#making-mods-general
1 messages Β· Page 93 of 1
I was most concerned about the closure aspect of it, really
they get remade on save load
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.
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
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.
Yeah
and you are attempt to do stuff when something gets planted?
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.
do you care about case where a new beehouse is placed during the day, and thus changing what dirt you need to track
No because they're never ready that day
I could listen for that already with the object changed SMAPI event though, like I already do for when one is removed
then what stops you from just assigning the heldObject on day started
or do u like, change the honey type of flower is harvested 
Harvesting a flower/tree/bush changes what a bee house will give you. It's the point of my mod
i see i think i understand 
i still believe you should do less subscribe unsubscribe here
because im fairly sure everything in GameLocation.terrainFeatures persist across whole game session
including hoedirt ofc
I would probably do the subscribe unsubscrivr myself lol
I'd obviously prefer to, but any event handler persisting into the next day will do bad things
I'd do harmony patches on all 3 methods
you can try the netfields, seems more elegant
but overall they are fairly unreliable
you can harmony patch anything
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.
but I meant patching the bush shake, crop harvest, etc.
Oh, but you update the object instance
say i know vanilla doesnt have any regrowable flowers
but what are you doing about those?
they won't fire the field change event on harvest
These are most likely negligible performance improvements; I'm just doing this because I feel like it
I'm not aware of any regrowable flowers, but I doubt they'd regrow that day, so they'll be handled the next day
no the issue is that
the crop is not set to null when you harvest a regrowable crop
so there is no field change
yes, that's why everything needs to be unsub'd
and ur handler will not do anything
cornucopia has regrowable roses, that is why i ask 
As long as they don't regrow within the same day, there is no issue. I think I got what I need, thanks all
things can regrow the same day with other mods, though (Cloudy Skies has a "Grow crops" action)
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
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.
sigh, I thought it was supposed to auto-correct any CP mods
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
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.
You mean an unofficial update for your mod? What precisely makes it unofficial?
No, I updated a mod that was abandoned by the mod author. So it's not an official update for that mod, I'm just updating it to work with the latest version
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.
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
Sorry if I am not explaining this well lol
ah, so you already have an unofficial update linked, it's just outdated?
Not seeing one - the mod is ModUpdateMenu by CatCattyCat originally but they've been MIA forever
Oh wait firedlily
Didn't we just message on nexus?
yep
Hey haha!
i think you just gotta edit the wiki with new link
If that is the user named "Cat" then I think they are still on this server.
(Whether or not they'll respond to any mod-related stuff, who knows)
yep update key is good to go in manifest.json !
Anyway yeah, if you already have an "unofficial" update published, then it's not really unofficial anymore.
That's where you need to update it in the table
Cool I'll go ahead and edit the wiki
well, unofficial in the cant post it on nexus in og mod page
Just couldn't remember if I updated it last time or some other moderator
I think the SMAPI compatibility page updates every day, maybe? I've seen it get out of date but eventually it does catch up.
Yeah unofficial as in dont wanna claim it as my own work
if u have a cute dog and or cat u might be able to catch Cat in #programmers-off-topic and ask
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.
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();
}
Ignore that stupid method tbh.
It's apparently hackish fun to make that work with the save serializer lol
Fixing that method is part of making the decomp compilable, lol
You can't just copy what was done in the old decomp? Has the IL changed?
But it is now firmly on my list of "ask Pathos wtf in a couple days"
The IL has changed yes.
Cool I posted on smapi forums and updated the wiki table, will keep an ear out for anything I need to change. Thanks everyone!
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.
To be fair that could be a value type
Yeah, it could be.
It hasn't been constrained to not be a value type
I fully agree that it could be a value type in some weird obscure universe
I mean it would be dumb to make it a value type but
But that hasn't changed and yet, the IL changed
My guess and I'm guessing from the sudden change in string switching
Is they updated the sdk
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? π
Is it possible to make clearing a quest a condition to see an event?
GameLocation. You're looking for fishFrenzyFish and fishSplashPoint. It's set in performTenMinuteUpdate.
It is if there's a mailflag/letter associated with the quest completion. <-- this is directed at Empoleon
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.
(Just with the problem being that the decompile isn't valid C#)
Yes, but the only way to make it valid, I believe, is to rewrite it. Like... reversing a hash, lol.
Definitely going to just ask Pathos. I imagine the code hasn't actually changed at all.
Thanks.
You'd basically need to add a flag on quest completion, and set your event precondition to the player having that flag
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.
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.
decompiling the game is a tremendous asset, although at the moment khloe is not having a good time with it (see above)
Interesting. How is the game state accessed from the ModEntry instance? Or do I have an incorrect idea of the principles here?
You should start with the sections at the bottom of https://stardewvalleywiki.com/Modding:Index.
Quite a lot of the game data is in fact documented on the wiki, like Item and such.
Nowhere near everything. But a lot.
The majority of game state is accessed through Game1
(And yeah; when, not if, that info becomes insufficient, you'll need to decompile)
(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)
Behold, the most frivolous, over-the-top UI ever made for SDV. I think this should make for a fine demo/tut.
