#making-mods-general
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(Actually fun? Or fun?)
Actually fun, I like learning new things
Getting it working in normal VS wasn't fun though, I couldn't get my extension to actually do anything for some reason
Also for some reason the error detecting isn't working right this second 
Weird, it was working last time I used it
The language server is running...
I have a love/hate relationship with writing lexers. I like working with raw data but as soon as the requirements get complicated enough to start requiring complex state management, it rapidly becomes headache-inducing
Here's a screenshot of when it was working:
Syntax highlighting is still working right now, but the language server doesn't appear to be doing anything
could content patcher itself, as it is running in a game session, become lang server
In theory yeah
Eh
You want to validate every patch
does this look right?
Though with VSC usually the language server is started in VSC
It does, though you dont strictly need the display name part at the end (it will default to the display name of the product)
ah, okay
good afternoon
Personally I think going the other way would be easier
Making another data structure that transpiles to CP code
But again, lots of those were loose ideas and I haven't given them actual thought in a long timr
my recipe isn't showing up
another data structure hm, might be hard sell to people 
man the yaml cp thing only had 60 dls https://www.nexusmods.com/stardewvalley/mods/27472
i dont really know how2 sell this to ppl either 
I'm well over lvl 4 farming, why isn't it showing?
make a popular mod that requires it
the ppl this must be "sold" to are mod authors though
(tbh I don't see an immediate benefit for ppl already comfortable with JSON.
For beginners... well, they're better off using JSON because of all the existing tutorials)
Quick question, can you make a new mod launch within smapi without restarting?
Your unlock condition field isn't correct in your JSON
damnit
It's s Farming 4 not Farming 4
not really, the mod list is considered fixed
oh
you can reload mods in various ways though
Yeah, this is why I don't expect my CP alternative to get any traction.
It can do things CP can't, but still won't be enticing for most people
If you want to reload there's a command for that right?
You don't need to do the id twice or have the {} inside of entries, it's a string value, not a data model
(Also you might need a trigger I think to unlock it, if you're already at or above level 4? I haven't tested that sort of thing since 1.6 came out.) (I checked, missing recipes are added. I thought so.)
like this?
Yeah
Weird, the recipes in the unpacked game data do use just "Farming 4"
Ah I see what's happening, your JSON is malformed
remove the block around the recipe line
CraftingRecipes is a dict of direct strings to strings, no nesting there
ah
I am literally looking at unpacked 1.6.9 assets right now and it is absolutely s Farming 4, which is backed up by the modding wiki.
It's rewritten to be stricter in 1.6.9
In 1.6.8 literally xxx4Farminglolcats
Would work fine
lol
ah okay, I'm looking at the private repo on my phone and it isnt updated
I might put together a PR for the private repo tomorrow since Pathos said tonight's update will probably be the release build
would that break old mods?
Potentially, but I assume Pathos has a rewriter in Content Patcher.
(It seems like the kind of thing Pathos would be on top of, anyways.)
So
Very few old mods actually used that. JA handle recipe unlocks internally
And the wiki had a note explicitly telling you it existed and to not use it
Because the level up menu gets too long
Good news: you get to update your mod within the next few days
recipes are scary
just hit 20k total unique downloads just 10k more till free premium membership on nexus ๐
I really love the idea of using YAML or honestly anything that's not JSON for this, but if we're being honest, 6 years and 5 million downloads is a whole lot of organizational inertia to overcome. You need a hook of some kind.
"Tired of making syntax errors because of quotation marks and commas? Come try YAML and make syntax errors because of indentation instead!"
lol whats so hard about json just use a good editor like vscode and your mistakes just get pointed out as you do them
- i think thers more support for json
*gestures vaguely to years of messages in #making-mods-general *
lol
something something xkcd 2501
I've seen people taking pictures of their screens with their phones and they're trying to write json in MS Word
word just screws up code i used to try html in word conversion early days
i think the main advantage of yaml over json would be multiline strings in event writing
mmm mabey for events
(though CP JSON allows that now too)
(As does SpaceCore's system)
anyways to each there own but id still recomend json since the game files unpack into json
I mean, it wouldn't be hard to make a StardewXnbHack but for yaml
It's in json because CP is json

yea xnb itself is some xml adjacent thing
XNB is actually a binary format
The format the content pipeline uses is XML, but it's just binary once built
(Weird calling "binary" a format, when it's more a description of a type of format than anything, and not a format in and of itself...)
maybe if we go back in time and make smapi use yaml instead of json
hmm binary is just machine code where hex would be a format
hex is also just a number system
But machine code is a very specific thing
from what i remember from school binary and machine code are the same thing
no its a rectangle and square deal
jsut like punch cards were machine code ^.~
Well, that's incorrect. You can't run any binary
mabey language not code hmm using wrong word
Like, I could write a bunch of integers consecutively in a binary format, but that wouldn't mean it's valid machine code
Machine code is serialized in a binary format, but not all binary is machine code
sometimes the terms get conflated though, cus ppl tend to put executables in a bin folder 
Heck, technically text is binary
"10" is binary but it's not an instruction
xnb is definitely not an exectuable at any rate
It's like the whole "a square is a rectangle, but not all rectangles are squares" thing
lets see if i rememeber 10 would be 01010000
I mean, 10 is also valid binary, and I think that's what Button meant
It is equivalent to decimal 2
i meant the literal 1 and 0 yeah
But binary is technically just a number system that we use in a variety of ways
not entirely related to the convo but I found this which is... interesting
https://en.wikipedia.org/wiki/Ternary_computer
yah ill have to pull out my old books and refreash my brain
Like, text is all stored in binary too. A Space is decimal 32, which is just binary 00010000
(Assuming ASCII anyways)
which can also be converted to hex if you like letters
Yep, I usually open https://www.asciitable.com/ when I need to deal with that stuff
And there's also octal, base 8
if you're really weird you can even use base 10
base 10 is a rather shitty base come to think of it
Eh, it's kinda natural to humans because of 10 fingers (some cultures have used base 5 I've heard)
if I have a time machine I'd induce large scale mutations in the human genome and give everyone 12 fingers
now that's a much better base
Or even 2. Give us pincers
most people dont know but base 12 was created from counting on fingers since you can count to 12 on one hand using the 3 sections of each finger and 144 by using both hands
welp back to breaking and fixing my mods for 1.6.9
....hides time machine blueprints from selph
@finite ginkgo 6480 has the time travel stuff you've been looking for, apparently
i was gonna say carcinogen but I don't think that's quite right either
Casey the crablord
I prefer developing my own abilities, thanks
Isn't it all binary
Unless you're me with my quantum supercomputer
Yeah, briefly mentioned that later about text being binary
hello, does anyone know how i can find the rest of the non-letter mail flags in the game. The one im looking for isnt in the list on the SDV wiki. Im looking for the flags for the house renovation additions.
need to look at decompile
i found it on the modding wiki just now lol
@teal bridge I'm reading your StardewUI docs and this is such a great contribution to the community. I think I found an error assuming I'm understanding correctly. In the section https://focustense.github.io/StardewUI/framework/binding-context/#context-vs-data
As far as those inner <label> elements are concerned, the "model" or "data" is actually MenuViewModel.
