#making-mods-general

1 messages Β· Page 93 of 1

lucid iron
#

crop would yea, most things persist until you close game

languid aurora
#

I was most concerned about the closure aspect of it, really

lucid iron
#

they get remade on save load

teal bridge
#

Well, just step through it and make sure your handler really gets unsubscribed.

#

It should, but honestly every language handles these a bit differently and I have trouble keeping them straight, so I don't recall what the C# specific behavior is.

#

In the worst case, it'll simply do nothing (fail to unsubscribe), which isn't fatal but obviously isn't what you want. But just stick a breakpoint at the -= and confirm.

lucid iron
#

that is why i think it'd be easier for you to just remain subscribed, ppl will plant new crops and stuff within 1 game session

languid aurora
#

I'm applying these to many objects at the start of each day, and they need to unsub before the next day so that I can assign them again based on that day's conditions, so I might just need to move this to a non-closure so I can easily remove before I assign, too.

lucid iron
#

where is this dirtNetCrop thing anyways

#

HoeDirt.netCrop?

languid aurora
#

Yeah

lucid iron
#

and you are attempt to do stuff when something gets planted?

languid aurora
#

No I'm listening for when a crop is harvested, or a bush is shaken, or a fruit tree is shaken, etc. and then I update the held item of nearby bee houses. So when one of those actions happens, I need to update nearby bee houses and then remove the object from the tracked list. The tracked lists are generated every morning, and the subscribing is done then, too, depending on what counts currently as a honey flavor source. This is for my Honey Harvest Sync mod. I attempting to rewrite portions of it to use event handlers instead of checking all my lists every second.

lucid iron
#

do you care about case where a new beehouse is placed during the day, and thus changing what dirt you need to track

languid aurora
#

No because they're never ready that day

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I could listen for that already with the object changed SMAPI event though, like I already do for when one is removed

lucid iron
#

then what stops you from just assigning the heldObject on day started

#

or do u like, change the honey type of flower is harvested think

languid aurora
#

Harvesting a flower/tree/bush changes what a bee house will give you. It's the point of my mod

lucid iron
#

i see i think i understand Bolb

languid aurora
lucid iron
#

i still believe you should do less subscribe unsubscribe here

#

because im fairly sure everything in GameLocation.terrainFeatures persist across whole game session

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including hoedirt ofc

calm nebula
#

I would probably do the subscribe unsubscrivr myself lol

languid aurora
#

I'd obviously prefer to, but any event handler persisting into the next day will do bad things

mighty quest
#

I'd do harmony patches on all 3 methods

#

you can try the netfields, seems more elegant
but overall they are fairly unreliable

lucid iron
#

we are discussing netfield changed events yea

#

rather than smapi events

calm nebula
#

Can't harmony patch

#

Multiplayer

mighty quest
#

you can harmony patch anything

languid aurora
#

Yeah I don't need harmony for this. Worst case I'll just leave it as-is since it works great now. Just trying to do less every second.

mighty quest
#

but I meant patching the bush shake, crop harvest, etc.

calm nebula
#

Oh, but you update the object instance

lucid iron
#

say i know vanilla doesnt have any regrowable flowers

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but what are you doing about those?

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they won't fire the field change event on harvest

languid aurora
#

These are most likely negligible performance improvements; I'm just doing this because I feel like it

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I'm not aware of any regrowable flowers, but I doubt they'd regrow that day, so they'll be handled the next day

lucid iron
#

no the issue is that

#

the crop is not set to null when you harvest a regrowable crop

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so there is no field change

languid aurora
#

yes, that's why everything needs to be unsub'd

lucid iron
#

and ur handler will not do anything

#

cornucopia has regrowable roses, that is why i ask DokkanStare

languid aurora
#

As long as they don't regrow within the same day, there is no issue. I think I got what I need, thanks all

uncut viper
#

things can regrow the same day with other mods, though (Cloudy Skies has a "Grow crops" action)

languid aurora
#

Well if that becomes an issue the other mods could call one of my API methods to refresh things if they were so inclined, or they could provide some way for my mod to know to do so

lucid iron
#

content mods wouldnt be able to do that

#

you could expose an action for them though

mighty quest
#

Did 1.6.9 change string keys?
[Content Patcher] Can't apply data patch "Grandpas Tools > Tools renaming" to Strings/StringsFromCSFiles: there's no record matching key 'Tool.cs.14299' under Fields.

languid aurora
#

I believe strings were moved around, yes

#

It's in the mod author guide I think

mighty quest
#

sigh, I thought it was supposed to auto-correct any CP mods

worn niche
#

Hey y'all if I have an unofficial update for a mod ready, what do I do next? Do I need to post on the forums or update the compatibility table or anything... it's been a while

languid aurora
# mighty quest sigh, I thought it was supposed to auto-correct any CP mods

https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6.9#Translation_changes

* Many of the 1.6 translations were moved from Strings/1_6_Strings into Strings/BigCraftables, Strings/Objects, and Strings/Tools.
* Tool names/descriptions were moved from Strings/StringsFromCSFiles into a new Strings/Tools asset. Dynamic tool names (like "Gold {0}") have also been replaced by specific names (like "Gold Axe") to allow fixing awkward translations.
teal bridge
worn niche
teal bridge
#

Then that depends entirely on the permissions the original author set.

#

Most straightforward thing is just to send them a PR, but if it's too abandoned even for that (as in they've literally disappeared) then you either just upload a new version as your own mod, if the permissions say you can, or you... don't.

worn niche
#

Yeah currently I just forked the repo and have an unofficial release on Github, currently the smapi compatibility page links to the old unofficial update I did a while ago, I was just wondering if I needed to do anything to get it updated or not

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Sorry if I am not explaining this well lol

lucid iron
#

what does the LICENSE file say

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does it have one?

latent mauve
#

ah, so you already have an unofficial update linked, it's just outdated?

worn niche
#

Not seeing one - the mod is ModUpdateMenu by CatCattyCat originally but they've been MIA forever

#

Oh wait firedlily

latent mauve
#

Hi!

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dphill? πŸ˜›

worn niche
#

Didn't we just message on nexus?

latent mauve
#

yep

worn niche
#

Hey haha!

lucid iron
#

i think you just gotta edit the wiki with new link

latent mauve
#

^

#

Yep, the compatibility list on SMAPI will update from there

lucid iron
#

did you use a github update key?

teal bridge
#

(Whether or not they'll respond to any mod-related stuff, who knows)

worn niche
teal bridge
#

Anyway yeah, if you already have an "unofficial" update published, then it's not really unofficial anymore.

latent mauve
#

That's where you need to update it in the table

worn niche
#

Cool I'll go ahead and edit the wiki

lucid iron
#

well, unofficial in the cant post it on nexus in og mod page

worn niche
#

Just couldn't remember if I updated it last time or some other moderator

teal bridge
#

I think the SMAPI compatibility page updates every day, maybe? I've seen it get out of date but eventually it does catch up.

worn niche
#

Yeah unofficial as in dont wanna claim it as my own work

lucid iron
teal bridge
#

If you can start SMAPI and SMAPI tells you there's an update, then the compatibility page should pick it up (eventually).

#

You can also force an update by editing the wiki page, although I don't think it's supposed to be necessary.

rancid musk
#

I downloaded the latest preview build of ILSpy, updated to 1.6.10, and lo and behold... this method is still freaking weird and broken ```csharp
public IEnumerator<TSerialDict> GetEnumerator()
{
TSerialDict serial = new TSerialDict();
foreach (KeyValuePair<TKey, TField> kvp in this.dict)
{
ref TSerialDict reference = ref serial;
TSerialDict val = default(TSerialDict);
if (val == null)
{
val = reference;
reference = ref val;
}
reference.Add(kvp.Key, this.getFieldValue(kvp.Value));
}
return new List<TSerialDict> { serial }.GetEnumerator();
}

calm nebula
#

It's apparently hackish fun to make that work with the save serializer lol

rancid musk
#

Fixing that method is part of making the decomp compilable, lol

teal bridge
#

You can't just copy what was done in the old decomp? Has the IL changed?

rancid musk
#

But it is now firmly on my list of "ask Pathos wtf in a couple days"

#

The IL has changed yes.

worn niche
#

Cool I posted on smapi forums and updated the wiki table, will keep an ear out for anything I need to change. Thanks everyone!

rancid musk
#

I think the IL is entirely because when 1.6.9+ were compiled, the compiler is treating TSerialDict like a potential value type and it's being weird about it, even though the constraint on TSerialDict (where TSerialDict : IDictionary<TKey, TValue>, new()) hasn't changed since 1.6.8.

calm nebula
#

To be fair that could be a value type

rancid musk
#

Yeah, it could be.

calm nebula
#

It hasn't been constrained to not be a value type

rancid musk
#

I fully agree that it could be a value type in some weird obscure universe

calm nebula
#

I mean it would be dumb to make it a value type but

rancid musk
#

But that hasn't changed and yet, the IL changed

calm nebula
#

My guess and I'm guessing from the sudden change in string switching

#

Is they updated the sdk

paper turtle
#

Hi,

I'm playing around with SMAPI for a bunch of weeks now, and am stuck at a single question. I hope I may ask here:

I am looking for a way to either detect the existance or the appearing of a fishing school (those bubbles that greatly increase the bite rate when you land the bobber on them).

I don't find any hint of them anywhere. No event, no tile data, no map object, like im kinda clueless.