How do I do that? I can't find anything about custom flags on the wiki.
Oh. It's in the mail page. Thanks.
Thanks. I'm on the right track.
private void OnUpdateTicked(object? sender, UpdateTickedEventArgs e)
{
Game1.player.health = Game1.player.maxHealth;
Game1.player.stamina = Game1.player.maxStamina.Value;
}
Wow, I can't believe it actually loaded, I thought it was gonna take me to the connection issue page for sure
(Decompiling the game is super easy if your goal isn't a result that you can then re-compile into a working copy of the game.)
You're a wonderful person
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?
Multiplayer Message to tell the other instance to play that animation
you can probably accomplish something like it by shipping your own data with SMAPI events
i haven't looked into it for my mod that makes a variety of creatures do jumps (when you throw them)
It's done with netevents
Which I've looked into and basically didn't want to go with
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
netevents?
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)
Is that an event?
Looks like the fishing passive festival
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!
You may be able to debug sleep
this is totally the way btw, thankyou so much!
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.
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".
Somehow the comments on your mods have an average βfigure it outβ level of extremely low
its just a matter of volume right 
Spacecore has had no issues for me today
And I've loaded up the game at least 7 times today to check my mod list
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
(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)
That's why I follow "No log = no problem" principle 
that better chests error is new though
nvm i recalled that islocalplayerinventory got changed
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
what modbuildconfig did you use
if the answer is 4.3.0, you'll need to build again for mac/linux
that should be fine, it's 4.3.0 that introduced the bug
spacecore and gmcm are both fine on linux
I should probably update, I'm using 4.1.1 still.
say is there any diff between the namespace Mod.Framework; and the namespace Mod.Framework{ } kinds of namespace
I'm avoiding updating at all costs now
Less indentation levels = good
I like my code to be left-leaning
i rewrote my (in retrospect trashfire) PR to lookupanything because it was too hard to backmerge after pathos did the namespace change 
But think of the i18n folders!
technically with the later you can have two namespaces in a file
but if you do that.
I will come find you and place legos on your floor
well that just seems sinful
look. I'm not....in charge of making any mods anymore so.
hides some code that I probably did at one point, to trick stardew most likely
(Though that's also partially because of my bad tendency to treat files as namespaces)
Where can I find more information on this? https://stardewvalleywiki.com/Modding:Quest_data Can I use content patcher to create quests or does that need to involve a c# component? Looking to start with an item delivery quest.
(What are namespaces then? Super-namespaces)
I like the namespace GoatsDancing { } format, cause then it looks like the namespace is in charge.
oh I literally have a file in my repo that pretends to be from the standard library
cuz I wanted UnreachableException for some stupid ass reason
duck-typing for the win
Quack!!!!π¦
you can make a quest but it's a bit hard to hand out the quest and give appropriate completion flag, special order is nicer to work with
Well, I should head to bed. Try not to have as miserable of an evening as I have had everyone π
I'm so so sorry, and I hope things improve quickly
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.
That doesn't sound pleasant, I'm sorry
Less indentation.
sounds like i should have used it all along then 
(Also, why are mod authors so hell-bent on defining "framework" namespaces for mods that are not in any way frameworks?)
no clue why i didnt
^ 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.
OK I may have to use the special orders board then. Thank you.
people and by people I mean me are unoriginal
and follow the organization scheme of people before us, and by that I mean Pathos
you don't have to use the board i think there's ways to give special order in dialog and stuff
hi Pathos!
Blame Pathos, is it?
(The Framework namespace is a convention I use to separate the internal implementation logic from the public API and entry points.)
it's not a blame pathos
do i update my mod and absolutely none of the spritework, or do i sit and stare at pixels for another 8 hours
tbh don't take organization from me.
The root mod namespace of course
this is the downside of the photographic memory
Also me
I actually Just Remember. Where everything
it can be two years down the line and I'll still remember
(Well, time to re-kick the hornet's nest.)

(we love you, pathos.)
/me waits for
before actually putting the phone down to sleep
<@&475534019782508564> If you...
- updated your C# mods to mod build package 4.3.0;
- compiled your mods on Windows;
- your mods contain any subfolders (like
assetsori18n); - 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.
Thank you, Pathos
And there it is - the call for sleep
(we love you, pathos!)
Now to go re-update 44 mods...
if I'm already building my mods on Linux am I affected?
oh builds from linux seem to have no issues on windows
i had aviroen check that for me too
And this is why Iβm scared to do code based mods
Linux W 
are mods affected by that like, completely broken as in wont load at all, or just some things will break?
I updated the message to clarify that only Windows builds are affected.
it has a funny file structure, so if the mod had subfolders it breaks
I don't generally namespace according to a layered architecture, I namespace by feature.
if its just a dll there's no issue
this will happen
<insert joke about manual-packaging-mods being superior>
(Not that Iβve done that in years at this point.)
Hi guys, do you know how to use smapi in Android (for version 1.6)
Okay bed for real now I promise (unless I get pinged in the next 50min)
you don't
!androidsmapi
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.