I think that should be MenuItem instead.
wouldn't they be in the house renovation data file?
That does indeed look like an error, thanks for reporting it.
All the mail flags from housing renovations are in the Data/HomeRenovations asset. There are three hard-coded ones but those are duplicated in the data asset.
(as for this other ongoing discussion, don't even get me started on how Hollywood enstupidated two or possibly three whole generations with its mindless "binary" idiocy)
Oh?
๐ญ they said dont get them started
I don't think there's anything to raise an eyebrow over, one need only watch any movie or TV show released in the last 40 years that involves technology in some way. "Binary" may as well be a magical language of magic spells that do magic things.
Ohh
i do love the matrix lol
im still learning ive never looked into the raw data files before i forgot about that honestly lol thanks for the reminder.
Nothing wrong with the premise of the Matrix - I mean, as fiction, anyway. But screenwriters have historically (and probably still presently) not been able to grok that those 1s and 0s are just a representation of something, not the thing itself.
The 1s and 0s are basically just "on"s and "off"s
superposition has entered the chat
And Hollywood also doesn't understand quantum physics, they'll just slap "quantum" or sm stuff infront of normal words to make it "sciency"
Does anyone know what font Stardew Valley uses?
It uses the Stardew Valley font.
. . .thanks
Or rather fonts, plural.
thats the answer. its custom
I'm not trying to be funny. It has its own font.
(i mean, it's not a joke, it's a font made by CA for the game)
If you find recreations of that font online, they will generally be called "Stardew Valley".
Ohh
hi! im new to stardew modding and was wanting to make a farmhouse reskin ( i think thats what you would call it ) and i wasnt sure how to get started. does anyone know what software i would use or how to get started? thanks in advance!
reskin gimp vccode use CP with json edits
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itโs easier to start with making content packs, since you don't need to learn programming.
!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.
you'll want to look at the top stuff for Content Patcher stuff
if you wana see how i did mine you can copy some of my code https://www.nexusmods.com/stardewvalley/mods/22932
and i suggest finding a small mod doing what you want to do and look at how it's done
๐ค can i make it so that an NPC is only dateable if the player is a specific gender? And if so how difficult is that gonna be
just a reminder you have 3 different building levels for farmhouses you can copy the same skin to all the sets if you want
dont you just set gender peramiters under charecters.json
set base data/character romanceable to false, then a new block with a when condition to check player gender to then set the canberomanced to true
you can conditionally patch the CanBeRomanced field but it might have weird effects in multiplayer? SpaceCore has a "SeparateDatability" thing that might help with that but i know little about it
thank you!
alright!
It's possible to yoink krobus's... Uhh whatever he does to make him a roommate instead of a spouse, right?
before i make my mod, is anyone aware of a gingerbread farmhouse reskin?
nothing on quick search and shouldng matter as long as you do your own take on it
okay thank you!
lol only gignerbread house i found
tasty
so i figured id make a mod for it
i think only spacecore lets you do the roommate thing
A
for art tips check out #making-mods-art
Spacecore time i see
you might be able to do the roommates thing without it? unsure
go crazy do gingerbread house for winter egg house for spring pumpking house for fall not sure on summer
the code seems to check for the item you use to propose having the context tag "propose_roomate_NPCName"
Hm, really?
gosh youre so right
summer i could do uhh
watermelon?
ah ok, i didn't see it anywhere except for the dialogue keys
spacecore i assume just calls the vanilla function with "asRoommate" set to true
yeah through event commands
I'll have to take a look at juna later then
sand castle lol
OHH smart
i was thinking of reskining the towns people to some sort of sugary verison of them
i was going to do gingerbread people but i felt odd about it
lol gingerbread people
so i thought maybe id just make them candy esk
Esque?
cookie run valley 
bakers field
i knew i wanted to use it tho
i was thinking about candy land while planning this in my head
i wouldnt want my mod associated with bakersfield personally
omg now i want to do things to the scenery too
well good luck we will always be here if you need help
(its a city in California)

ohh i live no where near there lol
if i draw out my ideas and put them in the #making-mods-art would people give constructive critisism?
if you ask for it
okay lovely
if you dont ask 99% of the time they will just say how nice it is lol
oh gosh
I mean I think it's funny but I agree Bakersfield doesn't have that positive of a reputation
i need it to look nice so i will take all advice i can gett
yah just post edits ask for helps remember the 5 color blending rules
LOL
im honestly not sure what those are...
ive never really drawn with colors, im very new to a lot of this
to blend from one shade to another you should use 5 colors to transition
Depending on the sprite size that rule might not be true though
If you want to draw in stardew style
if you look at the roof of my junimo buildings you will see 5-6 colors to create shadows and textureing
The stardew art style doesn't have many rules that are 100% always followed
a 16x16 sprite doesn't have the space for 5 colors
true lol
when i reskin the farmhouse does it have to be the same size? or can i edit that? or will it mess up other things in the game
Really it all depends, but using the vanilla sprites as reference helps
It is best to keep it the same size
stay withing the sheet size or you will have alot of programming to do
Specifically for the farmhouse because it's still kind of hardcoded
It should stay the same size
Making something a different size is possible for buildings but as Celestia says it takes a bit more work, not programming necessarily but writing json files
In terms of visually the same size (aka no change to the sprite itself) ... Uh
Probably keep that the same too
especially when you're just starting out, it will make it easier for you if you stay the same size
Things that are important are remembering where the door is and where your spouse sits(?)
