#making-mods-general
1 messages · Page 95 of 1
(/j i know you're on break)
is this compatible with sve?
After all the other SMAPI/CP PRs ideas I have
it's also an XNB mod, so I have no idea if it's compatible 
I mean, SMAPI has a pending PR for autocomplete support...
i thought this is already in the autocomplete console
Nope
we love you for it.
its cus pathos did the namespace thing 
Namespace thing?
changed all scope level namespaces to file level
Mod authors will have to manually add autocomplete support for arguments for their commands
he did a what
Oh. sigh
yea unfort
what does manually adding autocomplete support look like. like, specifying a substring that it should start to catch on?
it'd be another argument to adding console command rn?
i dont even use any commands in any of my mods so idk why im asking but i like shiny new features
it's not like he didn't refactor shit anyways
like
It's a new overload to the register command thing
To not break compat
Here's SMAPI's help command
there was this from aloe https://github.com/aceynk/ConsoleMacros
And here's the new overload
(I tend to use the file history instead of git blame, since blame will mostly just show 'Pathoschild' on every line even before this change.)
Does git blame not show the commit summary (or some of it) like the website does?
It does, but it's only really useful in a codebase that rarely changes so the line doesn't change after it was first added (since it only shows the last edit to the line).
I love blame for quick troubleshooting. Sometimes have to drop back to history, but blame is very useful.
It's particularly great for answering those "wtf is this and why is it here?" questions.
what happened to my SMAPI console? it's tiny and the styles are completely changed. this is very much not helpful for development...
Did you recently install or uninstall a system terminal?
nope
Steam did download some Linux runtime something? I didn't catch it and idk where to find download history...
but that was done without my say
My main terminal window for my computer is not changed
SMAPI's launcher has a bit of logic to choose a compatible terminal:
# if user said preferred terminal
if [ "$PREFER_TERMINAL_NAME" != "" ]; then
export TERMINAL_NAME=$PREFER_TERMINAL_NAME
else
# select terminal (prefer xterm for best compatibility, then known supported terminals)
for terminal in xterm gnome-terminal kitty terminator xfce4-terminal konsole terminal termite alacritty mate-terminal x-terminal-emulator wezterm; do
if command -v "$terminal" 2>/dev/null; then
export TERMINAL_NAME=$terminal
break;
fi
done
fi
# find the true shell behind x-terminal-emulator
if [ "$TERMINAL_NAME" = "x-terminal-emulator" ]; then
TERMINAL_NAME="$(basename "$(readlink -f "$(command -v x-terminal-emulator)")")"
export TERMINAL_NAME
fi
If you prefer a specific terminal, one option is to specify the --prefer-terminal-name <name> command-line argument when you launch SMAPI.
(i am in the habit of editing the launcher after install to check for my preferred terminal first)
I'm so confused why it just decided to change on its own... I'll see if I can do something with that argument, but this is very... frustrating to randomly encounter
(SMAPI didn't change anything; it sounds like something in your system or environment did.)
good to know - thank you for the insight, Pathos
this order of terminal checks has been around for a long time
The order has been established through blood and troubleshooting tears. It is now the way.
you should really consider exporting the tilesets of existing maps rather than redefining all tile properties and tile animations. just be aware that not every map has identical tilesets even with the same tilesheet image
cam you can try the thing to open smapi in current console
I used an existing sheet but for some reason the animations didn’t transfer
set SMAPI_USE_CURRENT_SHELL
All the other things like dirt water passable transferred
i do this always because i never figured out how to get smapi to use something other than xterm
where do I set that?
env var
(You can use --prefer-terminal-name to use something than xterm.)
unsure how u do it on windows though 
I'm on Linux
then just do export SMAPI_USE_CURRENT_SHELL=true 
(Content Patcher 2.4.2 is now released with fixed CustomLocations support.)
frustratingly I cannot get any of this to work... of all days...
if you can say, why is x-terminal-emulator so far down the list? i would expect it early, since it is likely to map to the user's preferred terminal already
i think i did try this, but i dont seem to have way to pass in argument directly for mysterious reasons
it would work if i use SMAPI_PREFER_TERMINAL_NAME, but at that point SMAPI_USE_CURRENT_SHELL is more convienant anyways
this didn't change anything that I can see... same terminal
r u running StardewModdingAPI or "Stardew Valley" (which is a bash script after smapi install)
I think Steam might have its own internal Linux terminal, which that might be?