(also this is making-mods not modded-farmers)
(Also, SMAPI 4.1.3 is now released with improved compatibility rewriting.)
So we should still waiting for SMAPI for verison 1.6 right?π
Yup.
no, suspended indefinitely
blinks
i can't english today
I browse the official website, I can only see the desktop version.
all of the brain power gone, but don't wait up for smapi mobile is your best bet
Yeah, only desktop version
I mean https://smapi.io
Pathos is not creating Android SMAPI, if that's what you're talking about
so it wouldn't be on smapi.io
(Poor Pathos has enough on his plate right now anyway)
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).
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
Hope some excellent developers can work on it π
Tbh I'm... actually kinda glad 1.6 is on mobile now
Android SMAPI posts will generally be mostly a thing of the past
At least until someone updates it
Yeah, but without sve I think less fun π¦
I haven't been in #1272025932932055121 in a while but it was always kind of a pain in there
i think you'll live, and if you dont have a mod to make pls go to #modded-stardew instead
Is 1.6.10 coming out as an e-fix? I'm surprised to see it being called out as a version so early.
i would think the android smapi questions would increase now that its on mobile
Tote around a small laptop?
Anywho. I gotta get sleep while I still can. Good luck with the updates to the mods that ping mentioned everyone!
Sleep well!!! Dream of stars and galaxies!
Night!
Not sure what you mean; Stardew Valley 1.6.10 is already released?
Tbf in the past they did hotfixes
what
I guess I should check if my suite of mods are functional
Hotfixes are annoying af
I do have a laptop, but u know playing it on my phone will be more convenient.
Ok, it's already released. Sneaky.
Because you then have to dig around to figure out what version players were on
(It went live hours ago.)
(Good news for my mod updates then at least... the re-uploads should be quick!)
Aren't you a linux anyways
Linux wasn't affected
(You should still update the mod build package, but you don't need to deploy updates if your mods were compiled on Linux/macOS.)
Yes, well, I don't follow social media... but now I know. (And knowing is...)
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.
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.
I ran gsq check literally two days ago...
(Which also checks every item query in the game)
Hm, Tile Transparency shows as being compatible but it is not. How do incompatible updates get tracked?
Manually editing the wiki page
(I normally bulk-test mods to update the compatibility list before a new game release, but ran out of time preparing mod updates.)
I guess I should edit it, or one of us should... aedenthorn is not going to be.
Ok, I took care of it.
welp, time to debug transpilers.
users of SinZational Shared Spaces can't load their save files on 1.6.9/1.6.10
Except for now when I'm away from home and on a Windows laptop!
welp, unfortunately, I will see this prompt a few more times before I do the rigth thing
@lucid iron I'm not getting any weird item spawn issues with check_gsq (which also checks every item spawn query in the game). May I see a log? https://smapi.io/log/b6e08d43c6d04b4b8782172874c6effc?Page=3&PerPage=1000
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
(this could be, honestly, though, a limitation in the checker, which passes a pufferfish as Target and etc for every gsq)
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.
π
yea it might be a lookup anything bug
i didnt see it with the machine mod i have 
that said it probably should use Helpers.ErrorResult instead of Game1.log.warn
the other logging in ItemQueryResolver do use that Helpers.ErrorResult thing to do logging via the delegate
Well, somehow PolyamorySweet is now doing this for someone (they report "broke all hitboxes).
This is my new favorite bug of all time!
u got any map patches
Yes....
Updating to the latest SMAPI 4.1.2 and Stardew Valley 1.6.10 should fix that.
I will let them know! Thanks loves!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
the only likely code is in machines, but, like
that's a rock?
is it the Stone gang
what did you look up?
huh
probably bc lookup anything builds all of them (with the Lazy)
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
ah yea i did that in my machine mod too
mabe just slapping a continue there would be enough
not sure, you do the PR honors
Remind me in 20 hours to add the new shop to gsqcheck
Gosh darn it, fine, atravita (#6344157) (20h | <t:1730853995>)
Thank youuuuuuu
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
What do you mean, black magic?
Has the content patcher issue been fixed in the latest version?
(ya see the train menu, blue?)
#making-mods-general message casey found a way to programattically get the transpiler locals so rather than baking logic against ldloc.s 9 or whatever, you can bake the logic against "fromLocation" and be much more resiliant
its available for mods depending on SpaceCore #making-mods-general message but none of my mods have dependencies currently
Well, we do have the pdb, so I guess you could use Mono.Cecil.Pdb?
I guess SpaceCore is probably doing something different.
I had always just matched for existing instance of the loc and took the id from that
Yeah, that's what most of us do, I think, except for the ones who just hardcode it all.
Brave souls 
Now I'm trying to remember if I actually use any locals in my transpilers. I'm not sure I do.
Unless you also declared the locals, using them normally means scraping the index and passing it to ldloc &c.
Hmm, I am using a few ldlocs blindly. Well they didn't break so woo
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.
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)
No news is good news, right? Assume everything is A-OK until someone posts persuasive evidence to the contrary.