May anyone point me the right direction? πŸ™‚

near sierra
#

Is it possible to make clearing a quest a condition to see an event?

rancid musk
latent mauve
#

It is if there's a mailflag/letter associated with the quest completion. <-- this is directed at Empoleon

teal bridge
#

I took a quick look and dotPeek, ILSpy and dnSpy all come up with almost identical results for that method. And, looking at the IL myself, I can't really see what they're doing wrong.

Obviously the C# does not compile, but... it's like doing a word-for-word linguistic translation, the result might not make sense but it's hard to make it make more sense without knowing exactly what idiom they were trying to express. The decompile seems to be pretty much how I'd attempt to manually translate the IL instructions, barring a rewrite.

rancid musk
#

(Just with the problem being that the decompile isn't valid C#)

teal bridge
#

Yes, but the only way to make it valid, I believe, is to rewrite it. Like... reversing a hash, lol.

rancid musk
#

Definitely going to just ask Pathos. I imagine the code hasn't actually changed at all.

latent mauve
#

You'd basically need to add a flag on quest completion, and set your event precondition to the player having that flag

pine elbow
#

Hi, all. With SV 1.6.9/1.6.10's release, one of my favorite mods, True God Mode, no longer works. Being a .NET developer of 20+ years and having written my own engines, I'm very familiar and comfortable with the concept of making mods. However, SMAPI's API surface area seems to be lacking and the documentation is not very good with regards to how to actually access game state (e.g., player health). Can someone point me perhaps to a GitHub sample that demonstrates this? Most mods, annoyingly enough, do not reference their source code and only provide compiled DLLs. I'm hoping to avoid reverse engineering through decompilation.

#

I suspect I have to use the Reflection capabilities of SMAPI, but actually doing so is another story.

teal bridge
#

SMAPI doesn't access game state, it's all in Stardew Valley itself.

#

You do not necessarily need any reflection, a lot of state is public.

tiny zealot
#

decompiling the game is a tremendous asset, although at the moment khloe is not having a good time with it (see above)

pine elbow
teal bridge
#

Nowhere near everything. But a lot.

pine elbow
#

Oh, cool. I think I just missed it.

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I'll check it out. Thanks! πŸ™‚

teal bridge
#

The majority of game state is accessed through Game1

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(And yeah; when, not if, that info becomes insufficient, you'll need to decompile)

tiny zealot
#

(for what it's worth, the last monthly mod stats counts mods with published source code at 62% of all C# mods. i would like it to be higher, but it is the majority)

teal bridge
#

Behold, the most frivolous, over-the-top UI ever made for SDV. I think this should make for a fine demo/tut.

near sierra
rancid temple
near sierra
rancid temple
#

Yeah, mail flags have many uses

#

Nexus says no, big sad

pine elbow
rancid temple
#

Wow, I can't believe it actually loaded, I thought it was gonna take me to the connection issue page for sure

rancid musk
calm nebula
#

You're a wonderful person

acoustic summit
#

Anyone familiar with how multiplayer hands animation for sprites and jumping of characters? Seems like sprite.animate and .jump calls only show up for the main player. Is there a way of achieving synced animations I might not know of?

calm nebula
#

Multiplayer Message to tell the other instance to play that animation

tiny zealot
#

you can probably accomplish something like it by shipping your own data with SMAPI events

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i haven't looked into it for my mod that makes a variety of creatures do jumps (when you throw them)

calm nebula
#

It's done with netevents

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Which I've looked into and basically didn't want to go with

acoustic summit
#

Ive not heard of multiplayer messages, how do they work? There is quite a large variance in the animations which is a concern for smapi events

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netevents?

silent pecan
#

anybody know if there is a way to force close the dialog box or force end the day with SMAPI commands? I got stuck like this and dont want to redo the day/fix the mod. I tried looking around the wiki at debug commands but couldnt find anything
(i think this is the right channel for this)

calm nebula
#

Is that an event?

rancid temple
#

Looks like the fishing passive festival

silent pecan
#

Its during Trout Derby but its just a normal dialogue with abigail

#

Sorry forgot to mention that this happened after I talked to abigial (I used hurry_all to warp her home to see if that would work so she isint in the screenshot)

#

I think ill just lose the day and work on the mod tomorrow, forgot an update came out today so I should of expected stuff like this!

calm nebula
#

You may be able to debug sleep

acoustic summit
old edge
#

Hello earlier I was hoping someone can help with my ambient lighting code? It keeps suddenly going to a black screen instead of smoothly transitioning the ambient light throughout the day.

next plaza
#

I love how I keep getting reports of newest spacecore not working with 1.6 and not a single full log. Somehow, every single comment has either been just the single line about not being compatible, or "same".

tender bloom
#

Somehow the comments on your mods have an average β€œfigure it out” level of extremely low

lucid iron
#

its just a matter of volume right blobcatgooglyblep

velvet narwhal
#

afaik spacecore is fine

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i'll grab my log as soon as i load in game

latent mauve
#

Spacecore has had no issues for me today

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And I've loaded up the game at least 7 times today to check my mod list

velvet narwhal
ocean sailBOT
#

Log Info: SMAPI 4.1.2 with SDV 1.6.10 build 24309 on Microsoft Windows 10 Home, with 31 C# mods and 8 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

velvet narwhal
#

(please ignore my own personal warnings, i'm in so many different folders today i've lost track of who i am, where am i, who are you)

whole raptor
#

That's why I follow "No log = no problem" principle SDVkrobusgiggle

velvet narwhal
#

that better chests error is new though SDVpufferthinkblob nvm i recalled that islocalplayerinventory got changed

haughty charm
#

Don't mind me...just a quick announcement for the pins.

#

MODDING & 1.6.10

With the changes in 1.6.9/1.6.10, many mods may be broken or need updates. Be patient, please, and do not harass or ping mod authors with requests for updates or to ask when the update will be ready.

If you have questions about whether a mod will be updated, it's best to post a comment on the mod page. Be respectful - not getting a response doesn't mean that the mod has been abandoned.

You can revert back to 1.6.8 via using the beta branch on Steam or by the method used here: #governors-mansion message

calm nebula
#

if the answer is 4.3.0, you'll need to build again for mac/linux

next plaza
#

What about earlier?

#

I'm on whatever "4.1.2-casey" was

calm nebula
#

that should be fine, it's 4.3.0 that introduced the bug

lucid iron
#

spacecore and gmcm are both fine on linux

rancid musk
#

I should probably update, I'm using 4.1.1 still.

lucid iron
#

say is there any diff between the namespace Mod.Framework; and the namespace Mod.Framework{ } kinds of namespace

calm nebula
#

I'm avoiding updating at all costs now

rancid musk
#

Less indentation levels = good

calm nebula
lucid iron
#

i rewrote my (in retrospect trashfire) PR to lookupanything because it was too hard to backmerge after pathos did the namespace change blobcatgooglyblep

next plaza
calm nebula
#

but if you do that.

#

I will come find you and place legos on your floor

lucid iron
#

well that just seems sinful

calm nebula
next plaza
#

(Though that's also partially because of my bad tendency to treat files as namespaces)

faint ingot
next plaza
#

(What are namespaces then? Super-namespaces)

deep cypress
#

I like the namespace GoatsDancing { } format, cause then it looks like the namespace is in charge.

calm nebula
#

cuz I wanted UnreachableException for some stupid ass reason

#

duck-typing for the win

deep cypress
#

Quack!!!!πŸ¦†

lucid iron
next plaza
#

Well, I should head to bed. Try not to have as miserable of an evening as I have had everyone πŸ˜›

calm nebula
#

yesterday I hit my hand with a soldering iron and today I lodged long wires into my hand so

#

my hands are not having a good day.

next plaza
#

That doesn't sound pleasant, I'm sorry

lucid iron
#

sounds like i should have used it all along then DokkanStare

teal bridge
#

(Also, why are mod authors so hell-bent on defining "framework" namespaces for mods that are not in any way frameworks?)

lucid iron
#

no clue why i didnt

teal bridge
#

^ well, it's a newer feature and it's not the default for editorconfig and such. I think you need C#latest in the config.

faint ingot
calm nebula
#

and follow the organization scheme of people before us, and by that I mean Pathos

lucid iron
#

you don't have to use the board i think there's ways to give special order in dialog and stuff

calm nebula
#

hi Pathos!

ivory plume
#

(The Framework namespace is a convention I use to separate the internal implementation logic from the public API and entry points.)

calm nebula
#

it's not a blame pathos

lucid iron
#

what would u call a catch all business logic namespace if not framework bolbthinking

#

Utility?

calm nebula
#

src

#

I kid, I kid

hard fern
#

SDVpuffersweats do i update my mod and absolutely none of the spritework, or do i sit and stare at pixels for another 8 hours

calm nebula
#

tbh don't take organization from me.

next plaza
calm nebula
#

this is the downside of the photographic memory

next plaza
calm nebula
#

I actually Just Remember. Where everything

#

it can be two years down the line and I'll still remember

ivory plume
#

(Well, time to re-kick the hornet's nest.)

velvet narwhal
calm nebula
#

(we love you, pathos.)

next plaza
#

/me waits for 1pingHooty before actually putting the phone down to sleep

ivory plume
#

<@&475534019782508564> If you...

  1. updated your C# mods to mod build package 4.3.0;
  2. compiled your mods on Windows;
  3. your mods contain any subfolders (like assets or i18n);
  4. and you released mod updates;

Then unfortunately those mod updates are broken for Linux/macOS players (see discussion thread). You'll need to update your projects to mod build package 4.3.1, then re-update any affected mods. I'm very sorry for the inconvenience, especially after Stardew Valley 1.6.9 when so many mod updates were already posted.