I'm running through steam so I assume "Stardew Valley"
ah, okay i can see that causing problems. thanks
oh yes the SMAPI_USE_CURRENT_SHELL thing is only applicable if u run from a existing shell
try SMAPI_PREFER_TERMINAL_NAME instead then
give it whatever term emulator name u have
Or put it in your bashrc
konsole for kde
getting the env into steam's launching is always a lil funky
real sloth technique here
throws computer out the window
*out the linux
what if u do SMAPI_USE_CURRENT_SHELL=true "path/to/StardewValley" from a shell then 
w/e terminal u like
I'm currently reinstalling Steam...
...and Stardew
why is Steam telling me that a "compatibility tool failed" when Stardew runs natively on Linux... nothing makes sense, everything is a lie
did u have proton checked 
yeah
Does anyone know whether the Farmer Portraits for 1.6 reactions are coded to use the alias ($h for happy, $u for unique, etc) or the actual number IDs ($0 for the top left, $1 for top right, etc.)?
It's a little confusing because the reaction template uses numbers in the example custom reaction, but the specific example uses the number "3" for Krobus' angry expression (his angry expression is $5). The numbers in the template seem to just correspond to the order they put the farmer portraits in, nothing else.
Honestly, I think the code must be using the aliases, but I'm hoping I'm wrong. I want to make it so I can have the farmer react according to the numerical ID not according to the alias, because the alias doesn't always match up as you'd expect, even with canon characters, much less with added characters.
no????
gotta uncheck
mystery
it has always been checked.. I have been playing for years and developing for months
it just means u played windows version of sdv this whole time i guess 
(I am not annoyed at anyone here, to be clear... just not a fun thing to do right now)
do you know where the unofficial update's source code is
Yes, assuming we're both referring to the source code that's linked from the Nexus page- Aedenthorn's version now run by MistySpring. However I've only done Content Patcher type modding and don't really know C#. Do you have any advice for finding the information in the source code?
Should be this then https://github.com/misty-spring/AedenthornMods/tree/master/FarmerPortraits
I suspect it just uses numbers, didn't see any particular code about alias
You can probably find out faster if you just try in game 
Yep, that's what I was looking at too. I appreciate you looking through it for me. 🙂
I had been using it in in game, but that's what confused me because I kept running into instances where my farmer's reaction portrait didn't seem to match with what I'd expect from the NPC's portrait. I think I'll just have to start taking screenshots of every time that happens and compare them with the character's portrait sheet to figure it out for sure. Thanks!
What's changed to make this fail?
Texture2D originalTexture = Game1.content.Load<Texture2D>("Maps\\TownIndoors");
that was removed in 1.6.9, that sheet
part of the Purge of the unworthy (aka tile sheets unused by the game)
why were you using TownIndoors? 
Would be nice for that to be mentioned on [[Modding:Migrate_to_Stardew_Valley_1.6.9]]
To avoid having to make my own icon for a checklist
I'm 78% sure there is a duplicate checklist icon somewhere in cursors
i'm sorry
i don't make the rules
i could've sworn it was in the changelogs somewhere but i could also be hallucinating it and just saw the removal when pathos dropped it here
it just says "Removed unused assets and translations"
i think the list of removed files was only sent in here, but someone with the git diff could edit the migration page to include a more comprehensive list
this might be it
I didn't realize people were actually using the ancient leftover sprites. I guess I'll document an XNB impact section for 1.6.9 tonight.
i suppose even windows 98 still has a market share
tbh with how long theyve been there im actually surprised theyre not used more
I probably should have quit using it once I made made my own icon rather than keeping the janky looking thing just to avoid disturbing any users who had gotten used to the ugly ToDew Mobile Phone icon.