am i able to make it look taller/shorter or would that require more work
if you have the sprite space on top, you can make it look taller
you can do a little with shorter but as forsy says, keep in mind the stuff you can't change
- where you get the club card
- your spouse can stand on the porch
- the door to exit the house
- the walkable area below the door
- the mailbox
There's also chimney smoke that comes off when the house has a fireplace on
But that might be subtle enough you don't care
it could be silly if i make the chimney smoke marshmallow fluff
dang it
I think it's more C# than the average thing is
mailbox is kinda hard coded but not part of the house itself
as for smoke you could make the sprite transparent ^..^
i cant even remember what the smoke looks like
im not sure if ive even noticed it before
i th ink itll be fine by itself
it reminds me of that lady who fattened the kids up in her gingerbread house to eat them
what the heck i never knew this
prob cus i yeet fireplace really quickly
Can you change the display name of the shipping bin via better chests or is that a hardcoded limitation?
Jail
i never use it lol
Better give ur npc a spouse room fireplace then
(i had actually considered a case where the player didn't even have a fireplace in their house and decided against adding that line because of it lol)
I have like 2 other npcs i have ideas for, I'll stick a fireplace in one of theirs :3
i posted my sketch but im not sure if it will work. is changing the shape of the roof okay? i lined i up with the actual stardew house and its the exact same size but with slightly different shapes
yah i mean i changed the whole woodpile to a tree lol
chocolate bars?
just a stock pile of chocolate bars lol
about how long do you think it would take to change the texture of the town to christmas, change the farmhouse, change the trees, change the sprites of the characters, change the water, and like most things in the game..
like the fish pond, fences, machines, sprinklers, etc
start one building at a time lol
unless you're a very quick artist that sounds like it'd take a while
oh gosh
i just have so many ideas and i want to do them but not having them done before christmas feels like theres no point
but youre right
one thing at a time
could anyone please help me understand how to get a custom npc im making to play an animation from their sprite sheet during their daily schedule? thank you!
I want to make mods, especially aesthetic ones, for my game. Does anyone have a particular software they use to make the pixel art for buildings etc?
helloo! i was using the cp -> fs converter for hairstyles and noticed i ran into this error, it got about halfway through the hairstyles before doing this - any ideas on whats going on?
!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.
so, is the mod id in the url the full url or just the numbers at the end?
I guess with "stopMusic" command in events there's no option to fade the volume?
what is wrong with the name??
"[CP] GoldPlatedFood.7z"
I assume by brackets it means ()
.
yeah
periods are allowed
the numbers at the end
https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Update_checks
thanks
it was, indeed, the []
but it may have been in publishing an image or something
what's an article?
like https://www.nexusmods.com/stardewvalley/images/4145 here i'm pretty sure i wanted to put the version number and i couldn't
something no user will read
ok
skip article for now
Hello
"buff gold lewis isnt real he cant hurt you"
buff gold lewis:
im making a reskin of the farmhouse but i feel like i dont have very many pixels to work with (im currently using 64x64) what would be a good amount to use ?
64x64 is just 4 squares by 4 squares
And the farmhouse's bigger than that
sorry im very new to this this is what i meant by 64x64
make it as big as the farmhouse picture you have open?
i put the farmhouse picture in afterward to make sure i didnt get sizing wrong
hi, to add custom animations to schedules (e.g. penny washing dishes), you want to use a patch using EditData on Data/animationDescriptions, similar to the example here:
https://stardewvalleywiki.com/Modding:NPC_data#Sleep_animation
make sure your entry keys start with {{ModId}} since these animations are visible to all npcs from all mods, and make sure you use the exact same values in your schedule entries.
the value format is intro/loop/outro, where you can use any number of frames in each (e.g. 20 21 22/20/22 21 20 would play 3 frames intro, loop a single frame, and then play 3 frames outro when the next schedule time starts)
(idr why it specifies lowercase is that just a sleep thing)
Lowercase is a sleep thing
Sorry I'm confused by what you mean here. Anyway as mentioned if you're getting started doing a farmhouse reskin you don't want to make it smaller or bigger than the vanilla dimensions
did you unpack the game files for the original farmhouse pictures? Then you can draw on top in another layer
no, i took the one off of the wiki
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
the wiki one may not be the correct size
after unpacking the farmhouse should be in Content (unpacked) > Buildings > houses.png
you can copy it elsewhere, open it and draw on top
this is what it looks like
okay thank you!
How would you make an NPC fish in their schedule animations like Willy does? I know itโs spacecore but does anyone know the exact command to do that please? Thank you
Iโve tried to make my NPC over Willy but only the NPC holding the rod appears, not the bobber ๐ฆ
spacecore documentation is pretty complete, you tried searching for it?
Ain't that the truth
if it's not in the description it doesn't exist. sometimes, not even that.
Yeah I tried looking, I just might be being stupid as most of the things on there completely go over my head
We gotta start doing the light novel thing and putting all the info on the title
aaaah what's THIS tree in the forest map
the tiniest tree in the whole game
i steal him
outdoor tile sheet cut the trunk down
lol
Hello, does anyone know of a way to know where the textures of Stardew Valley objects are located. The thing is that the texture of the scythe is in weapons.xnb when it is supposed to be a tool, that is why I have not been able to find the textures I am looking for since it does not make much sense
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
Scythes are weapons internally 
once you unpack you can find the data/weapons.json and TileSheets/weapons.png
fighting urge to draw azalea bushes for shrine. must resist pink flowers. must remember agony of drawing leafses
only alternative is.... drawing tree..
what colors you need lol
i need pink..
I already know that, what I was asking is if there is some general way to know what texture each object is in.
look at the json and where its pointing
most items are in spritesheets in the TileSheets folder, most standard objects are otherwise in Maps/springObjects
here leaves in all shapes and sizes you can borrow lol
i appreciate the offer but i must suffer alone
pink tree
it is about the same size and shape as an azalia
god i want to redraw my pink trees so hard because they're annoyingly shitty but i just cannot care enough
how is tree less leaf than azalea bush
do u like bougainvilleas
bougies give me life
Real answer: You can open the game, open the settings for Lookup Anything, turn on "datamining fields", then use Lookup Anything on any item in order to get the name of the Texture which the item uses (which corresponds to filename)
But for most stuff its straight forward. You can also just ask here
this would still require first knowing/figuring out that scythes are in weapons.json
no leaf pen/brush?