If your mods reference an older mod build package version like 4.1.1 or 4.2.0, your mods are not affected.

haughty charm
#

Thank you, Pathos

next plaza
#

And there it is - the call for sleep

calm nebula
#

(we love you, pathos!)

ivory plume
#

Now to go re-update 44 mods...

brittle pasture
#

if I'm already building my mods on Linux am I affected?

lucid iron
#

oh builds from linux seem to have no issues on windows

#

i had aviroen check that for me too

light bramble
#

And this is why I’m scared to do code based mods

lucid iron
#

Linux W PecoSmile

brittle pasture
#

yeah I could have just checked my own files lol

#

everything looks fine

uncut viper
#

are mods affected by that like, completely broken as in wont load at all, or just some things will break?

ivory plume
#

I updated the message to clarify that only Windows builds are affected.

lucid iron
#

it has a funny file structure, so if the mod had subfolders it breaks

teal bridge
lucid iron
#

if its just a dll there's no issue

brittle pasture
#

this will happen

next plaza
#

<insert joke about manual-packaging-mods being superior>

#

(Not that I’ve done that in years at this point.)

outer shard
#

Hi guys, do you know how to use smapi in Android (for version 1.6)

next plaza
#

Okay bed for real now I promise (unless I get pinged in the next 50min)

wanton pebble
#

!androidsmapi

ocean sailBOT
#
Android SMAPI is NOT compatible with 1.6

SMAPI isn't updated for Android and does not work past version 1.5.6.39. We don't know if/when it'll be updated or who will update it. It is not possible to legally downgrade to 1.5.6.39, so do not ask how to do this.

Please see Installing SMAPI on Android for more info.

Be advised we most likely won't be able to help you with android modding issues.

lucid mulch
#

(also this is making-mods not modded-farmers)

ivory plume
#

(Also, SMAPI 4.1.3 is now released with improved compatibility rewriting.)

outer shard
#

So we should still waiting for SMAPI for verison 1.6 right?πŸ‘€

wanton pebble
#

Yup.

velvet narwhal
wanton pebble
#

blinks

velvet narwhal
#

i can't english today

outer shard
#

I browse the official website, I can only see the desktop version.

velvet narwhal
#

all of the brain power gone, but don't wait up for smapi mobile is your best bet

south timber
#

Yeah, only desktop version

wanton pebble
#

Pathos is not creating Android SMAPI, if that's what you're talking about

#

(Poor Pathos has enough on his plate right now anyway)

ivory plume
#

There are technical challenges that making SMAPI on Android much harder in 1.6. I don't think it's been suspended though, we just don't know yet who will update it (if it's possible).

south timber
#

Android SMAPI was made by a different guy, who kept finishing a new release and then the game would update and then people would yell at them about it, so they stopped

outer shard
#

Hope some excellent developers can work on it πŸ™‚

wanton pebble
#

Tbh I'm... actually kinda glad 1.6 is on mobile now

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Android SMAPI posts will generally be mostly a thing of the past

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At least until someone updates it

outer shard
wanton pebble
lucid iron
#

i think you'll live, and if you dont have a mod to make pls go to #modded-stardew instead

teal bridge
#

Is 1.6.10 coming out as an e-fix? I'm surprised to see it being called out as a version so early.

uncut viper
#

i would think the android smapi questions would increase now that its on mobile

deep cypress
wanton pebble
#

Anywho. I gotta get sleep while I still can. Good luck with the updates to the mods that ping mentioned everyone!

deep cypress
#

Sleep well!!! Dream of stars and galaxies!

calm nebula
#

Night!

ivory plume
calm nebula
teal bridge
#

what

lucid mulch
#

I guess I should check if my suite of mods are functional

calm nebula
#

Hotfixes are annoying af

outer shard
teal bridge
#

Ok, it's already released. Sneaky.

calm nebula
#

Because you then have to dig around to figure out what version players were on

ivory plume
blissful panther
#

(Good news for my mod updates then at least... the re-uploads should be quick!)

calm nebula
#

Linux wasn't affected

ivory plume
#

(You should still update the mod build package, but you don't need to deploy updates if your mods were compiled on Linux/macOS.)

teal bridge
#

Yes, well, I don't follow social media... but now I know. (And knowing is...)

lucid iron
#

pathos there is a new warning thing for itemquery resolve like this right, a bunch of them appear on first lookup of something (and other similar kinds of "probe the spawn field") applications

[game] Item spawn fields with ID 'Default' produced a null or empty item ID.
ivory plume
#

Can you report that in the forums (if you're sure it's not caused by a mod)? I won't be looking into any non-critical issues for a bit, since I need to reupdate all the mods.

calm nebula
#

I ran gsq check literally two days ago...

#

(Which also checks every item query in the game)

teal bridge
#

Hm, Tile Transparency shows as being compatible but it is not. How do incompatible updates get tracked?

ivory plume
#

(I normally bulk-test mods to update the compatibility list before a new game release, but ran out of time preparing mod updates.)

teal bridge
#

I guess I should edit it, or one of us should... aedenthorn is not going to be.

#

Ok, I took care of it.

lucid mulch
#

welp, time to debug transpilers.
users of SinZational Shared Spaces can't load their save files on 1.6.9/1.6.10

blissful panther
calm nebula
#

welp, unfortunately, I will see this prompt a few more times before I do the rigth thing

ocean sailBOT
#

Log Info: SMAPI 4.1.0-beta.5 with SDV 1.6.10 build 24309 on Microsoft Windows 10 Home, with 10 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

calm nebula
#

(this could be, honestly, though, a limitation in the checker, which passes a pufferfish as Target and etc for every gsq)

ocean sailBOT
#

Log Info: SMAPI 4.1.3 with SDV 1.6.10 build 24309 on Unix 6.11.5.1, with 1 C# mods and 0 content packs.

calm nebula
#

πŸ’–

lucid iron
#

yea it might be a lookup anything bug

#

i didnt see it with the machine mod i have bolbthinking

#

that said it probably should use Helpers.ErrorResult instead of Game1.log.warn

calm nebula
#

for stone....

lucid iron
#

the other logging in ItemQueryResolver do use that Helpers.ErrorResult thing to do logging via the delegate

deep cypress
#

Well, somehow PolyamorySweet is now doing this for someone (they report "broke all hitboxes).

#

This is my new favorite bug of all time!

lucid iron
#

u got any map patches

deep cypress
ivory plume
#

Updating to the latest SMAPI 4.1.2 and Stardew Valley 1.6.10 should fix that.

deep cypress
#

I will let them know! Thanks loves!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

calm nebula
#

that's a rock?

lucid iron
#

is it the Stone gang

calm nebula
#

what did you look up?

lucid iron
#

O390 i think

#

oh but it does this for every first lookup

calm nebula
#

huh

lucid iron
#

probably bc lookup anything builds all of them (with the Lazy)

calm nebula
#

welp, it's not coming up on a check_gsq

#

which would literally check every item in the game

#

every gsq/item query

#

unlesss

#

I see

#

in check_gsq, if there's a delegate, I skip past that machine rule entirely

#

lookup anything doesn't do that

lucid iron
#

ah yea i did that in my machine mod too

#

mabe just slapping a continue there would be enough

calm nebula
#

not sure, you do the PR honors

#

Remind me in 20 hours to add the new shop to gsqcheck

patent lanceBOT
#

Gosh darn it, fine, atravita (#6344157) (20h | <t:1730853995>)

calm nebula
#

Thank youuuuuuu

lucid mulch
#

whatever that black magic was that could get the variable names for the locals in a harmony transpiler would have saved me here

#

ah well

teal bridge
#

What do you mean, black magic?

tall wind
#

Has the content patcher issue been fixed in the latest version?

teal bridge
#

(ya see the train menu, blue?)

lucid mulch
teal bridge
#

Well, we do have the pdb, so I guess you could use Mono.Cecil.Pdb?

#

I guess SpaceCore is probably doing something different.

lucid iron
#

I had always just matched for existing instance of the loc and took the id from that

teal bridge
#

Yeah, that's what most of us do, I think, except for the ones who just hardcode it all.

lucid iron
#

Brave souls DokkanStare

rancid musk
#

Now I'm trying to remember if I actually use any locals in my transpilers. I'm not sure I do.

teal bridge
#

Unless you also declared the locals, using them normally means scraping the index and passing it to ldloc &c.

rancid musk
#

Hmm, I am using a few ldlocs blindly. Well they didn't break so woo

teal bridge
#

It may not even be that much better to scrape an index than to just hard code. It'll cover some cases, but not others, like an ldloc.s changing to an ldloc.0. Can't cover them all unless you're really obsessive about loose matching, which IIRC, Atra was and his transpilers broke anyway.

lucid mulch
#

Ok AutomateChests and SinZational Shared Spaces are now updated.
I think the rest of my mods are fine (and Profiler continues being a work horse and is still targetting 1.5.6 and is working great)

teal bridge
#

No news is good news, right? Assume everything is A-OK until someone posts persuasive evidence to the contrary.

lucid mulch
#

Shared Spaces definitely needed a fix because if its in use, the save is effectively corrupted if Shared Spaces isn't functional to make the save usable

#

and I never got around to making time to building the mechanism to have a way to clean-up a save to no longer need the mod

rancid musk
#

No news is suspicious news.

teal bridge
#

I'm an optimist. (especially when that optimism means not having to do any extra work)

ivory ridge
#

Hey, I'm making a mod that recolors the wood in the game and I'm working on the content.json for the trees. I've got images for each season for each tree. I can do something like "Target": "TerrainFeatures/tree1_{{season}}" and "FromFile": "Assets/tree1_{{Season}}.png" right?