8 years...
Hyrum's Law strikes again
...as far as we know.
ah, that's probably from the last sentence: some tilesets have tile properties/animations that others don't, even on the same image. for example, Mountain and Forest have different properties/animations on water's edge sprites, where Mountain sets them only on dark-dirt tiles, and Forest sets them only on light-dirt tiles
honestly it might be a shock to the other language users though i still don't know if even they use it
you likely exported them from the 'wrong' map
lol probably I have so many maps I should just make a master export for my project
The deleted assets are now documented. I'll document the other asset changes once the dust settles a bit; that'll take longer since there's a lot of content changes in 1.6.9.
how dusty is it?
Very dusty, but much less so than 1.6 was. I think things should start settling within a few days, particularly once the main framework mods get updated.
(afaik from logo's list the dust is pretty a-ok, i don't know of the visual bugs but the smapi log is relatively ok)
huh, I missed that SMAPI is up to 4.1.4 now
There's an Old Spice meme in here somewhere.

1.6.8 1.6.10
The upcoming SMAPI 4.1.5 will mark these mods incompatible:
- Json Assets ≤ 1.1.18
- Swim (FlyingTNT) ≤ 1.6.4
- TMXL Map Toolkit ≤ 1.24.3-alpha.20240226
Have any other mods being causing load crashes or similar?
Stf (same reason as JA iirc)
Happy Home Designer too (but the version currently on Nexus works) (so versions before but not including 2.2.0)
might be another case here, not sure though: #1303578806354710599 message
Ornithologist Guild..... uhhhhh
1.9.2
My bare minimum mod building set of mods are just fine no crashes or red text to report till I forget a comma again
It's not crashing the game, but "Heart Event Helper" completely removes any dialogue option in 1.6.9, making users unable to progress through mandatory dialogue options like during the Egg and Ice festivals.
Yeah, I think that's serious enough to mark it incompatible.
I have a question (or maybe a bug report?) about modding special orders... this is the section of my code: "Objectives": [ { "Type": "Collect", "Text": "{{i18n:SpecialOrders.FineMead_CollectText}}", "RequiredCount": "6", "Data": { "AcceptedContextTags": "item_mead, quality_iridium", } }, { "Type": "Deliver", "Text": "{{i18n:SpecialOrders.FineMead_DeliverText}}", "RequiredCount": "1", "Data": { "AcceptedContextTags": "item_mead, quality_iridium", "TargetName": "Shannon" } }, { "Type": "Donate", "Text": "{{i18n:SpecialOrders.FineMead_DonateText}}", "RequiredCount": "5", "Data": { "DropBox": "PierreBox", "DropBoxGameLocation": "SeedShop", "DropBoxIndicatorLocation": "18.5 27", "AcceptedContextTags": "item_mead, quality_iridium" } } ],
The "deliver" and "donate" sections work fine, however collecting the iridium mead from casks does not trigger the collect objective
are the mead being added into a stack or a fresh item slot
I tried creating them with the debug item, when that didn't work I created the honey with debug item and then got the mead out of kegs
same result
and you cleared your inventory beforehand?
I have heard reports of machine special orders being rather finnicky before.
yes there was no mead in my inventory before
just tried it where I wait for the honey out of beehives, then keg, then cask, still doesn't fulfill the collect requirement. The only weird thing I'm doing is using fairy dust to accelerate the cask, but that's kind of what I expect people to do or it is hard to complete in time.
worst case I can just drop the collect requirement, it's not like many people are going to be hoarding mead
I have a Harmony question: I manage the Farming Tools Patch on nexus, and it currently conflicts with Chargeable Resource Tools. I use a Harmony Postfix, and the other mod uses a Harmony PatchAll. Does anyone know off the top of their head if I can do anything to mine to make the two mods coexist?