"47": {
"Name": "Scythe",
"DisplayName": "[LocalizedText Strings\Weapons:Scythe_Name]",
"Description": "[LocalizedText Strings\Weapons:Scythe_Description]",
"MinDamage": 1,
"MaxDamage": 3,
"Knockback": 1.0,
"Speed": 0,
"Precision": 0,
"Defense": 0,
"Type": 0,
"MineBaseLevel": -1,
"MineMinLevel": -1,
"AreaOfEffect": 0,
"CritChance": 0.02,
"CritMultiplier": 3.0,
"CanBeLostOnDeath": false,
"Texture": "TileSheets/weapons",
"SpriteIndex": 47,
"Projectiles": null,
"CustomFields": null
what is leaf pen
is there one that works well at pixel sizes 
hmm tilesheets/weapons
cant imagine how that would work
celestia thats not uh... what im trying to say &&
i was just saying check json files and they usualy point to there sheets
but this person thought that scythes were a Tool, therefore they wouldnt even know to read weapons.json
What's the proper way to change player location via c#? Ive tried just changing currentlocation but game dosnt like that much haha
thats why i said above where to find
Game1.warpFarmer I think is what it's called?
Going off memory
or Game1.player.warpFarmer, unsure if there's a difference
using a location request, alrighty ๐ Thanks!
theres a handful of overrides
one of them just takes a location name
two of them actually
leafs
well that is definitely Leafs but it does not a tree make
leafs
are you unstatisfied with the cherry tree
lmfao imaging pixel arting stardew trees with that brush
from vanilla
i just copied current trees meshed them together fixed odd leaves made patterns spent 5-6 hours recoloring and now use the custom pallet to make all my buildings lol
nice
i'm never satisfied lol
I am reminded of this "pool" I made... thinking about using it for a mod or smth
I just spent like an hour wondering why all the changes to my event didn't seem to be working. I had pasted an older version of it further down in the wrong place : (
Just wondering, does the game, whether base or from a framework like Spacecore, support something like unlocking outfits for NPCs only after gifting them a specific item?
should be able to with events
Yeah, you'd just gift them the item
you dont need an event, you can make item-specific gift reaction dialogue that sets a mail flag
FS outfits are a little tricker but I think it's still possible?
Ooh, and the NPC outfit can check for the mail flag?
Oh, for NPCs
I misread
But yeah, you can just use the NPC appearance system with a gift reaction adding a mail flag like Button said
Appearances use GSQ to determine if they can be a valid choice or not
(Game State Query)
Thank you for the info, that sounds easy enough to figure out 
I'm not sure what this means about blink being a 'timer'. All I want is for the farmer's eyes to close and stay closed, but /eyes 1 throws an error about missing the blink timer, and when I use the default value nothing seems to happen.
Huh, PeacefulEnd responded to Pathos's question on the FS page
do i need vegetable or fruit for the second quest?? /j
i cant seem to find where game sets up the dropbox tile property 
Can't say I have firsthand experience with using the command but it sounds like the command simply must have a blink value, writing in -1000 changes nothing because it's the default, so something like -10000 should presumably make blinks ten times farther apart
It doesn't sound like this command is capable of making blinks never happen but at big enough negative numbers they're functionally not happening
like the starting box ?
no the donate box
for the musium?
no for special orders
I think maybe it's not working for me because my farmer is sitting down using a showframe command. Still pretty grumpy about this because I do need him to sit. Why won't you close your eyes you dumb farmer! Don't you want to kiss my NPC??
Fear of intimacy pls understan
looks like a friggin goldfish
GameLocation.performAction?
no, the tiles are always part of the map
there's some code in that mess that only activates it if there's a matching special order
with no special order active, hover your mouse over a drop box tile, you'll see a hand
but it does nothing
yeah if you open Saloon.tmx for example you'll see the fridge always has a property
while i was under impression that this thing is dynamic, i thought i would patch the place which adds the action prop
but hm maybe i should just ignore dropbox id when they r same tile
(C#) i'm adding a location which can be accessed from anywhere. if i use it in the mines, is there a good (or bad, i'm flexible) way to keep the current mine level loaded so that when i leave my location, the mine level remains as it was instead of resetting?
a secret room
only thing i found for actions
might be able to just skip MineShaft.clearInactiveMines conditionally
not sure. but when you do multiplayer if a person is on the level it stays so fake a second charecter ?
(or MineShaft.OnLeftMines)
faking a second character sounds... harder, but maybe it isn't i'll check it out
thanks
we also found timestop sometimes causes the maps to freeze up and you can reenter the same mine states
i can't bank on "sometimes" though, sorry /lh
so i think they update after you leave and game progresses in time
what if your secret room just goes to the next mine level one way
i think actually Game1.onFadeToBlackComplete would be your best bet since that happens in your new location so you can check where you are first
it seems like the least cursed approach
and thats what clears the mines if the previous location was a mine level
what about setting it on a certain level?
no, that's not good, for secret reasons
you'd need to worry about MineShaft.UpdateMines10Minutes too though
they did it for 100
schemes i see 
oh mine.lifespan
if (mine.lifespan == 0 && keepUntickedLevels)
{
return false;
}
should keep it alive until player leaves mine for good
Is there anyone in here I can commission to make an NPC for me?
!commissions
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
an entire NPC is a lot of work though assuming you mean code and all, so it likely would not be cheap
Hm, is there a more universal field that functions similarly to mapImageSource in MineShafts?