#

Or whatever that would be if Discord didn't mess with the text for some reason

rancid musk
#

To make strings appear exactly on Discord, try backticks. `_something_` becomes _something_

ivory ridge
#

Gotcha, thank you

#

And I don't need a "ToArea" field if I'm just overlaying over the whole image, right?

#

And for one other question, would the {{Season}} token work for something like tree3, which doesn't have a summer variant?

woeful lintel
#

OH IS THAT RIGHT? I WOULD NEVER GUESS A GAME UPDATE WOULD BREAK MY MOD

#

COULD NOT HAVE GUESSED

brittle pasture
#

Users Don't Read, Exhibit 8326

ivory ridge
#

You're a mod author for Stardew Valley, you're on call 24/7 like a heart surgeon

woeful lintel
#

I'm not even planning to touch the mod's code before friday because of classes

#

that's gonna be a fun time for my inbox

ivory ridge
#

I've got a discrete math exam Wednesday I should be studying for

clever sinew
#

I have been lurking all day and been overwhelmed, I cannot even imagine how much garbage yall are dealing with

#

Plus school/job AND trying to fix the backend while people are spam yelling

deep cypress
#

Just put in me application for the Good Program what is known as Resharper, in the merry ole Free To Good Non-Profit Pirates Program!!!!!!! Arrrrrr!!!!!!!! Wish me the luck o' the seas, an that me siren song will charm the ears o' the good souls readin me scurvy application form!!! (I'm watching Pirates of the Carribean with my ten year old, her first time seeing it. The lingo be catching, savvy?)

ocean sailBOT
#

Log Info: SMAPI 4.0.8 with SDV 1.6.8 build 24119 on Microsoft Windows 10 Home, with 106 C# mods and 419 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

ivory ridge
#

I don't even know what the green rain trees are but I'm editing them anyways

iron ridge
#

[[Green Rain]]

ivory ridge
#

Noted

#

What are the mossy variants of the trees that are in the same images now used for?

#

Like the one on the right here

#

Is that part of the green rain too?

brittle pasture
#

[[Moss]]

wanton field
#

The thing on the right is moss

ivory ridge
#

Huh, interesting

#

They've been kind of a pain to recolor compared to the normal ones

vale veldt
#

I was stalked in my personal media but I never thought it is more expanded problem and there were lot of people who was stalked in the same way. Also I don’t remember I talked about it here and my case is β€œpopular” example of that. (I saw many times someone talked about it here)

ivory ridge
#

That fucking sucks. I'm sorry you had to deal with that.

woeful lintel
#

kinda glad FF isn't popular enough to put me through this, kinda disappointed that FF isn't popular enough to put me through this.

ivory ridge
#

Okay, that's all the trees fully done and added to the json. Heck yeah. I've been putting this off for so long.

#

Now I just need to do the fences, floors, furniture, and maps.

#

I'm mostly just remaking game file changes I made for myself but which got wiped when the game updated to 1.6. Doing it as an actual mod this time to protect against that and potentially upload in case anyone else wants something like this.

#

It'll change most of the wood in the game from the yellow color to a more "natural" brown.

astral prism
ivory ridge
#

I'm still tweaking the colors on some of them

woeful lintel
ivory ridge
#

Actually happy with how the bridge turned out

thorny tiger
hard fern
#

SDVpufferflat is it so hard for players to be patient

thorny tiger
#

SDVpufferfingerguns apparently!

#

it's not even like you can't play the game just revert to 1.6.8 and play it normally

deep cypress
# woeful lintel 3. Hours. Apart. They came back to the mod page to re-write the same comment.

As I anticipated, they were like vultures to carrion, like Laughing Gulls to a box o' hot fries in your hand on the beach to come with the comments on PolyamorySweet. Tis bleeding with them! But to quote Leslie Knope:
"When I hear people yelling, I hear people caring very loudly."
But on the flipside, self care is not reading them. For the most part. Except I cannot not read them. I'm a wee lass in for a dumpster fire, e'en if the dumpster is me own!!!

#

(Polyamory Sweet has now broken the social menu.... No Breakfast if the menu is broken!!!)

woeful lintel
#

are you a poet? This is beatiful

deep cypress
#

Poet? no, but I am an author (cannot discuss them here, due to the nature o' the works, you would have to DM me to know more, The Bouncer is ever ready to put me in Mermaid Jail!)

#

(PS luv u The Bouncer! ❀️ )

winter dust
#

Is interacting with Message TileData supposed to freeze people in spot?

#

Nevermind, it stopped.

deep cypress
#

That's Lucky! πŸ™‚

#

So............... My UI sitch is slightly fixed. Unfortunately, instead of displaying the string, it is instead just writing out the string path (string\stringsfromUI.fubar).

Here's my code applicable:

        text = ((!Game1.content.ShouldUseGenderedCharacterTranslations()) ? Game1.content.LoadString("Strings\\StringsFromCSFiles:SocialPage.cs.11635") : ((gender == Gender.Male) ? Game1.content.LoadString("Strings\\StringsFromCSFiles:SocialPage.cs.11635").Split('/')[0] : Game1.content.LoadString("Strings\\StringsFromCSFiles:SocialPage.cs.11635").Split('/').Last()));
    }
    int width;
    width = (IClickableMenu.borderWidth * 3 + 128 - 40 + 192) / 2;
    text = Game1.parseText(text, Game1.smallFont, width);
    Vector2 textSize;
    textSize = Game1.smallFont.MeasureString(text);
    b.DrawString(Game1.smallFont, text, new Vector2((float)(__instance.xPositionOnScreen + 192 + 8) - textSize.X / 2f, (float)__instance.sprites[i].bounds.Bottom - (textSize.Y - lineHeight)), Game1.textColor);
      ```

It's in a harmony patch, which is working, it's just doing this.
silver pelican
autumn ivy
#

Why'd I get pinged??

hard fern
#

πŸ€” i think pathos pinged all modders for a mod related issue, it's pinned

autumn ivy
#

Mmmm

#

Ok thanks

#

I have not updated my mod from like 1.4 and idk if it works anymore... I'll look into it when I get a chance between work/school/family

blissful berry
#

what would be the best way to go about having an event that's meant to trigger at the very begginning of the player's day? like right after the save screen and before the player can actually move around

i'm trying it with conditions set to t 600 610, but i guess since events only trigger when maps first load, the event doesn't actually trigger unless i either load in from the title screen or walk out of the house and walk back in SDVpufferweary

#

i was working on this a while back and i know that night time events can be coded with C# but uh.... i wanna go about this the ~~lazier ~~ easier way if i can LOL

desert vapor
cyan marsh
blissful berry
#

is there a better way to do that than setting the event to happen right at 6am?

cyan marsh
#

can you explain how the event is supposed to start?

blissful berry
#

yeah! its not something that's actually supposed to take place IN The farmhouse. what happens is that the location gets changed from the FarmHouse to the Mountains, where the player watches a short cutscene. once the cutscene is over, the screen goes black and the event ends back in the farmhouse

cyan marsh
#

well.. you can just change the map at event start

blissful berry
#

should i share the event code?

cyan marsh
#

start the veiwport in 1000 -1000

old edge
#

Just updated smapi but it says oldest supported version 1.6.10

blissful berry
cyan marsh
blissful berry
#

changeLocation Mountain is the command i use

cyan marsh
#

yeah that's it

blissful berry
cyan marsh
#

okay.. it's been a bit for me but this is the jist <music>/-1000 -1000/farmer 100 100/skippable/changeLocation Mountain/warp farmer x y/fade/viewport x y

blissful berry
#

it doesn't start immediately when coming from the previous day. so if the player gets through a day, saves, and wakes up the next morning then the event won't start. BUT if the player goes outside on that same morning then goes back in before 610, the event DOES start and plays as normal

cyan marsh
#

can you try it without the When as an experiment?

blissful berry
#

i'll do that rn

deep cypress
#

Clearly I did not pay enough attention to several things over the past few months. I was in ignorant bliss, believing I would need like only one or two quick rewrites. Instead, 1.6.9 took advantage of my folly, as my all-mermaid pirate crew slept, stole the ship from under us and replaced it with a wee trip to the Port Royale Dungeon! Luckily, we are siren songing our way out, kind on flopping through the streets, we are too sleepy still to swap into leg form, so we are working with what we have. (And yes, typing flowery metaphors is tremendously helpful! I highly reccomend it!)

blissful berry
#

but it works now so whatever lololol. thank you!!! SDVemoteheart

cyan marsh
#

CP can get in the way with it's checks sometimes.. it's fantastic but the more of the original stuff you use, the faster. Use it.. but be mindful

#

I have the thoughts of, "can I do this with as little interference of Content Patcher as possible?"

lucid mulch
#

Note that cp evaluates it's conditions on day started when the farmers already in the map

cyan marsh
#

thus, delaying the start of that event x3

lucid mulch
#

In general you need very very good reasons to have when conditions on events that are save dependent conditions

old edge
#

Anyine know why my smapi 4.1.3 won't work on 1.6.9? It says works with 1.6.9+?