patchall just runs all the patches it finds in your mod based on the parameters you set, its not a kind of patch
a postfix will always run after the original function even if another mod patches it
you'd have to look at what their actual patch is doing and whether its a prefix or if theyre circumventing whatever function it is completely or what
https://github.com/daleao/sdv/tree/main/Chargeable/Framework/Patchers
looks like prefix skips on... axe, pickaxe
I'm not great at working with code, but I see prefix and postfix in that folder, in the ...beginusing... and ...dofunction... .cs files, respectively
if its a prefix that returns false then the original function its patching just will not run. so if you want to make it compatible you'd need to just make sure your code still works in a postfix even if the original doesnt happen
the exact nature of making it compatible is entirely dependent on you, your mod, their mod, and what the expected functionality of both mods is
there is no magic "make them coexist" function to make the patches work together if they currently dont
Drat. I was kind of hoping I could just use a different Harmony method lol. I guess this is an opportunity to learn more coding.
I hope the disused (in vanila) tracks were not removed.
was it it's own tilesheet?
no the music!
Sappypiano, Starshoot, archaeo. I love them (and use them all)
pathos added all the deleted ones to the migration mage and its just tilesheets and such
mage? page
yeh the only one of those I've even looked at was the Wizard one
yeah it's just tilesheets
I got perplexed at farmhousetiles then realized there is also FarmHouse_Tiles which was the one I have used.
that perplexement is probably for the same reason why they flew under the radar so long
i'm afraid the reason it doesn't work is because technically you already obtained those mead before they got iridium quality
they arent new item per se, they are old items with new quality
so i don't believe it's a bug, and i'm not sure there's a good workaround
you CAN ask to just collect no quality mead, but then it'll be not the same than the one you age since aging takes time
in my quest to find all of the weird tilesheets i reported that one 
i think i've mistakenly used it once and went "nah, yeet that"
Friends, I want to add in-game minigames to my own festival, but I don't know exactly how to do it. Please forgive me, I am new to mod development.
😔 how do people actually manage to finish making npc mods...
(tbf, i think ive seen more people in this channel start them than finish them...)
real
everyone starts with the fun part they're good at, and then eventually they hit the hard part they'd rather ignore forever
events
maps 
interesting content worth justifying having made the characters and maps other than pure self-indulgence
honestly the part im dreading is sprites 😭 specifically animations
this is why my npc still is abby XD
oh yeah those suck ass. you don't have to make more than one though really
hi friend, it's hard to give advice on making minigames in sdv since it's basically pure c# with however much artwork you care to add
the only advice you can really give is look at classes inheriting IMinigame to get the basic workflow down, and from there it's purely on you to make something interesting and amusing
Thank you. The problem I am currently encountering is that after ending the mini-game, my character disappears directly, resulting in the inability to perform any operations.
😔 i cut down my npc's dialogue by a good bit why is life so hard
maybe check out FishingGame.cs:unload() and call the same methods?
it makes a point of resetting player control on minigame unloaded
thank you for your help!!!
Mods are made in C# right ?
Some mods are. Many others are made with Content Patcher (using JSON)
What's Content Patcher ?
It's a mod that allows people to create content packs to change the game's data without having to edit XNBs. https://www.nexusmods.com/stardewvalley/mods/1915
Making mods without knowing how to code ?
Yup
So most of people use that i reckon
Nearly half of all mods for Stardew are using Content Patcher
What do you use ?
I have so much time to kill during the next 5 months so I might learn C#
The barrier for entry is a lot lower and even people who know how to program often use CP as well for the data side of their mods (if they have any).
I primarily use Content Patcher but am also learning C# to add C# components to my mods
People do it lots of different ways. I personally make things that I want to play with in the game (so mostly NPC-related stuff) but also if someone else is talking about a fun idea in here I might also get involved.
!modideas Some people look at the ideas list on Github
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
Thanks for sharing !
!startmodding You're welcome :) Here are some places to look for resources to help you start modding.