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
No news is suspicious news.
I'm an optimist. (especially when that optimism means not having to do any extra work)
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
To make strings appear exactly on Discord, try backticks. `_something_` becomes _something_
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?
OH IS THAT RIGHT? I WOULD NEVER GUESS A GAME UPDATE WOULD BREAK MY MOD
COULD NOT HAVE GUESSED
Users Don't Read, Exhibit 8326
You're a mod author for Stardew Valley, you're on call 24/7 like a heart surgeon
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
I've got a discrete math exam Wednesday I should be studying for
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
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?)
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
I don't even know what the green rain trees are but I'm editing them anyways
[[Green Rain]]
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?
[[Moss]]
The thing on the right is moss
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 donβt remember I talked about it here and my case is βpopularβ example of that. (I saw many times someone talked about it here)
That fucking sucks. I'm sorry you had to deal with that.
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.
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.
Example
did he really need to post the same comment twice in different wording too ? π
- Hours. Apart. They came back to the mod page to re-write the same comment.
Actually happy with how the bridge turned out
honestly don't know what all the complaining is about you should just drop everything you've ever had planned or needed to dedicate time to in order to update your free add-on which you are not getting financially compensated for and are doing just out of your own kindness and interest slightly faster of course
is it so hard for players to be patient
apparently!
it's not even like you can't play the game just revert to 1.6.8 and play it normally
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!!!)
are you a poet? This is beatiful
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! β€οΈ )
Is interacting with Message TileData supposed to freeze people in spot?
Nevermind, it stopped.
That's Lucky! π
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.
Ur inbox/notif bell will be put through a lot this week xD
Why'd I get pinged??
π€ i think pathos pinged all modders for a mod related issue, it's pinned
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
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 
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
StringsFromCSFiles:SocialPage.cs.11635 doesn't exist anymore in 1.6.9, hence it writes out the full path
It's StringsFromCSFiles:SocialPage_Relationship_Single_Female and StringsFromCSFiles:SocialPage_Relationship_Single_Male
Several others changed too, you can reference the SocialPage menu decompile to see the new keys
have the event execute as they wake up in the FarmHouse
is there a better way to do that than setting the event to happen right at 6am?
can you explain how the event is supposed to start?
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
well.. you can just change the map at event start
should i share the event code?
start the veiwport in 1000 -1000
Just updated smapi but it says oldest supported version 1.6.10
thats what im doing π
and you're doing the changeMap?
changeLocation Mountain is the command i use
yeah that's it
https://smapi.io/json/content-patcher/7dc16638a00f4419a7717274c001f8a4
the event itself works fine, it just doesn't play when i want it to
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
it doesn't start?
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
can you try it without the When as an experiment?
i'll do that rn
Oh holy smokes, thanks!!! I must have looking at an old build of the decompile or something!!!
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!)
okay so instead of having that condition as a When, i put it in the event conditions with n and that did work!! for some reason..... even though the last time i tried that the entire event just bugged out.....
but it works now so whatever lololol. thank you!!! 
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?"
Note that cp evaluates it's conditions on day started when the farmers already in the map
thus, delaying the start of that event x3
In general you need very very good reasons to have when conditions on events that are save dependent conditions
Anyine know why my smapi 4.1.3 won't work on 1.6.9? It says works with 1.6.9+?
4.1.2 and 4.1.3 are 1.6.10 builds
But it says on GitHub 1.6.9+
It would be a documentation error rather than a functional error
Took me an hour to download
Why are you staying on 1.6.9 instead of the 1.6.10 build?
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 
I updated today and it took a very long time
And smapi now another update
Til tomorrow then
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
When conditions are a content patcher only thing and separate from vanilla mechanics, they are only evaluated when CP updates its tokens and such, which by default is during the DayStarted event, which by then is too late if you want something to be ready before the day starts
Event preconditions are evaluated at the time of events triggering
(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)
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)
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
do trigger actions work the same way? they "don't exist" until their conditions evaluate to true?
Trigger actions are a vanilla concept
Trigger Actions are always checked whenever the appropriate trigger happens unless theyve been permanently marked as false
But if you cp when around inserting into trigger actions then the same principle applies
eep i gots to go to work
(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
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
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
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
its 2am so i'm barely following what you guys are saying but i appreciate the clarification lol 
It's useful for config and hasmod, ie non save related rules that are immutable*
hence the "probably"!
i've never actually thought about those kinds of distcinctions so learning that cp is like this is kinda π€―
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)
Are there any up-to-date tutorials out there on making farmhouse layout mods?
Thanks for the information above! My understanding of CP is enlarged, and also, now I know why MANY "When"s have failed!
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
is there a guide on making custom npcs on 1.6.9? assuming the new update broke that as well
we're already up to 1.6.10 now, things are moving fast
I don't think that is much different if at all than 1.6.8.
did a new update drop while i was asleep 
is there a command for quickly bring up the link to the migration help page?
yeah, it's just minor bugfixes though
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!)
i think 1.6.9 has some new dialogue things but
For some reason even the command for the 1.6 migration page is missing now (probably because nobody ever used the damn thing lmao)
so if I'm understanding right, modders have to redownload, repackage, then reupload all their mods...?