lucid mulch
#

4.1.2 and 4.1.3 are 1.6.10 builds

old edge
#

But it says on GitHub 1.6.9+

lucid mulch
#

It would be a documentation error rather than a functional error

old edge
#

Took me an hour to download

lucid mulch
#

Why are you staying on 1.6.9 instead of the 1.6.10 build?

blissful berry
#

i noticed that, although my event now loads in the morning when its supposed to, it doesn't load the very next morning after the day its conditions have been met. but with the When it DID load the next morning, just not until after the farmhouse map was reloaded in some way

i dont know exactly what that teaches me, but i now understnd that When conditions and event conditions are checked in completely different ways SDVpufferclueless

old edge
#

I updated today and it took a very long time

#

And smapi now another update

#

Til tomorrow then

cyan marsh
#

events are loaded to the game already waiting for their conditions to be met.. Whens loads it as requested but doesn't have it available immediately. Always try to find the lowest level

uncut viper
lucid mulch
#

Event preconditions are evaluated at the time of events triggering

uncut viper
#

(and the important thing here being that, if you only use a When condition instead, then the event literally does not exist as far as the game is concerned until Content Patcher does that update check)

blissful berry
#

i just learned so much woah

#

thank you guys for educating the less fortunate (me) SDVpuffernerd

uncut viper
#

basically if a When condition is not true, then its as if you didnt even have it written in your content.json

#

the entire patch i mean

#

(unless of course it WAS true and then it becomes false, in which case it will exist until CP does that update thing again. so if your When condition changes to be false in the middle of a day, then by default it wont actually truly become false and undo the patch until you sleep)

lucid mulch
#

Note that the concept of undo isn't a thing, it will invalidate the cache and for vanilla assets, smapi will then prod vanilla to load it again, which will have the various load and edits to run again

blissful berry
#

do trigger actions work the same way? they "don't exist" until their conditions evaluate to true?

lucid mulch
#

Trigger actions are a vanilla concept

uncut viper
#

Trigger Actions are always checked whenever the appropriate trigger happens unless theyve been permanently marked as false

lucid mulch
#

But if you cp when around inserting into trigger actions then the same principle applies

cyan marsh
#

eep i gots to go to work

uncut viper
#

(also yeah what sinz said abt undo is correct too, the loads and edits will be run again and yours just wont be included again bc the when condition makes them not apply)

#

you probably dont really want or need to When condition your trigger actions

lucid mulch
#

The true power of content patcher is how little it actually cares about the content

#

All it is fundamentally is a json interface into the smapi content pipeline, along with a templating and a condition engine

uncut viper
#

and ofc its important to remember the edge cases where things are cached e.g. fields on already existing items

#

"edge cases" is not really the right term there but w/e

lucid mulch
#

Pretty much the only place in cp that is actually content aware is some esetoric rules about splitting for data/achievements and one or two other assets with very nonstandard string splitting rules

#

Outside of those edge cases, cp genuinely doesn't know the difference between data/characters and data/triggeractions

blissful berry
#

its 2am so i'm barely following what you guys are saying but i appreciate the clarification lol SDVpuffermusic

lucid mulch
uncut viper
#

hence the "probably"!

blissful berry
lucid mulch
#

My first serious look at cp was finding optimisations in it because I was sick of 10+min load times (also why I made Profiler to measure the difference)

timid plover
#

Are there any up-to-date tutorials out there on making farmhouse layout mods?

deep cypress
#

Thanks for the information above! My understanding of CP is enlarged, and also, now I know why MANY "When"s have failed!

brave fable
#

is there a version of Reset Terrain Features that aggressively resets on location changed, i'm tired of pushing buttons now that my trees and bushes are instanced

undone fable
#

is there a guide on making custom npcs on 1.6.9? assuming the new update broke that as well

timid plover
#

we're already up to 1.6.10 now, things are moving fast

deep cypress
undone fable
#

did a new update drop while i was asleep SDVpufferwaaah

woeful lintel
#

is there a command for quickly bring up the link to the migration help page?

timid plover
#

yeah, it's just minor bugfixes though

deep cypress
#

That being said, it would be nice if there were a groovy tutorial for making NPC's. I will try to make one! (It will be a little while though. I need to focus on graduating for my Priestesshood, now that 1.6.9 update is pretty much done!)

#

Here's the link! (I know not if there is a quick way, but I hope this helps!)

hard fern
#

i think 1.6.9 has some new dialogue things but

rancid temple
#

For some reason even the command for the 1.6 migration page is missing now (probably because nobody ever used the damn thing lmao)

quartz dagger
#

so if I'm understanding right, modders have to redownload, repackage, then reupload all their mods...?

rancid temple
#

Do you frequently delete your C# projects after you publish them?

quartz dagger
#

i delete all my mods after i publish them, they're all CP mods

rancid temple
#

If all you have are CP mods then you shouldn't be affected

quartz dagger
#

applies

#

and i got a bug report on my interface mod saying it doesn't work on the new update anymore

#

Lemme double check the versions

rancid temple
#

I wasn't here when the post was made, but as far as I can tell, this is specifically for C# mod authors

quartz dagger
#

I see, thanks!

rancid temple
#

Seeing as how CP has no way to choose the ModBuildConfig version

#

Maybe make sure they have the right versions of SMAPI, the game and CP

quartz dagger
#

cool thanks!

silver pelican
#

is JA getting an update or nay?

final arch
#

yes

maiden sonnet
#

hey guys is there a way to move the crib location yet like there is to move the spouse room when creating a farmhouse map?

woeful lintel
rancid temple
#

Hm, I do wonder about this actually, because the FarmHouse itself also checks that hardcoded position

#

But it's in regards to the renovation, so it might be fine if you never want to remove the cribs lol

#

I should've made a list of my mods I fixed during the beta... now I gotta figure out which ones have changes

ruby rapids
#

How's it going for everyone? I updated what I could and removed all the mods that were giving SMAPI errors. Crossing my fingers my game doesn't crash, so I can see how a couple retextures I made turned out.

maiden sonnet
vernal crest
#

I have done it! I have backread through this entire channel back to when 1.6.9 dropped

thorny tiger
#

so what's the actual difference between JA and CP

vernal crest
#

It took more than two hours

rancid temple
#

Oof

ruby rapids
#

Oof indeed.

proud wyvern
#

was it worth it?

vernal crest
#

Yeah

maiden sonnet
#

nice

vernal crest
#

Probably not just for curiosity but it's hard to be relevant in support without knowing what happened

#

Especially with how much everything changed from what was expected and the hotfixes and then the advice to roll back and then the advice to update more and everything

ruby rapids
#

πŸ₯² sigh... game crashed. I'll have to try again tomorrow.

#

It doesn't help that I have a mega modded version of the game.

rancid temple
#

I'd really become so used to seeing something broken every time I launched to test something, it's weird to think that I could just... play, if I wanted to

woeful lintel
silver pelican
rancid temple
#

Less feasible than it was before lol

thorny tiger
#

you can only dream

ruby rapids
#

@woeful lintel 🀯 That's a great idea.

lucid iron
#

Put linux on ur phone instead AquaThumbsup

woeful lintel
#

this way you can even

  • buy SV only once for desktop and mobile
  • sync saves through Steam
ruby rapids
#

πŸ€” How do I start the game with a argument?

woeful lintel
#

launch options in properties when you launch from you steam library

rancid temple
#

I just rename my Mods folder lmao

woeful lintel
#

also an option

ruby rapids
#

πŸ˜‚ LOL yes, Rokugin. That's so much easier. I blame my tried brain for not thinking of it.

thorny tiger
#

easy argument

silver pelican
#

mod is dead for android

ruby rapids
#

πŸ”₯πŸ˜„πŸ”₯ Wish me luck. (This is what I get for loving everyones mods and wanting to DL them. 400+ mods was bound to mess me over for this update. I expected it.)

vernal crest
rancid temple
#

Using launch options is fine, I just don't want to have to look up what they are every time lmao

vernal crest
#

And since I have 1.6.8 and 1.6.9 I actually have 8 mods folders

ruby rapids
#

@vernal crest Oh that's a great idea Abagaianye! I am going to do that.

woeful lintel
ruby rapids
#

There were several versions and mods I wanted to play with. Making different mod folder never occurred to me.

rancid temple
#

Modding for mobile is the same amount of dead it was before, technically someone could come up with a way to do it, but they'd have to really want it at this point

royal stump
#

(I never got used to the alt mod folders, so I just do this inside the main one & drag stuff around SDVpuffermlem)

vernal crest
#

Isn't it more dead because of NativeAoT?

vernal crest
proud wyvern
ruby rapids
#

@vernal crest yes please!

vernal crest
#

I run different instances of the game with different mods setups at the same time pretty frequently

rancid temple
#

Harmony mods are more dead but would that affect SMAPI?

lusty halo
#

(remember you can make shortcut for SMAPI, rename the target, so you can leave the normal mods folder alone while starting from, say, steam, and just use the SMAPI shortcut linked to a different mod folder)

ruby rapids
#

There are so many times I wanted to test one of my mods and wishing I could reduce the mods I have so the game loads faster for testing.