Like a changeable field to alter what image is used for the map tiles
good news everyone: a quick postfix on MineShaft.IsGeneratedLevel to return true for my location means the game thinks i never left the mines, so great success so far
tbh the fact that its specifically in MineShaft made me forget that thats a static function that can be applied to anywhere
what incredible luck that that function is easy to patch and perfectly controls the thing i need!
are you patching both of them. how does the game determine which one to use why do they do different things
Made the transpiler error go away but now my code is just not doing what it's supposed to... I have too much down time between transpilers
i'm patching the location one, which is what the game uses at the points i care about, i think. the name one might be old behavior since it's doing some substring stuff which i vaguely remember from 1.5
theyre both used in onFadeToBlackComplete 
well i gotta do some more stuff, cause if i sit in my secret room over the 10-minute boundary the level resets
Thank you!!
that would be MineShaft.UpdateMines10Minutes i imagine
which seems to call clearInactiveMines... which i think uses the string name version of IsGeneratedLevel lmao
welp, patching both it is i suppose
i almost did the same stuff for Graveyards bc i wanted you to be able to dig under a headstone to go to a separate room but didnt feel like dealing with this stuff under a time limit
Well button you need a 1.1.0 version anyways
Did a miss a fix for the SpaceCore save serialization stuff from a couple days ago?
wait why do i need a 1.1.0
Mk, as long as I'm not just missing a fix that's fine lmao
also did spacecore serialization actually break again. i need that for museum framework 
Graveyard had lights stuff right
did casey ever actually say it was broken? i thought she just wasnt sure if it would break
graveyards does have light stuff but thatd be a bug fix thats a last decimal increment
It's currently failing to find entry to do transpiler on yea
Chu linked to the earliest part of that convo lol
It does indeed throw an error on patching the serializer, though I'm not sure exactly what effect that's having currently
[11:40:59 ERROR SpaceCore] Failed to apply 'SpaceCore.Patches.SaveGamePatcher' patcher; some features may not work correctly. Technical details:
System.InvalidOperationException: Can't find method StardewValley.SaveGame.GetSerializer to patch.
๐ฅณ
chu expecting me to have infinite knowledge of every convo in this channel
Expecting you to read and scroll, ew
i do backread some days but not every day ok
I plan on fixing it probably tomorrow
I am really bad about taking time to backread lol
I have boundless trust for your media literacy button
(i really only backread if there hasnt actually been much said on any given day)
i think media that tells you absolutely nothing but expects u to have all the answers is what we in the business call "bad"
/lh
Ah, inserting instructions and forgetting to move the label, my belovedhated
lmao do not patch return true from the name one and then expect Game1.getLocationFromName to work
if you redefine success to not include getlocationfromname then its fine
no i am trying not to rearchitect all this shit yet again
anyway i should probably be working on 1.6.9 updates instead of this. time is short
however, this is fun, and that probably is not, so bleh
you've still got 3 days thats pleeenty of time
more if you just tell users "1.6.9 broke some stuff in my mod that will take a bit longer to fix"
doesnt need to be true
Slacc
im bein real lazy about my 1.6.9 fixes too
Monthly mod stats time!
Stardew Valley 1.6.9
1.6.9 will go live Monday November 4th. I'll be updating the mod compatibility list to reflect 1.6.9 this weekend.
Stats
Milestones
- Content Patcher reached 5 million unique downloads this month!
Mod compatibility
74.4% of SMAPI (C#) mods are compatible or have a workaround, up from 73.3% last month.
Unique mods by type
We have 413 more mods this month.
That includes:
- +281 Content Patcher;
- +49 SMAPI;
- +36 Alternative Textures;
- +17 Fashion Sense;
- +6 XNB;
- +5 Farm Type Manager;
- +4 Shop Tile Framework;
- +3 Json Assets;
- +0 Better Artisan Good Icons;
- +0 Dynamic Game Assets;
- +0 Mail Framework Mod;
- +0 TMXL Map Toolkit;
- -1 Custom Music;
- -1 Producer Mod Framework;
- -2 Custom Furniture;
- and +16 for frameworks with <100 content packs.
Content Patcher packs
We have 9,619 Content Patcher packs.
The top six Format versions are:
- 2.0 (3,183 โ 3,288) for Stardew Valley 1.6;
- 1.19 (580 โ 576) for Stardew Valley 1.4;
- 1.3 (474 โ 472) in old unofficial guides;
- 1.28 (388 โ 385), latest version for a while last year;
- 1.29 (401 โ 398) for Stardew Valley 1.5;
- 1.23 (361) for mysterious reasons.
Open source
- We have 3,012 tracked C# mods, of which
- 1,863 mods (62%) have a source code repo, with
- 1,050 (56%) in a multi-mod repo and 813 (44%) in a single-mod repo.
The percentage of mods which are open-source is continuing to drop, due to many newer mods not releasing source code. That's something I want to work on after the dust settles on 1.6.9.
Web costs
And finally, web hosting costs for the SMAPI.io site, update-check server, and API held steady around US$128/month after last month's server rescaling. (The graph is always a bit behind due to billing cycles.)
See also
- [Stats for September 2024](#making-mods-general message).
- Raw mod dump (65GB download) and scripts to analyze it.
- Download all open-source mod repos
And that's it for this month!
Is there a bird inside
sometimes
+6 XNB mods...
I think someone made new xnb farm map
Did the monthly drop or something
ja, stf, and xnb making a comeback after 1.6 ๐ฅณ
also rE: birds nest, to be honest i think i would probably not try and click on it unless i was told or accidentally hovered over it and asaw the hand
i'll probably have a bird in it that flies away when you come close
When I wasn't paying attention
Pathos waited for you to look away
Can you make a shiny TAS on it?
would having a little "?" bubble above it the first time be an option
People love shinies
Nearly 10k CP mods
What are some ways to get ppl to open source their mods 
That sounds amazing
i kinda just removed the shiny tas on it and replaced it with a "?" bubble, but that only appears when there's something in the nest for you
Chcolate
Beg
shiny thing would be good actually too if you make it keep sparkling or glinting like a bird that collected shiny things
the bird do collect shiny thing
i think if not that at least a ? evne when theres nothing for just the first time you see it might be good
Wow shoulda close sourced all my stuff for free candy
with some generic dialogue like "There's nothing here... maybe if you check back lateR?"
I will fucking fly over there and yell. Loudly
dw it pops up a donation menu i dont need a textbox
welp 3 of the 'closed source' mods are mine that I forgor to add GitHub links to
Hi classical Mathperson
Give advice on how to prevent people from reuploading your mod to curseforge without perms
o that also works
Hi quantum math person 
just fixed it
Benefits of open-source:
- Long term health of the modding ecosystem.
- Chocolate.
- Atra doesn't yell at you.
im curious, does "closed source" in this case mean there is literally no source available, or does it mean things that arent open source licensed
i change my mods to closed-source when i go to bed so nobody tries anything while i'm not looking
man the special orders "?" is way too big. emote one it is
'Open source' in this case means 'has a public source code repo', it doesn't check the license currently.