Do you frequently delete your C# projects after you publish them?
i delete all my mods after i publish them, they're all CP mods
If all you have are CP mods then you shouldn't be affected
this
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
I wasn't here when the post was made, but as far as I can tell, this is specifically for C# mod authors
I see, thanks!
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
cool thanks!
is JA getting an update or nay?
yes
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?
CP mods aren't "compiled", so it doesn't apply to CP mods
The crib position is hardcoded and I don't see a mod that un-hardcodes it, so I think you can change their initial location but you'd break the renovation for them in Robin's menu
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
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.
I could easily make a custom renovation for the crib but i dont think the baby would spawn there lol. I just find it strange that moving the spouse room was added but they never thought about how limiting it would be not being able to move the crib.
I have done it! I have backread through this entire channel back to when 1.6.9 dropped
so what's the actual difference between JA and CP
It took more than two hours
Oof
Oof indeed.
was it worth it?
Yeah
nice
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
π₯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.
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
you can easily make a 2nd "Mod" folder, start the game with the argument to use this new mod folder, and add your mods one by one in it to see what makes it crash
SO REAL OMG
its spreading. u think it'll be feasible to have it updated for the 1.6?
Less feasible than it was before lol
you can only dream
@woeful lintel π€― That's a great idea.
Put linux on ur phone instead 
this way you can even
- buy SV only once for desktop and mobile
- sync saves through Steam
π€ How do I start the game with a argument?
launch options in properties when you launch from you steam library
I just rename my Mods folder lmao
also an option
π LOL yes, Rokugin. That's so much easier. I blame my tried brain for not thinking of it.
when you see the logo summon the junimos with the title screen secret and start yelling at them
easy argument
π₯ππ₯ 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.)
My four mods folders say hello (the second one is not a real mods folder)
Using launch options is fine, I just don't want to have to look up what they are every time lmao
And since I have 1.6.8 and 1.6.9 I actually have 8 mods folders
@vernal crest Oh that's a great idea Abagaianye! I am going to do that.
I have one for mod testing and my mod making folders all have a bash script to launch the game with this mod test folder
There were several versions and mods I wanted to play with. Making different mod folder never occurred to me.
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
(I never got used to the alt mod folders, so I just do this inside the main one & drag stuff around
)
Isn't it more dead because of NativeAoT?
I also do this lmao
Do you want the link to the instructions for how to set it up?
that's how i understood it, yes
@vernal crest yes please!
I run different instances of the game with different mods setups at the same time pretty frequently
Harmony mods are more dead but would that affect SMAPI?
(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)
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.
And this is what that looks like in practice
yes that thank you @vernal crest (I somehow missed you already mentioned that sorry)
even if it doesn't affect SMAPI, it would very likely affect most framework mods
Although soon I will have different icons for each one 
Yeah that's true, most frameworks are built on Harmony lmao
Can you imagine mobile users being told "you can use mods but only CP. No SVE for you"?
I can imagine the 3 hour load time trying to play SVE on mobile
FF mobile compatibility is not happening any time soon
FELT.
if you're using transpilers, it's not happening period
oh yeah that too
well, just gotta replace transpilers with prefixes rewriting the entire method π
sounds like something i don't want to be anywhere near
@vernal crest Thank you so much! I am going to mess around with the multi mod folders now. β€οΈ
God, can you imagine the compat requests
And then write android smapi for 1.6 so it can even get onto mobile in the first place
I guess FTM could still run without Harmony, though it'd be obnoxious to fix certain bits 
Sure, lemme just rewrite 50 mods other prefixes real quick
but then SVE has its own pile of patches anyway
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?
"you want FF on mobile? it's open source, do it"
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. π π₯΄
Hmm I could do my furniture testing
i wish you a good posture for tomorrow xd
I have not even bothered to see if my C# mod even works with 1.6.10 yet
the amount of changes I had to do for 1.6.9 is extremely small to be honest
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
Woo I have made 63 DP! I am officially a mod author! 
Or I guess I made 126 DP and gave half of it to the doctors because I am very generous xD
Such a problematic metric for if you're a mod author lmao
Shh
that's a lot of Dynamic Programming
I'm glad, I just see people here going "oh no" when things break so I feel a little worried/sorry π₯΄ but I absolutely appreciate all the hard work that make modding SDV possible. 
I have 126 Dynamic Programmings in my Dynamic Programming account
also I'm pretty sure the latest published version of FF still works completely fine, there's only 1 feature I had to fix. But I've been working on a big update/rework for a month and I'm not releasing an update before I'm done with it
speaking of, there's this thing that the child bed don't work on children (phase 4.. its weird to call it this way but eh). idk what mod is interfering with this. im getting eepy testing children (how could they be not asleep at 6pm TuT).
or as my bug reports say. idrk whats going on
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)
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.
bug reports?
they dont have collisions (nor is it funky shaped atleast for me xd )
Yup, the bug reports on one of my ff mods. xd
No collisions as in "no custom collisions" or as in "I can pass through it"?
oh ok
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.
