm afraid of that)
<@&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:
- Get the 1.6.9 beta. (Please do not share that link online; ideally we'd like a low-key beta without media attention.)
- 1.6.9 draft release notes
- 1.6.9 mod author migration guide
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!
wow
Ooh pathos jumpscare!
oh i'm finally a mod author to get pinged
agh a ping
cant get jumpscared if you're not a mod author. good thing i have no mods
did you really have to break up my 1 and 69 reacts like that
how unseemly

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

do I gotta update my mods? considering I started making them like 5 days ago
cp is relatively untouched
the 1 6 9 looks fine to me
Double check the migration guide to see if your mods will be affected. 🙂
sticks leggy out
Is this where I go "can we get gift dialogues for specific gift tastes for the Winter Star" with exactly one week remaining? 
(I kid, I know it's too late for that XD )
i been in 1.6.9 mode for weeks now im ready
wait i thought we did?
not tastes, A-Sauroen
If you’re not making C# mods you mostly don’t need to worry
oh not tastes
only tags
cool
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
you do need to slightly worry if you add colored flowers/artisan goods
but that's one extra line
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
hi six thousand four hundred and eighty
maybe a pr? lest it get approved if it's small enough
do my gold plated foods count? bc they're artisan goods
no ur good
you want gift tastes to be updated for winter star only, but not the frightening relic that's the actual gift taste data? smh
cool
What can I say, I'm hyper specific to my mod tastes 😛
YoUr MoD iS CaUsInG mY ShEeP tO rAnDoMlY ExPlOdE (no dont look at the rest of my 1000 mods installed including 100 xmbs and a mod called "Combustable Sheep"). here's a real halloween scare ping for you
NAURRRR😭🙏
like button says, open up the migration page like the morning newspaper
Huh. That's a nice list of fixes.
it doesnt say we shouldnt share the draft release notes link 
wait, are gift tastes different for the festival??
yeah but thats Pathos and pathos can do what they want
time to report pathos for sharing the link publicly online 
(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.)
ahh
this is how i find out pathos has an unused bsky
Get pathos to follow you!
(I only post on social media to reply to questions about mods and such, I don't really post anything otherwise.)
I’m too old for this newfangled social media 😛 ignore that I’m younger than pathos I’m pretty sure
says the person posting on a social media platform rn
I'm only twitter, and even then almost exclusively just read
Don't remember the last post I actually made
i'm like 90% sure it's inedible solely bc the farmer can't gulp down a whole pumpkin in one go
I mean the farmer can eat an entire sturgeon
there's too many uninformed low effort opinions on twitter to make it worthwhile to read imo
how big is a sturgeon? /gen
Lalalala I can’t hear you 😛 I really do only have this and Facebook though
Just follow better people, skill issue.
and its not just irl the game gives their length lol
so then why are pumkins inedible??
because theyre not supposed to be a food item
Rind too thick
cos they gross, obvs
But probably to give variety and balance?
whether something is technically edible irl or not is not the sole determination of game mechanics
Like some foods are better for cooking or processing and some are better for eating
my possibly edible gold plated pumpkin tho
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
Not even for the possible buffs?
It sounds like it would hurt my teeth
never been a fan of that gold flake bougie stuff imo
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)
(i am also allergic to most metals under the sun)
People can bite through gold irl
Gold leaf is edible, but like Button said...
I know
While it might be fun for a while to debate the edibility of Rhubarb vs. Sweetpea, it's a game.
But based on the sell price of vanilla Golden Pumpkins, I wanna say it's solid gold, mine are simply gold-plated
It's worth considerably more than a gold ingot, in fact.
i love both using and not using FAudio
(The changelog in that post is outdated; you can check the draft release notes links for the up-to-date list.)
alright 
looks you in the eye and eats pumpkins

I exclusively follow this one guy who decaps ICs and takes photos of them
Is it just me or is this changelog longer than for 1.6.0? 
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
True, content wise it's definitely less, but fix wise it's massive (good for us I guess
)
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? 
what else did CFD have?
- Sweet gem berries price is 3,000
- Sweet gem berries are inedible
why are they so expensive(and why aren't people doing profit off of these?) and why the inedibility??
(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)
do you know what a sweet gem berry is
...no?
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
they are the rare seed from the traveling cart
they take 24 fall days to grow, and cost 1,000 to buy
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 😄
this question made me think it was a rocky mountain oysters situation
i thought you just werent sure what they were in game and wondering why ppl didnt grow em more
Added an
ItemGrabMenuconstructor to copy an existing menu (e.g. when reopening it).
wonder if this would be useful for craftingpage replacer mods
Id say its inedible largely to prevent people from accidentally eating the one sweet gem berry they grow in fall
Well, they are inedible to the farmer, but not to certain creatures.
nah, i know about them, just questioning why people didn't grow more/make profit off of them
can you make seeds of them with the seed maker?
Bluebs plz
Because they're (a) limited and (b) not really all that profitable when you consider all the factors.