vernal crest
#

And this is what that looks like in practice

lusty halo
#

yes that thank you @vernal crest (I somehow missed you already mentioned that sorry)

proud wyvern
vernal crest
#

Although soon I will have different icons for each one SDVkrobusnaughty

rancid temple
#

Yeah that's true, most frameworks are built on Harmony lmao

vernal crest
rancid temple
#

I can imagine the 3 hour load time trying to play SVE on mobile

woeful lintel
#

FF mobile compatibility is not happening any time soon

proud wyvern
woeful lintel
#

oh yeah that too

#

well, just gotta replace transpilers with prefixes rewriting the entire method πŸ’€

proud wyvern
#

sounds like something i don't want to be anywhere near

ruby rapids
#

@vernal crest Thank you so much! I am going to mess around with the multi mod folders now. ❀️

rancid temple
#

God, can you imagine the compat requests

vernal crest
royal stump
#

I guess FTM could still run without Harmony, though it'd be obnoxious to fix certain bits SDVpufferdizzy

rancid temple
#

Sure, lemme just rewrite 50 mods other prefixes real quick

royal stump
#

but then SVE has its own pile of patches anyway

vernal crest
#

Hmm I don't even know what to do with myself now. Go to bed so the next thing I do is backread for another two hours tomorrow?

woeful lintel
#

"you want FF on mobile? it's open source, do it"

lusty halo
#

I have to admit these issues are the main reason I stuck to Content Packs. I have little patience and much anxiety, actual mod-making would've given me a panic attack at every game update. πŸ˜‚ πŸ₯΄

vernal crest
#

Hmm I could do my furniture testing

silver pelican
vernal crest
#

I have not even bothered to see if my C# mod even works with 1.6.10 yet

woeful lintel
rancid temple
#

If I had a single artistic bone in my body, I might be willing to stick with just CP, but unfortunately all I learned how to do was write code so here I am

vernal crest
#

Woo I have made 63 DP! I am officially a mod author! DragonDance

#

Or I guess I made 126 DP and gave half of it to the doctors because I am very generous xD

rancid temple
#

Such a problematic metric for if you're a mod author lmao

vernal crest
#

Shh

woeful lintel
#

that's a lot of Dynamic Programming

lusty halo
vernal crest
woeful lintel
silver pelican
#

or as my bug reports say. idrk whats going on

woeful lintel
#

If you gave the proper "Child Bed" type to the custom Beds, there isn't much I can help with, FF basically creates vanilla beds. Do they have funky shapes or collisions?

#

(the beds, not the children)

silver pelican
#

Yep, I triple checked my files and tested this one. It worked for child of phase 4 but on my bug reports, it doesnt work for them despite having the (FF) Child Bed placed.

woeful lintel
#

bug reports?

silver pelican
silver pelican
woeful lintel
#

No collisions as in "no custom collisions" or as in "I can pass through it"?

woeful lintel
silver pelican
#

is what i have for child bed (aside from source rect and layers).

#

but its kind of weird tho that when i tested on it, it works (for children) granted i had mods (less than 30 or so xd). While they had like a lot. I have no idea what mod(s) interrupt with it.

woeful lintel
#

I just took a look at the bug reports on your mod page, and we can't do anything unless they provide their logs. It's a pretty good sign that it works for you, I never actually tested it myself since I have no save file with children.

silver pelican
woeful lintel
#

thanks! I'm getting closer to finishing FF 3.0, when it's ready for testing I'll make a thread to share the new version and get feedback and testing from you and other modders before releasing it (also it will make it easier for you and other modders to update for it)

gaunt orbit
#

1.6.9 released while I was in the middle of a major feature addition (controller support) and killed one of my transpilers (I think) so now I have to either carefully disable the half-finished feature or see if I can use my git-fu to split off select commits into a separate branch

rancid temple
#

Oops, forgot UIIS2 is spamming red when the social menu is open lmao

vernal crest
#

Welp I guess the disadvantage of 4 mod folders is updating the same mods 4 times over

rancid temple
#

Ah yeah, I think this is where chu would suggest symlinks lmao

gaunt orbit
#

There's a tool I found for windows that makes symlinks/junctions much easier to work with. It adds context menu options for creating links so you don't have to fiddle with commands

rancid temple
#

Ooh

gaunt orbit
#

Let me see if I can find the link for it again

lucid iron
#

i actually dont symlink individual mods though

#

since i want to keep debug and play seaparate

gaunt orbit
#

Sure but it also works with folders

vernal crest
#

Hmmm I think it would be useful for me for individual mods

#

Because I need the same Content Patcher across all 4 folders for example

gaunt orbit
#

You could just have a "shared" folder with common mods that gets linked into all your other folders

vernal crest
#

File organisation is so hard

lucid iron
#

i symlink the saves folder

vernal crest
#

Thanks Wren SDVpuffersmile

lucid iron
#

its just bootleg stardrop profiles monS

rancid temple
#

We have Stardrop profiles at home

vernal crest
#

I am lost about how symlinking the saves folder would give you access to different mods? (THe fact that I do not use or understand Stardrop profiles may be causing this lack of orientation)

lucid iron
#

oh i do this to keep testing saves and actual playthrough saves separate

#

though, not that i have an actual playthrough save atm sleep

vernal crest
#

Oh I just don't click on a playthrough save when I am in my mods testing mod setups

tiny zealot
#

i simply name my test saves things like "f" or a one-word description of what it's testing and yolo leave it in with my normal saves

#

if i fuck up, Save Backup has me covered

vernal crest
#

Wait do you have a good enough computer and/or few enough mods that you can load a save file in your playthrough mod setup in less than 10 minutes?

lucid iron
#

for mods i also do the symlink over Mods thing rather than mod group argument, but that is just cus im lazy and dont want to fiddle with csproj to get mods to build to right folder

#

i only had like 110 mods tops

calm nebula
#

So test saves animals

#

And pants

gaunt orbit
calm nebula
#

And wtf

#

Well, voting was fast today

#

In, out, didn't even pull my knitting out

tiny zealot
calm nebula
vernal crest
#

I have nearly 500 saves mods and my computer is getting old and creaky so I have a 5-10 minute wait to get into a save

calm nebula
vernal crest
#

Argh

#

Mods

tiny zealot
#

500, my god. if i have more than like six i get anxious

calm nebula
#

Saves or mods

tiny zealot
#

(saves)

vernal crest
#

I definitely do not have 500 saves

lucid iron
#

i cant have more than 4 saves cus then ill have to scroll

tiny zealot
#

oh, i see the edit now. carry on

woeful lintel
#

It feels so wrong to me to install this many mods...

calm nebula
#

Myuu told me he has literal hundreds of saves people have sent him for debugging reasons

#

And the menu actually lags loading them

vernal crest
#

I have one playthrough save and 3-X number of testing saves at any one time (X usually being like 5 or 6 if I am testing something that needs a new save and I can't be bothered deleting the old ones yet)

lucid iron
#

one day i hope to make a mod worthy of ichor's 12 constellations DokkanStare

vernal crest
#

Once I finish a playthrough save it becomes a new late game testing save

woeful lintel
#

this many mod feels like the SpongeBob burger meme to me

blissful panther
#

I once had so many test saves it broke Steam cloud syncing altogether, and the menu was hellish to get into. SDVkrobusgiggle

vernal crest
#

People who test their mods on their playthrough saves freak me out

ruby rapids
#

@vernal crest Thank you so much Abagaianye for the multiple mod folder info. It was a little bit of a pain to figure out, but I finally got it to work! Now , I can download a bunch of different aestheticmods depending on my mood. LOL , I have a modding addiction.

rancid temple
#

I name my testing saves a, at a farm and their favorite thing is a, they get deleted as soon as I'm done with that test

tiny zealot
vernal crest
rancid temple
#

By which I mean, when I think I'm done and have to make a new save 5 minutes later lmao

ruby rapids
#

@vernal crest Stardrop?

vernal crest
#

My saves are things like "ruuug" or "hhonney" so I know what I'm testing in them

vernal crest
ocean sailBOT
#

Stardrop is a mod manager written specifically for Stardew Valley. See the Stardrop wiki for installation and usage.

See this tutorial for connecting Stardrop to Nexus or updating mods in Stardrop.

If you have issues with Stardrop, see the issue report guide.

lucid iron
#

rwug

tiny zealot
#

anyway how are we all doing one day on

woeful lintel
#

my loader allergy makes me completely forget he existence of this thing when I have to give modding advice

vernal crest
#

I like Stardrop for updating my (playthrough) mods

tiny zealot
#

looks like the ashes have settled on 1.6.10/4.1.3? is there anything else in the pipe?

vernal crest
woeful lintel
rancid temple
#

4.1.3? Did I miss another update? lol

languid aurora
#

I just switch my Stardrop profile to my modding one and pick the mods, then load once to update its folder of symlinks. Then if I start normally or through VS it uses my mod testing mods list. Had to create a stardewvalley.targets file with GameModsPath and StartArguments though so VS uses the right stuff. Ref for the targets file: https://github.com/Pathoschild/SMAPI/blob/develop/docs/technical/mod-package.md

royal stump
rancid temple
#

Oh hell I did

woeful lintel
#

so I'm good overall

hallow prism
#

what makes nexus display requirement on download windows? people are complaining that they don't have the dependency needed for the mod (despite it being listed), so i wonder if i need to enable it on dl windows

#

and if yes, how

lucid iron
#

i think its checked by default

rancid temple
#

I still hear about mod managers being bad too often to trust them

vernal crest
#

Is this for VMV Lumi?

hallow prism
#

no

#

and if it was checked by default it would be enabled

royal stump
#

when uploading a new file on nexus, this checkbox is automatically on, which shows the requirements popup before downloading

ruby rapids
#

Wow thanks. I didn't know stardrop existed. Also is there an easy way to edit tile packs. Mainly I want to retexture some fountains. But when I load it the animations are off. I use Asprite and I hear Tiled is a good one to load maps.