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.
ill let u know if i find out more :> and im gonna keep using ur framework! youre awesome 
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)
sure! im just a ping away
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
Oops, forgot UIIS2 is spamming red when the social menu is open lmao
Welp I guess the disadvantage of 4 mod folders is updating the same mods 4 times over
Ah yeah, I think this is where chu would suggest symlinks lmao
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
Ooh
Let me see if I can find the link for it again
i actually dont symlink individual mods though
since i want to keep debug and play seaparate
Sure but it also works with folders
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
You could just have a "shared" folder with common mods that gets linked into all your other folders
What do you symlink then?
File organisation is so hard
i symlink the saves folder
Thanks Wren 
its just bootleg stardrop profiles 
We have Stardrop profiles at home
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)
oh i do this to keep testing saves and actual playthrough saves separate
though, not that i have an actual playthrough save atm 
Oh I just don't click on a playthrough save when I am in my mods testing mod setups
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
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?
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
Yessss test saves are what they are testing
So test saves animals
And pants
ah yes, farmer test of asdfhagdahg farm, who's favorite thing is testing
my computer is whatever, but my mod loadout is approximately 12, so i load pretty fast
Sometimes I snarkily make my favorite thing "unit tests"
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
If a playthrough setup takes more than a single minute to load I get annoyed
500, my god. if i have more than like six i get anxious
Saves or mods
(saves)
I definitely do not have 500 saves
i cant have more than 4 saves cus then ill have to scroll
oh, i see the edit now. carry on
It feels so wrong to me to install this many mods...
Myuu told me he has literal hundreds of saves people have sent him for debugging reasons
And the menu actually lags loading them
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)
one day i hope to make a mod worthy of ichor's 12 constellations 
Once I finish a playthrough save it becomes a new late game testing save
this many mod feels like the SpongeBob burger meme to me
I once had so many test saves it broke Steam cloud syncing altogether, and the menu was hellish to get into. 
People who test their mods on their playthrough saves freak me out
@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.
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
maybe you can be ophiuchus 
(actually it's mostly because i haven't finished my mostly-vanilla 1.6 playthrough. i'll probably add more when if i finish that)
Just checking you know about Stardrop right?
By which I mean, when I think I'm done and have to make a new save 5 minutes later lmao
@vernal crest Stardrop?
My saves are things like "ruuug" or "hhonney" so I know what I'm testing in them
!stardrop
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.
rwug
anyway how are we all doing one day on
my loader allergy makes me completely forget he existence of this thing when I have to give modding advice
I like Stardrop for updating my (playthrough) mods
looks like the ashes have settled on 1.6.10/4.1.3? is there anything else in the pipe?
Well I am about to explore the update and its impact on mods for the first time
I got cartoonishly angry at a pair of "mod not working on new update" comments on my mod page, but I'm not stressing about finishing the update before 1.6.9 anymore
4.1.3? Did I miss another update? lol
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
thankfully bug-free, but still getting asked in FTM's comments about random CP pack errors 
Oh hell I did
so I'm good overall
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
i think its checked by default
I still hear about mod managers being bad too often to trust them
Is this for VMV Lumi?
when uploading a new file on nexus, this checkbox is automatically on, which shows the requirements popup before downloading
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.
since i didn't unchecked it
having premium makes it less visible though
i remember it was a big whole banner without premium
iirc you can edit a file and toggle it afterward as well
(Also, uh... ModBuildConfig 4.3.1 is fixed in regards to the issue from last night, right?)
I personnally don't want to have an extra button to click through. There is also an hostory of these loaders not existing at all on Linux.
I think sometimes the window doesnβt show up. Not sure if itβs when Iβve already downloaded the mods (despite having deleted them later, etc.), or because the site bugs or what
i am pretty sure i didnt uncheck anything and yet it's unchecked
4.3.1 fixes the zip problem, yes. but if you're building on linux there's no problem with 4.3.0
Tile packs? If you meant tilesheets (the .png files used by maps) then any editing program with single pixel brushes and transparency. If you mean map files (.tmx) then Tiled.
I am unfortunately not at the moment.
ah
And nor was I for the big 1.6.9 update push yesterday. 
I re-updated everything with 4.3.1, but hadn't gotten any complaints about it either, so not technically sure 
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)
I debated not bothering at the time, but alas
Tiled is what you would use to edit the map files, Aseprite or similar is what you would use to edit the spritesheets
it only affects linux(steam deck) people using windows mod builds
@vernal crest Ah, I meant tilesheets. Transparancy is a good idea. I just retextured a tilesheet... lets just say the fountain was really off.
(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)
damn, I have so few mods I didn't even found the need to sort them in folders...
(ah yes, only the steam deck uses linux)
Aseprite shouldn't be able to show the animations at all though, since it's just opening a png
people who r on desktop linux can figure out the file names r weird im sure
Unless you animate it in Aseprite
Don't you lose animation information when returning it to png format?