Hm how does it detect open source
i should probably update mine to appear as open sourced cuz the compat list says they arent
Kind of pointless now that it's almost release time, but how do I get SMAPI to know when I have a beta update of my mod?
Post a version under 'main' or 'optional' with a prerelease tag (e.g. 1.5.0-beta.10 or 1.5.0-hope-this-works).
Only 1 of my mods got source code detected
Under the โis source code visibleโ standard, Iโm very very very strongly in favor of open source, so if there are things that we can do to help (besides just encouraging it here) that would be good to make known
Even tho I been linking it in desc
Yeah I'll do that, just through wiki right
Should b
ive just been forgetting to check tbh
the perfect size..
The scripts I use to maintain the compatibility list auto-detect source code links in the mod description, Nexus mirrors, and manifest update keys. That only happens when the mod is first added to the compatibility list though.
Is just โgo through and look for sourceโ what you planned?
Yeah I think it's probably cus
(i'd rather have a sparkle tas but i dont want it to be easily missed)
I publish mod, write all the desc, and then forget to link source until later
You heard it here first. Only the openest of the sourciest get chocolate
i coulda sworn cmct and betas at least had source linked from the start but then again i have very bad memory
Feel free to edit the mod compatibility info if you spot anything that's incorrect!
The rest of y'all have to settle for toffee
i dont like chocolate and like toffee so
Damn
That wiki page is big enough to lag while editing for me unfortunately
Dunno if there's anything to do about it though
good, all of mine are green (except that one) with source links. all is well
good, all of mine are red (except one) ๐
my one red listed mod 
cant believe the compat list detected my sid spaget
Sid?
sprites in detail draws really big sprites weird sometimes
i did a quick fix for aviroen's mothman
i clicked this mod for the amusing name from the compat list and i really appreciate the desc
https://www.nexusmods.com/stardewvalley/mods/5043
There is nothing to explain.
Enjoy
berry silly questions: if I use https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Data#Save_data, can I use any serializable types (e.g. items)?
No
The game makes sure things won't blow up for xmlser
That isn't the case for json
Don't put game types in there
any idea how to convert the mod Christmas sweets to CP instead of JA? i looked at the required mods and alot of them aren't working. do i have to change the requirements?
danke
will need to rewrite most of it
JA still works but idk what mods i can use as requirments
the "obsolete" dependencies seem to be PPJA itself for its items, so you'll have to rewrite most of it to either use your own unique items, or depend on something like Cornucopia
So if i change the requirements to cornucopia it should run??
(Well, you can put data classes in there, like the stuff in the GameData assembly)
(also itd need to be for personal use only)
I mean, after you rewrite all of it yourself, sure?
@teal bridge A few additional issues in your docs:
- most of the code examples on this page lack indentation https://focustense.github.io/StardewUI/framework/binding-events/
- the ScrollWithChildren and the Customization sections here are not auto-expanded like those are on other pages (though maybe this is intentional) https://focustense.github.io/StardewUI/framework/binding-events/
- on that same page (binding events), the bullet point that begins "If a row is irregular" seems confusingly worded in its example - I get what it's communicating (you can force scrolling to keep children items on screen) but it may be worth another pass
need to draw your own assets
i'll ask the original mod creator if i can remake it
unfortunatly i cannot redraw them. i can draw normally but not pixels ;-;
there's a thread for stardewui it'll be easier to track in there #1293051032904925255
the problem is that there is no "creator" of PPJA, but a bunch of creators who added their art and assets, all of whom may have differing permissions
ok so according to their page on nexus mods they have retired and said if anyone wants to update their mods go ahead!
the assets can be used without permissions according to the mod page and the profile at least
their About Me page doesnt say anything about updating their mods?
and their permissions absolutely do not say you can use their assets without permission
this list has a list of all assets used in PPJA and their permissions: https://github.com/paradigmnomad/PPJA/blob/master/CREDIT.md
and I don't see any Chrismas Sweets assets on there. Might be part of a paid pack, might be unknown. 6480 definitely knows better than I
must've mis read the permissions.
does cornucopia have eggnog
i can double check
you might need to just make your own christmas mod, but it'll be fun trust
Oh? Didn't know that place hosted free assets 
any resources on learning how to code for this type of mod? i'm thinking recipes to start and honestly idk which is easier to go with since one problem i run into is the narrowing down tutorials ;-;
!startmodding are you familiar with Content Patcher?
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itโs easier to start with making content packs, since you don't need to learn programming.
https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_Recipes_with_CP is a specific guide for recipes
though that doesn't cover adding new items
though i think making a recipes mod wouldn't be too hard for a beginner right?
crap
i misstyped!
My first mod has recipes
And new items
If you wanna look at mine for the basics
that's you? i just downloaded today!
yeah reading an existing mod is also a very helpful route
yay!
:D
please do!
yea an item and recipes mod aint that bad, follow the links up here for content patcher
i need help and coding lowkey feels like studying black magic ;-;
its not coding
Think of working with jsons like data entry (it is)
ahhh
C# is needed for new behaviors
Yee, mine are all json
but most mods dont need that
you're basically handing the game a note saying "I want these items added into the game"
Just slip the note into the game's pocket
C# is you sneaking into the kitchen then
Or fold it into a paper airplane and throw it across the classroom
I might need C# to make another animal seller tho, for a different mod
you need to clone me so one of us can sleep while the other one procrastinates
lol
Lol
but i think i'll have something in a month 
yes i have a mod downloading problem no i won't stop lol
You're the first downloader of it then, and that makes me so happy!
Lol
my bf looked at me like "babe you have alot of mods" he's a modded skyrim player
how cooked am i?
We are in the same boat
Also, extremely cooked
Genuinely, the way I have been learning is by studying both Rokuginโs guide as well as other mods
wonder if i should just use notepad or visual studio code?
anything but (regular) notepad pls
im setting up the manifest and content json files now and lowkey i have no idea what im doing! i am just following the tutorial
Genuinely it has been really helpful
It just lets you see things in trees so it doesnโt all blur together
!vscjson
Honestly mood
sooo i might've used regular note pad to start the files ;W;
I use mousepad
Copy n paste!