hallow prism
#

since i didn't unchecked it

lucid iron
#

having premium makes it less visible though

#

i remember it was a big whole banner without premium

royal stump
#

iirc you can edit a file and toggle it afterward as well

blissful panther
#

(Also, uh... ModBuildConfig 4.3.1 is fixed in regards to the issue from last night, right?)

woeful lintel
quick token
hallow prism
#

i am pretty sure i didnt uncheck anything and yet it's unchecked

tiny zealot
vernal crest
blissful panther
#

I am unfortunately not at the moment.

tiny zealot
#

ah

blissful panther
#

And nor was I for the big 1.6.9 update push yesterday. SDVkrobusgiggle

royal stump
#

I re-updated everything with 4.3.1, but hadn't gotten any complaints about it either, so not technically sure SDVpufferlurk

calm nebula
#

(I never left 4.1.1)

#

Thank god

tiny zealot
#

i'll get around to some updates (maybe just the one planned one) sometime today. i walked away after the initial release blew up

#

(i am also still on 4.1.1)

royal stump
#

I debated not bothering at the time, but alas

rancid temple
lucid iron
#

it only affects linux(steam deck) people using windows mod builds

ruby rapids
#

@vernal crest Ah, I meant tilesheets. Transparancy is a good idea. I just retextured a tilesheet... lets just say the fountain was really off.

hallow prism
#

(it's not checked on any of my recent mod so either nexus did change something or there's some hidden default default default setting somewhere)

woeful lintel
#

damn, I have so few mods I didn't even found the need to sort them in folders...

woeful lintel
rancid temple
#

Aseprite shouldn't be able to show the animations at all though, since it's just opening a png

lucid iron
#

people who r on desktop linux can figure out the file names r weird im sure

vernal crest
#

Unless you animate it in Aseprite

rancid temple
#

Don't you lose animation information when returning it to png format?

lucid iron
#

you need to export as spritesheet

#

which will arrange the frames for you

woeful lintel
#

yeah, but I'm not sure they can fix the compiled mods from the user side, from what I understood the issue affected stuff built on windows

quick token
#

In a few minutes, I’d like to start a farm map idea I’ve had in my head for a while (a Mondstadt inspired map), just for fun and over time. I have some idea about Tiled (experimenting with modifying maps for planning/custom saves), but it’s time I learned it/spriting for real now

rancid temple
#

Hm, I dunno if i would do that for editing an existing sheet though

lucid iron
#

it is fixable from user side

#

because it was just the zip

woeful lintel
#

huh, ok then

lucid iron
#

dll itself is fine

#

mainly u see no translation or missing assets

woeful lintel
#

I don't even know why I tried to insert myself in the conversation, I don't even know what the tool in question does

vernal crest
lucid iron
#

this is what it looked like

quick token
#

Having this on my Mac for many of Pathoschild’s 1.6.9 mod updates. Manually fixed a few of them by adding folders, but it is strange indeed…

rancid temple
#

Ah that makes sense, though I suppose you could also have a map set up in Tiled to see how the animation looks

royal stump
#

(oh right, I saw that and thought it was just a weird UI thing, like how github nests empty folders)

woeful lintel
vernal crest
rancid temple
#

Seeing that in Aseprite definitely makes more sense

woeful lintel
#

ok, time to try my first game bought with DP!

vernal crest
woeful lintel
#

44 GB dl πŸ’€

rancid temple
#

So like a small game

woeful lintel
#

OMG the university internet is so fast, I'm not used to this

tiny zealot
#

approximately one blu-ray. just a snack

rancid temple
#

Too long

vernal crest
#

That's so many letters to type

tiny zealot
#

you know i'm not hitting the shift key on a test save

rancid temple
#

I used to name my saves longer stuff, but when I'm making several test saves a day, that becomes exhausting

timid plover
#

admittedly the kind of mod I make rarely requires a new save, I just use the same one for everything

woeful lintel
#

I'm using a save from 2 years ago that somehow survived multiple OS changes to test mods since it's mostly FF

whole raptor
#

You're not just randomly smashing the keyboard when making test saves? SDVpuffereyes

rancid temple
#

Something I keep forgetting is that NPC Map Locations keeps your config per save, I opened it up when updating to see if I wanted to save my config and decided to burn the whole folder

calm nebula
#

Also to be fair I rarely make test saves nowadays

#

I tend to either get saves off other people

vernal crest
#

I am too afraid of spending hours troubleshooting a bug that turns out to be "this thing needs a new save" to not make new saves

woeful lintel
whole raptor
#

Yeah... test if it loads and then let the users test for bugs SDVkrobusgiggle

calm nebula
#

Or just grab saves off upload.farm

timid plover
#

didn't know that was a thing but could be handy

vernal crest
#

Nooo Windows why must you put my Users folder on the C drive when I already told you not to

rancid temple
#

Windows has needs

#

One of which is not listening to a damn thing you want

woeful lintel
#

windows issue

rancid temple
#

Like skill issue?

vernal crest
#

I really need to reinstall

lucid iron
#

do ppl still partition windows

#

to C and D

vernal crest
#

I managed to make a user called "Documents"

rancid temple
#

I have my windows installed on my D drive because it's an SSD

vernal crest
rancid temple
#

C is my storage drive

calm nebula
vernal crest
#

Partitioning the OS drive was a mistake

rancid temple
#

Or maybe I have those letters backwards...

lucid iron
#

well if u had multiple drive its normal Bolb

whole raptor
vernal crest
#

I have 3 partitions on one drive

#

Like a fool

#

One of them is a Linux install I don't even know how to get into anymore

whole raptor
#

One drive is the most hated thing on windows for me... but it does keep my ancient photos SDVpufferglare

vernal crest
#

I see you enjoying my incompetence Atra :P

whole raptor
#

Oh, the physical drive, not the app πŸ˜…

vernal crest
#

Yeah lol I do have OneDrive but it is relegated to document storage as is its rightful place

lucid iron
#

im half way to being able to afford SDV from nexus dp store DokkanStare

hard fern
#

people use onedrive? XD

tiny zealot
#

nomori uses more than one drive

lucid iron
#

why is it so expensive actually, most of these other games r more expensive than sdv with real money

vernal crest
#

They do when their parents pay for a 1TB per person plan

whole raptor
vernal crest
#

Data storage expensive

rancid temple
#

My one drive is full of shared documents with my brother lmao

hard fern
#

πŸ™ƒ guess who forgot they set their npc's birthday to a day the player shouldn't be able to talk to them unless married

vernal crest
rancid temple
#

I went through some level of hell last time I installed W10 trying to get one drive to go away

hard fern
#

oh my god onedrive saved my old sdv mods folder????? what the hell i just checked it

whole raptor
tiny zealot
rancid temple
#

I am fearful of the day I have to finally upgrade

vernal crest
rancid temple
#

Official support ends next year, though I think I heard tell of some kind of secondary support for a bit

whole raptor
#

Hah, maybe it's a later thing, I do need a clear reinstall of the OS soon tho..

vernal crest
#

Does OneDrive normally camp on your OS drive? Because mine is on my other drive and I may have done that.

#

One of my laptops is on Win 7

whole raptor
#

I miss win 7

#

and xp

vernal crest
#

I remember hating Win 7 when I had to upgrade from XP

whole raptor
#

I didn't mind it much... but then it forced me to update to 8 for some reason... god I hated that shit

lucid iron
#

i saw a windows xp in the wild last month

vernal crest
#

Oh I forgot about Win 8. I managed to skip that one entirely

tiny zealot
#

veering a bit into off-topic (but nomori is right, 8 is an abomination)

vernal crest
#

Speaking of numbers, mods huh

hard fern
#

πŸ˜” i sometimes learn the hard way that some things actually won't run on new hardware

whole raptor
#

I wonder if my sprinkler and statue shorts mods are okay after the game update SDVpufferthinkblob (I'm not motivated enough to check)

vernal crest
#

I have spent the last half hour not updating my mods so I can test if Apollo's Trick or Treat broke

#

85 mods is a lot even with Stardrop

#

And I don't want to

hard fern
ruby rapids
#

πŸŽ‰ Fixed the retextures I made, and everything looks great now. Thank you all so much. You guys are the best.

rancid temple
#

Technically I could have also just changed all the manifests, but I don't wanna lmao

#

Ugh god damnit, I forgot to change my ModBuildConfig for the mod I just uploaded

royal nimbus
#

hey so im working on updating my mod and smapi is saying it has no update key. what are those and how do i add one? ;o

vernal crest
rancid temple
#

Generally speaking, unless you're adding stuff to it, you should be fine for the update to 1.6.10

royal nimbus
tiny zealot
#

follow roku's link, but the short version is there's a field in your manifest.json where you tell SMAPI where to look for updates to your mod

royal nimbus
#

yeah checkin it now

vernal crest
royal nimbus
#

i understand what the update key is now so i think i got it

royal nimbus
vernal crest
#

Hold up

#

I just remembered Ralo's mod has C#

#

Ralo you will need to get Harvz to update the C# part

#

Your CP part won't need updating

royal nimbus
#

i will let him kno

tiny zealot
#

ugh, the number of times i have queued up a new farmer for a test save and i hit BACK instead of OK and have to redo it