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
In a few minutes, Iβd like to start a farm map idea Iβve 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 itβs time I learned it/spriting for real now
Hm, I dunno if i would do that for editing an existing sheet though
huh, ok then
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
Oh I wasn't suggesting you could use it in game after animating in Aseprite, just that you could see the animation in Aseprite. Which can be helpful for seeing what it will be like in game if you don't already have your code set up, I guess.
Having this on my Mac for many of Pathoschildβs 1.6.9 mod updates. Manually fixed a few of them by adding folders, but it is strange indeedβ¦
Ah that makes sense, though I suppose you could also have a map set up in Tiled to see how the animation looks
(oh right, I saw that and thought it was just a weird UI thing, like how github nests empty folders)
oh yeah, that's bad indeed
True! I've only tried checking NPC walk animations so I was not thinking of that but you could check the NPC walk in Tiled too haha
Seeing that in Aseprite definitely makes more sense
ok, time to try my first game bought with DP!
Yeah someone got that with Restauranteer Continued before 1.6.9 released and for a while we also thought it was just a weird UI thing that Dolphin was doing
44 GB dl π
So like a small game
OMG the university internet is so fast, I'm not used to this
approximately one blu-ray. just a snack
What, not Testy McTestface?
Too long
That's so many letters to type
you know i'm not hitting the shift key on a test save
I used to name my saves longer stuff, but when I'm making several test saves a day, that becomes exhausting
admittedly the kind of mod I make rarely requires a new save, I just use the same one for everything
I'm using a save from 2 years ago that somehow survived multiple OS changes to test mods since it's mostly FF
You're not just randomly smashing the keyboard when making test saves? 
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
Also to be fair I rarely make test saves nowadays
I tend to either get saves off other people
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
oh wait, no it's still taking half an hour, I think the ultra-fast download I saw must have been Proton or something
Yeah... test if it loads and then let the users test for bugs 
Or just grab saves off upload.farm
didn't know that was a thing but could be handy
Nooo Windows why must you put my Users folder on the C drive when I already told you not to
windows issue
Like skill issue?
I really need to reinstall
I managed to make a user called "Documents"
I have my windows installed on my D drive because it's an SSD
I have C, D, and E
C is my storage drive
I ignore history and have a, b, and c
Partitioning the OS drive was a mistake
Or maybe I have those letters backwards...
well if u had multiple drive its normal 
Imo only if you have 2 separate drives.. discs.. english hard 
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
One drive is the most hated thing on windows for me... but it does keep my ancient photos 
I see you enjoying my incompetence Atra :P
Oh, the physical drive, not the app π
Yeah lol I do have OneDrive but it is relegated to document storage as is its rightful place
im half way to being able to afford SDV from nexus dp store 
people use onedrive? XD
nomori uses more than one drive
why is it so expensive actually, most of these other games r more expensive than sdv with real money
They do when their parents pay for a 1TB per person plan
Same, but it's annoying how after every format we have to forcefully rip it from overtaking the PC...
Data storage expensive
My one drive is full of shared documents with my brother lmao
π guess who forgot they set their npc's birthday to a day the player shouldn't be able to talk to them unless married
I have no experience of this happening. Maybe that's a Win 11 thing?
I went through some level of hell last time I installed W10 trying to get one drive to go away
oh my god onedrive saved my old sdv mods folder????? what the hell i just checked it
I'm on win 10, basically whenever I install windows desktop, documments, etc are not local and instead are merged with one drive
windows 11 tightening the noose tracks, sadly
I am fearful of the day I have to finally upgrade
I last installed Win 10 in 2017 so this may have happened and I have just blocked it from my memory lol
Official support ends next year, though I think I heard tell of some kind of secondary support for a bit
Hah, maybe it's a later thing, I do need a clear reinstall of the OS soon tho..
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
I remember hating Win 7 when I had to upgrade from XP
I didn't mind it much... but then it forced me to update to 8 for some reason... god I hated that shit
i saw a windows xp in the wild last month
Oh I forgot about Win 8. I managed to skip that one entirely
veering a bit into off-topic (but nomori is right, 8 is an abomination)
Speaking of numbers, mods huh
π i sometimes learn the hard way that some things actually won't run on new hardware
I wonder if my sprinkler and statue shorts mods are okay after the game update
(I'm not motivated enough to check)
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
there, set to the 21st so that you can actually give them a birthday gift XD
π Fixed the retextures I made, and everything looks great now. Thank you all so much. You guys are the best.
I think I had like 20 updates total, but I updated last night before bed and then had to update most of them again today after the Linux/macOS issue
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
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
What do you have that needs updating, Ralo?