!vscjsonc
In Visual Studio Code, go to File -> Preferences -> Settings, then search for "associations", and in the "Associations" setting, click the Add Item button to add an item with key *.json and value jsonc (see image).
If you are making a content pack for Content Patcher, you should consider using its json schema so that VSCode can tell you if your patches are valid, you simply have to add
"$schema": "https://smapi.io/schemas/content-patcher.json"
at the start of your content.json file.
Also you donโt have to change the files or anything, just open them in the new program
listen as long as my computer doesn;t implode we should be good!
ok! still trying to figure out where to input the schema
like adding the new recipe/object?
not at the moment! i mean like in the tutorial above!
OH okay mb
See I do not use VSC so we are already out of my very shallow depth
hmmmm should i use notepad ++ then??
I suggest VSC because it has syntax validation built in, but it's up to you for what you prefer
i don't really know how visual studio works
N++ has a plugin for validation but it's not very good
ohhhhhh
you don't really need to worry about the schema either if you don't want to
Vsc = visual studio code = more lightweight but still has strong validation
oh i meant visual studio code!
Schema goes at the top of your json, up with Format
oh ok
{
"$schema": "https://smapi.io/schemas/content-patcher.json",
"Format": "2.3.0",
"Changes": [
]
}
so for both the content and manifest right?
Discord apparently won't show syntax highlighting for jsonc lmao
I usually don't use the schema for manifest, or if I do it's only for the autocomplete stuff for filling out the required names
And then it gets disabled because it complains about Version constantly
I thought when I put it into a regex checker it came back correct, so I dunno what it's problem is
There's a lot about regex that I don't understand even slightly, and I'm not sure where to learn about it reliably because I feel like I get different info wherever I look
it's wrong for js i think
Is bus locations 1.6 unofficial broken now with new 1.6.8?
Thought it was working in 1.6.8, dunno about .9
I prefer a simple text editor for .json and I like customizing it too look different with themes
it's correct for .NET
?
Ah, I guess that's why it doesn't cry in my C# projects
so basically if i want to add new recipes by using vanilla items how should i start?
im not sure what atomic group means 
This has the item IDs of everything in the game. You'll need these to tell Content Patcher what items you want as ingredients
and for any mods that add extra items i add it as a requirement?
At this moment not sure if bus locations 1.6 still working
(Spreadsheet is not updated to 1.6)
I might as well code my own method for my bus stop
Yes, you would add as a required dependency
That goes in the manifest, I think
(trying to find a good example/confirm that I am not lying to you)
Okay yes so for example, from Wildflour's Forager
"Dependencies": [
{"UniqueID": "Atelier.Cauldron", "IsRequired": true},
{"UniqueID": "Esca.FarmTypeManager", "IsRequired": true},
{"UniqueID": "NCarigon.BushBloomMod", "IsRequired": true},
{"UniqueID": "sophie.Calcifer", "IsRequired": false}
],
You can also see that Calcifer is an optional dependency
So you can add those as well
Why use something outdated?
!itemids
because I had no idea we had something better!
hooray!
Thank you
you can also use lookup to get the qualified id in game
There might be other stuff in that doc that's okay to use, but the item id's are definitely outdated
it's kind of annoying though, gotta scroll
!unpack is also a good place to get everything lol
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!
Though familiarity with it will take a long time
true
so far for the mod.... some items can be vanilla but others might be best with other mods as requirements
Makes sense
since most the ideas i have are mainly baked goods eggs and milk are in most holiday baking recipes anyhow
so that's perfect!
Also remember that the game simplifies a lot of stuff, so it won't be out of place if you do the same
whenever i get better i'll make an option to use any milk from any mod so that if someone wants to use vegan milks they can
true
you can designate any milk
is it -6?
no that's the category
Milk and eggs are special for recipes in that you can actually make it accept any, it would be up to the other mod authors to make sure their objects are correctly categorized
ohhh coolio!
thank you for that!
i wanted to make sure people can use other items for this mod :3
if you need more complicated groups use spacecore recipe overrides
imma start simple for now but thank you :3
sorry if this is a stupid question, i rarely see people make shoe mods. is it because its difficult to code or just because nobody feels the need to?
Also "any egg" is -5
got it
been wondering that too ;-;
In my NPC's event, can I force their character model to be 'painted' at a higher z-index than the farmer's, so to speak? I tried putting them on the tile below with a large y-offset but eventually that y-offset will cause them to clip behind the farmer.
https://stardewvalleywiki.com/Modding:Items#Boots
Might just be that there's not a lot of ideas for shoes/boots
shoes in vanilla just recolor the farmer's feet so there's little point to from an aesthetics standpoint
stompin boots
Fashion Sense does support shoes though so I assume there's more on that front
clompin boots
hey, don't trash talk my +2 speed boots
Your speed boots require C# :P
NPCs have a field called drawOnTop which does this (and draws the NPC in front of other inconvenient things), but there's no way to set it during an event without a small amount of C# to register a command for it
(and clothes modders nowadays prefer Fashion Sense anyway, sorry Lacey)
OK thank you I'll tinker with the sprite some more then
emits light 
Also light lmao
I mean, can't spacecore do it these days?
I think maybe?
yea its got a wearable buffs thing
LOL i was just thinking bc i wanna make some simple shoes for myself that kinda has leaf ribbons (think ballet shoes and how they lace up but with leaves instead) so i was just wondering if it'd be impossible because it's technically going higher than the usual boots
That's some impressive spritework.
yeah as mentioned any shoes that doesn't just recolor feet needs FS
even with fs though, the pixel art part might be hard
u do not have many pixels
should give it a shot regardless
clown shoes, problem solved
ok but that sounds super cute
yeah i might just try my luck doing them
spacechase0.SpaceCore/WearableData ah there we go, I was trying to find some kind of OnEquip lol
do it!!!!!!!!!!!!!
You've got what, 4 pixels to work with on either side? lol, good luck with that.
i need to be cute!!
i have a custom fit for my farmer being made thats like a pink fairycore dress and i desperately want shoes to match LOL
I ain't gonna be in them mines if i ain't fashionable!
FS also allows higher res spritework IIRC
these punk boots from the FS example pack definitely looks bigger than the farmer's base
Are they? Still pretty tiny.
fwiw, if you can't get your boots to boot, you can also just make pants
actually now I'm not sure lol
(Don't listen to him, he's just trolling you)
I did see some unnaturally (and might I dare say ungodly) detailed anime eyes FS packs
the human mind wasn't meant to comprehend that many pixels

Even in the best case scenario, you wouldn't have more than about 8px square for an eye?