#

the worst

lucid iron
#

do u press the randomize button on ur test saves

#

i feel wrong if i dont test with default farmer

tiny zealot
#

100% i pick a gender and hit the dice block

calm nebula
#

Always randomize

#

Also I have a rule that if debug fin gives me a clothing item I have to wear it

tiny zealot
#

i seem to roll a lot of duck bills. frighteningly common accessory

lucid iron
#

maybe you were a duck in your past life

tiny zealot
#

mouse feels like a step up, tbh

rancid temple
#

Okay sure, project won't build, close it and reopen it and now it'll build, that tracks why not

tiny zealot
#

anybody else getting propagation errors running patch reload? (1.6.10/4.1.3)

InvalidOperationException: The StardewValley.Farm object doesn't have a '__mapSeatsDirty' instance field.
   at StardewModdingAPI.Framework.Reflection.Reflector.GetField[TValue](Object obj, String name, Boolean required) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Reflection/Reflector.cs:line 40
   at StardewModdingAPI.Metadata.CoreAssetPropagator.<PropagateOther>b__10_3(GameLocation location) in /home/pathoschild/git/SMAPI/src/SMAPI/Metadata/CoreAssetPropagator.cs:line 337
   at StardewValley.Utility.ForEachLocation(Func`2 action, Boolean includeInteriors, Boolean includeGenerated) in D:\GitlabRunner\builds\Gq5qA5P4\1\ConcernedApe\stardewvalley\Farmer\Farmer\Utility.cs:line 342
   at StardewModdingAPI.Metadata.CoreAssetPropagator.PropagateOther(IAssetName assetName, Type type, Boolean ignoreWorld, Boolean& changedWarpRoutes) in /home/pathoschild/git/SMAPI/src/SMAPI/Metadata/CoreAssetPropagator.cs:line 334
   at StardewModdingAPI.Metadata.CoreAssetPropagator.Propagate(IList`1 contentManagers, IDictionary`2 assets, Boolean ignoreWorld, IDictionary`2& propagatedAssets, Boolean& changedWarpRoutes) in /home/pathoschild/git/SMAPI/src/SMAPI/Metadata/CoreAssetPropagator.cs:line 117```
quick token
# whole raptor I miss win 7

Mood. Ever since then, I’ve learned to love macs, and never looked back (because dear Barbatos, Windows is now foreign to me)

lucid iron
#

is this a fix for the chair tiles reload issue

#

do u have any chair tiles in ur map

tiny zealot
#

i have chair tiles in my farmhouse and another map, but not on the Farm that i know of

lucid iron
#

looks like the field is called GameLocation._mapSeatsDirty

#

with 1 _

tiny zealot
#

come to think of it i'm not sure i updated content patcher, so that could be relevant

lucid iron
tiny zealot
#

oh, okay, and that's in a foreachlocation so it probably barfed on the first one (Farm)

lucid iron
#

yea, maybe u can toss in PR real quick

tiny zealot
#

for certain values of quick, yeah (i forget how to do them)

lucid iron
#

fork -> clone the fork -> do build n test fix -> new pull request

#

ideally u test the case where it actually matters too, which is when u have editdata on chairtiles that u change for reload

rancid temple
#

Making PR's for repos you don't have direct access to is obnoxious

tiny zealot
#

also lol the part i don't remember anything about is "new pull request"

lucid iron
#

its the green button on the PR tab

#

i think there is some cli way to do it but ive never used

tiny zealot
#

there are some things that you annoyingly need to use github's web interface for

lucid iron
#

there is also this when u push branch to fork

#
remote: Create a pull request for 'LookupAnything-skip_item_query_in_complex_output' on GitHub by visiting:
remote:      https://github.com/Mushymato/StardewMods-Pathoschild/pull/new/LookupAnything-skip_item_query_in_complex_output
rancid temple
#

Once you push your stuff up to your fork, you can go onto github and it'll have a relatively big link near the top asking if you want to make a PR lol

lucid iron
#

i think there must be some messge thing github is send back when u push

twilit quest
#

It seems that the Load action in Content Patcher no longer re-sizes maps when the new map is larger than the target map. Is there a way to force it to do so? I tried using EditMap instead, but a lot of map information that is pre-loaded is lost when using EditMap instead of Load.

lucid iron
#

are you sure about that? i had farm cave mod that was definitely bigger than original farm cave

#

it was done via Load as well

twilit quest
# lucid iron it was done via Load as well

Huh, my Better Slime Hutch was completely messed up by the new update, and it seemed like it was cutting it down to the size of the original, much smaller map. Let me experiment some more.

twilit quest
lucid iron
#

no i didnt

#

could it be special sheanigans with slime hutch

#

i was also testing a barn/coop interior mod bigger than the original, that one's fine as far as i can see

final arch
#

user sent me a log with "Visible Fish is no longer compatible" and
Broken code in showFishInWater.dll: reference to HarmonyLib.AccessTools.Method (no such method), reference to HarmonyLib.Harmony..ctor (no such constructor), reference to HarmonyLib.Harmony.Patch (no such method), reference to HarmonyLib.HarmonyMethod..ctor (no such constructor).

Issue is 1) it works for me (SMAPI 4.1.3 and SDV 1.6.10, same as them) and 2) Harmony should have changed anyway right?

lucid iron
#

maybe their smapi install is messed up Bolb

#

and lost the 0harmony.dll

atomic axle
#

New to this server.. just need to ask a question: Is this where I can commission someone for a mod job?

rancid temple
#

!commissions I think is how it's spelt

ocean sailBOT
rancid temple
#

I just downloaded the mod from Nexus and put it in my mod list and it's not giving me an error so probably not a rebuilt issue

#

Yep

final arch
#

tons of her mods had the same issue so I assume its on her side tbh πŸ˜…

#

its also a single report and VF has enough user to gain more attention if it was an actual issue

#

well good to know SDVpufferheart

rancid temple
#

Oh lmao, yeah I see your mod in this log even

calm nebula
final arch
ocean sailBOT
#

Log Info: SMAPI 4.1.3 with SDV 1.6.10 build 24309 on ΠœΠ°ΠΉΠΊΡ€ΠΎΡΠΎΡ„Ρ‚ Windows 10 Pro, with 15 C# mods and 0 content packs.

teal bridge
teal bridge
#

It's got a copy of 0Harmony.dll inside it.

#

And wow that is an ancient, obviously broken in 1.6 mod.

twilit quest
final arch
#

ty guys SDVpufferheart

tiny zealot
#

holy cow, a 2018 C# mod that fails to load and also breaks other mods while it does so

brittle pasture
#

I like the BROKEN text in the image. Obviously not what it meant in this context, which makes it all the more ironic

rancid temple
#

I don't know if this was the original images, but it is very funny

lucid iron
rancid temple
#

At first I thought "oh they put broken because they aren't going to support this mod anymore" but now I think it might just be in reference to the system being broken apparently

brittle pasture
#

(is that meant for me?)

distant radish
#

It is!

brittle pasture
#

ah got it, for some reason Discord didn't notify me so I didn't notice

distant radish
#

It's ok πŸ˜„

rancid temple
#

No ping, no notification

teal bridge
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TIL: doing an assembly scan will cause any other broken mods to be attributed to yours.

vernal crest
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Focustense broke everything, how sad

teal bridge
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They broke me, technically.

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The broken mod was already broken.

vernal crest
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No no it was you

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(/j)

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The other mod said so

teal bridge
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Nah, the other mod wasn't being belligerent, more like my mod took the fall when it didn't need to.

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The main takeaway is, if you're going to call Assembly.GetTypes() on an assembly that isn't yours, you might want to put a try-catch around it.

rancid temple
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I need to use try-catch more often

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Over here just telling it to do shit with no care in the world for if it fails catastrophically

velvet narwhal
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see i put my harmony crime behind a "i wanna be last" patch

lucid iron
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there's like a big try catch around all the important bits right, with the error handling stuff

royal stump
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SDVpufferlurk dang, just replied to that same harmony bug log posted earlier, should've checked here first

soft wolf
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What's a good way to check for an artifact at a tile?

next plaza
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Is the spacecore serialization stuff not working for anyone? I got a report that the things aren't loading back in on load (seemingly from a mod author, so I'm a little more trusting of the report compared to the most of my commenters)

lucid iron
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I was testing my enchantment mod that used spacecore, it was fine on 1.6.9 but I'll double check in 1.6.10 later

rancid temple
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I can check my crow building

latent mauve
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I can check my coop and fences after lunch

rancid temple
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Though I guess if people stop trying to install mods from fucking 2018, it wouldn't be an issue

royal stump
tiny zealot
royal stump
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just saw the "HarmonyLib isn't real" compat errors

lucid iron
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Did mods used to have to pack their own harmony

royal stump
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I think so, but a lot of mods just kept doing it well after Harmony got bundled, iirc

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looks like it's been in SMAPI itself since 2018*

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maybe earlier SDVpufferdizzy

rancid temple
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SDVpufferweary Maybe I can't test my crow building, it's apparently just silently failing again

lucid iron
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Is it fail to apply the class

velvet narwhal
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time to watch my smapi explode

tender bloom
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I had a pretty smooth time updating mods except for one that caused an AVE (??)

rancid temple
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I wish I had any idea why it's not working again lmao

tender bloom
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Ornithologist's Guild is doing it super consistently for me so I took it out of my list but honestly surprised an AVE could be the result

next plaza
tender bloom
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AVEs are not super duper easy to cause IME

velvet narwhal
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oh yeah ornithologists is giving me DNR SMCKekLmaoDog

tender bloom
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DNR?