Generally speaking, unless you're adding stuff to it, you should be fine for the update to 1.6.10
not sure but from what im reading, theres not much i need to do. i did add one new graphic so far and there's not much else of that i need to do. currently its just saying it needs an update key which im looking into now
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
yeah checkin it now
As long as you're not feeling like you need to update it because of Stardew updating, all good.
i understand what the update key is now so i think i got it
well i have to update it some how because the update made my mod just no longer work
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
i will let him kno
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
do u press the randomize button on ur test saves
i feel wrong if i dont test with default farmer
100% i pick a gender and hit the dice block
Always randomize
Also I have a rule that if debug fin gives me a clothing item I have to wear it
i seem to roll a lot of duck bills. frighteningly common accessory
maybe you were a duck in your past life
mouse feels like a step up, tbh
Okay sure, project won't build, close it and reopen it and now it'll build, that tracks why not
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```
Mood. Ever since then, Iβve learned to love macs, and never looked back (because dear Barbatos, Windows is now foreign to me)
(the reload completed successfully, or at least the parts of my mod that i was checking for succeeded)
i have chair tiles in my farmhouse and another map, but not on the Farm that i know of
come to think of it i'm not sure i updated content patcher, so that could be relevant
oh, okay, and that's in a foreachlocation so it probably barfed on the first one (Farm)
yea, maybe u can toss in PR real quick
for certain values of quick, yeah (i forget how to do them)
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
Making PR's for repos you don't have direct access to is obnoxious
also lol the part i don't remember anything about is "new pull request"
its the green button on the PR tab
i think there is some cli way to do it but ive never used
there are some things that you annoyingly need to use github's web interface for
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
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
i think there must be some messge thing github is send back when u push
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.
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
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.
Did you define the from and/or to rectangle when using Load? It doesn't say that those are options for Load in the CP docs, so I didn't include them
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
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?
New to this server.. just need to ask a question: Is this where I can commission someone for a mod job?
!commissions I think is how it's spelt
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
That's interesting, I also just got a report on one of my mods with the same thing, I assumed I had rebuilt it during the beta and just forgot but now I'm wondering if it's the same issue lol
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
tons of her mods had the same issue so I assume its on her side tbh π
its also a single report and VF has enough user to gain more attention if it was an actual issue
well good to know 
Oh lmao, yeah I see your mod in this log even
This happens when a different nod packages an old copy of harmony
https://smapi.io/log/ed134bc7d7174aeeaa5bcebbf8da0675 so which mod do we blame? 
Log Info: SMAPI 4.1.3 with SDV 1.6.10 build 24309 on ΠΠ°ΠΉΠΊΡΠΎΡΠΎΡΡ Windows 10 Pro, with 15 C# mods and 0 content packs.
It's got a copy of 0Harmony.dll inside it.
And wow that is an ancient, obviously broken in 1.6 mod.
It's working now! Thank goodness. it was SERIOUSLY borked when I tried it last night, and I didn't know what I was going to do about all the tile properties. :/ What a relief! Thank you for telling me; I would have continued to assume it was a change in the way Load worked if you hadn't
ty guys 
holy cow, a 2018 C# mod that fails to load and also breaks other mods while it does so
I like the BROKEN text in the image. Obviously not what it meant in this context, which makes it all the more ironic
I don't know if this was the original images, but it is very funny
Yeah there was general tmxtile problems yesterday, but it should be all fine on latest sdv + smapi
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
I sent you a DM!
(is that meant for me?)
It is!
ah got it, for some reason Discord didn't notify me so I didn't notice
It's ok π
No ping, no notification
TIL: doing an assembly scan will cause any other broken mods to be attributed to yours.
Focustense broke everything, how sad
Nah, the other mod wasn't being belligerent, more like my mod took the fall when it didn't need to.
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.
I need to use try-catch more often
Over here just telling it to do shit with no care in the world for if it fails catastrophically
see i put my harmony crime behind a "i wanna be last" patch
there's like a big try catch around all the important bits right, with the error handling stuff
dang, just replied to that same harmony bug log posted earlier, should've checked here first
What's a good way to check for an artifact at a tile?
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)
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
I can check my crow building
I can check my coop and fences after lunch
This was the first time I'd ever seen this, didn't even know it was a thing to look out for
Though I guess if people stop trying to install mods from fucking 2018, it wouldn't be an issue
something like this, though remove the second ID if you just want literal artifacts, rather than both hoe-able spots
if (loc.getObjectAtTile(x, y).QualifiedItemId is "(O)590" or "SeedSpot")
{
//it's an artifact spot or a seed spot
}```
that specific mod is even tagged "broken in 1.4". what on earth made them think it would work in 1.6
I've vaguely heard of it before, but my first guess was that their SMAPI update failed to replace the dll somehow 
just saw the "HarmonyLib isn't real" compat errors
Did mods used to have to pack their own harmony
I think so, but a lot of mods just kept doing it well after Harmony got bundled, iirc
looks like it's been in SMAPI itself since 2018*
maybe earlier 
Maybe I can't test my crow building, it's apparently just silently failing again
Is it fail to apply the class
time to watch my smapi explode
I had a pretty smooth time updating mods except for one that caused an AVE (??)
I wish I had any idea why it's not working again lmao
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
Harmony wasn't around (in SDV) too much earlier. Remembering based on the MP mod: https://github.com/spacechase0/SpaceCore_SDV/issues/2
AVEs are not super duper easy to cause IME
oh yeah ornithologists is giving me DNR 
DNR?
i think