At 4x scale the entire farmer sprite is 64x64.
does fs let you put <1 scales or something
I mean, 64x64 is the actual factual pixel size on screen, you can't go any higher res than that even if you break the 4x scale.
quake in fear, mortals
a couple days ago I was wondering about a light-emitting clothing, tbh I was thinking about Terraria's mining helmet
obligatory source link: https://www.nexusmods.com/stardewvalley/mods/25752
ok dumb question.... but for the flours like from HXW freshly baked and Gourmand...... what catagory is flour in?
probably artisan goods? but your best bet is opening the mod files yourself
tbh it's even more cursed at 4x scale https://www.nexusmods.com/stardewvalley/mods/19062
(for that you have to use spacecore recipe overrides
and hope the other mods added content tags)
context tags
that one
so it's an artisan good and i am trying to think how to add all the flours as an option because i have a solid feeling if i add -26? the sugar cookie recipe will allow for mayo and that ain't happening.
yeah you def need SpaceCore
the base game only allows whole categories, and only for fish, milk, egg
other categories technically are also supported, but they'll show up as "???"
I recommend for now making your recipes require wheat flour and get back to that later
You can always SpaceCore it later
hey is anybody else's spouse room an eldritch horror in 1.6.9
[23:27:28 WARN game] Map '' loaded tile sheet with ID 'zzzzz_spouse_room_z_hatmouselaceyInterior' from asset name 'Maps/hatmouselaceyInterior' whose width (80px) and height (80px) can't be evenly divided by the tile size (64px).
(the tilesheet in question is actually 80x64)
"hatmouse"
what are you doing to that mouse?
(borat voice) my wife https://www.nexusmods.com/stardewvalley/mods/18177
ah, fair
unfortunately i dont have any custom spouse rooms to check but i do have lacey so i can see if it happens for me too when i go to the beta later
thank god it's an anthro mouse
@ivory plume ^^
tile size 64px seems like a bug somewhere
also, is she wearing a green version of Ash Kechum's hat?
maybe it's on me though, who knows
not really, but it does kind of look like it
ichor, can I see your map?
yeah, more or less
16/16
(the same tilesheet works fine in her house. it's just the spouse room that barfs on it)
weird, okay
It's technically past the cutoff for 1.6.9, but I can still sneak in an extra fix if you can get me a repro content pack + save pretty soon.
I wonder if Lacey is why I'm seeing that error, I'm only married to Abigail but I've been seeing it pop up occasionally
Been looking at other crap so haven't had time to figure out why
._. is it something i did?
Hm, lemme see if I have any other custom NPC's, I don't believe I do
i remember avi was complaining about a beam in the spouse rooms. did anything else noteworthy change about them?
beam?
I don't see anything in particular, weirdly
this bit?
Again I don't understand why these forwards don't keep the original persons name
Discord over here promoting content theft
why is it complaining about a beam?
Might not be, that's what we're trying to figure out
ah
the beam is just the only thing i remember hearing about that changed about spouse rooms in 1.6.9
Also on the list of things I haven't had time to figure out, why is Farmhouse Fixes throwing red at me for my main save but not new saves
Oh no not the beam
T H E B E A M
Turns out I was misremembering the issue, and it isn't exactly the same as the one you posted
i think it was this thing right
[game] Map '' loaded tile sheet with ID 'zzzzz_spouse_room_p', but a tile sheet with that ID is already registered. The previous tile sheet will be replaced, which may cause errors.
why it got 5 z
Love this for me though, makes it real easy to troubleshoot
is that just what lacey has
(it's because xtile, for some gd reason, sorts tilesheets by name.)
and also because the game at least used to refer to tilesheets by index
(This one is fixed in tonight's 1.6.9 release candidate.)
ngl, thinking of adding on to GPF, and making Copper, Iron, and Iridium Plated Foods
@ivory plume if you don't mind receiving the repro pack on here... here.
the save (9) is married to the NPC with the broken room. assets/maps/spouse-room.tmx is the map file in question, if that's helpful
it wouldn't be too hard, just copy the files, and replace-all on "gold", maybe change some numbers to better fit progression, etc
(That's a really low stool.)
ha here i was on my way to post a screenshot
How do you make an NPC's house and it's interior?
you use a program called Tiled https://www.mapeditor.org/.
it is free, but you can choose to pay for it
Fixed in tonight's 1.6.9 release candidate. Thanks for reporting it!
hooray! thanks pathos!
Just for my curiosity....where did the 64 come from????
here's the full "before" shot, for posterity
xTile is weird. The actual tile size in the map file (16) gets multiplied by the pixel zoom in the loaded map data (becoming 64), but then when you add a tilesheet you need to divide it by the pixel zoom again so it can then remultiply it by the pixel zoom.
Huh. Weird!
does the stump look clickable enough now 
oh my beam yeah
I can't steal from the birb 
crow only does fair trades. no scam
This particular birb is kind of dark looking
was there an exclaimation mark in game?
cause i wouldn't think to click it unless i saw the mouse hover
i missed this earlier, but lacey can react to fashion sense hats just like CP ones. FS hats are even listed in the hat registry now
that's a lot of things in the game tho
What if u could talk to the birb
it would caw at you mostly
I think it flying away implies that it's a normal critter
Rather than special interactable
hmmm i was hoping having an animating bird on a unique big sprite would've been enough
do not overestimate the power of stupid, and i am one of the many
so is this sparkly twinkly from dark souls, or...?
That's not cus of ur sprite or anything, just inertia from how birb in the game normally function
like it's not a plot important bird or anything but it'd be a waste of time if nobody clicked it lol
Yeah I think
would be for the best
also iirc everything in your area is unique, so i'd just be like, "oh okay, goodbye bird"
pump-a-rum, pump-a-rum
well it looks like this when the bird leaves you something
the reason not even just a unique big sprite would draw my attention is just bc a lot of my mods are just Big Unique Sprites that are just decorative
but also like. if i downloaded a mod that added a crow trading shop. i would probably read the description to know its a crow trading shop
you know what. good point lol
Do you think the chicken and the crow gossip about us when we aren't looking