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
that's going to require a lot of C# code
oh god, I wasn't at the bottom of the conversation, sorry for the ping
For example, the mod to see the amount of completion of a skill level, is CP or C# ?
C#, I'd say
Oky
funnily enough that's a hard thing to do in a way that makes it compatible with potential mods that change the required XP
skill level ups are coded very weirdly
i hate harvey's schedule so much
Why?
😭 for so long i was trying to figure out "where the hell does this man keep going when i need him"
Like you were in game and didn't know where he was?
The mod Schedule Viewer and debug command debug whereis Harvey would've both been helpful for that
Also debug wtc Harvey to just warp right to him
I can't imagine doing mod dev without them
Almost all of my testing in game is primarily just using debug commands while my farmer stays in bed in the farmhouse
So do I
🙃 Paragraph worth of mattress discussion in my summer dialogue. fun
If I ever make a custom NPC, they'll be a dev and all their dialogue will have them rubber-ducking on the player. The dialogue options will have abolutely no effect on friendship because they're too focused to listen to the answer anyway.
How can I make the map added using CP call my C# code?
what are you trying to do with the map that it needs to call C#?
When you right-click a tile on the map, you can open a dialog box, and when you answer yes, you can play my mini-game.
(Yep, not helped by people trying to change the level up numbers instead of just the level up amounts and tracking the remainder separate.)
See GameLocation.RegisterTileAction
Thanks
FYI, register tile action does totally work, you shouldnt need a custom action since there is a built in action to support dialogue boxes. You should also be able to do this VIA the map file itself and tile properties though
AKA no c# required, but yeah!
But they want to launch a minigame, presumably written in C# already
oh
That's right
Can you even create a question dialogue box like that with just trigger actions? I'm not seeing one for it
I somehow missed that end part
It's okay, thank you for helping me
I’m working on a project and while working on this project I’m learning and as I’m learning I’m getting more ideas … for other projects … and now I have 3 notebooks full of ideas I wana do …. But not the time to push them out 
There's no rush, is there?
My mind says no rush my heart says must do it all
having too many projects is definitely a mood
Yeahhh
It has been so long since I have used my desktop folder I don't even know where it is
Users seems right
I'm wanting to add a small path near the Wizard's tower and a basement to the Museum, but don't know how patch files work.
I know how to use tiled and such, I just don't know how map patches work since I don't think I need to edit the entire vanilla maps.
plus I'd like my path in cindersap to be compatable with SDV Expanded
You will need to edit the vanilla maps in order to add ways to get from the vanilla maps to your maps
Unless you wanted to use Bus Locations, Train Station, a warp toem etc
Taking the bus to the museum basement would be amusing
so, this kind of edit does need to be on the actual map
Yes you need to write an EditMap code block to patch Maps/Forest with your map at that specific place on the forest map
In fact I have a mod that patches almost that exact spot (we would definitely conflict lol) so I can show you what I have
when I say edit the vanilla map, I meant in tiled
Oh no
because right now I have the entire forest map loaded in tiled
that's how new to making map edits i am
You open the vanilla forest map to make your patch, limiting your map's size to as small as possible, and then you use CP to patch it over the forest map in the game files
I will show you my .tmx file for mine
If you see the bush at the bottom of your image - that's the bush that's at the top of mine
So that's my entire map
ah
16 x 12 tiles
your path is just below the bush and mine is just above it lol
Yep lol
Don't stress about it, you can never avoid conflict with someone
It's just amusing that in this case it happens to be the person helping you lol
There’s a couple ways one is target area patching or overlay patching or replacing whole map with another map
Absolutely do not replace an entire vanilla map with your own map unless you hate everyone
I'm making a witchy grove, so the entrance being near rasmodius made sense to me
Target is best way replacement is easiest
Yup that definitely makes sense!
or are SVE
(Bear in mind that your entrance is exactly where the path to Lunna's place is, if you care about mod compatibility.)
Lunna's place?
(Which of us, Dolphin?)
Just a question, as I cannot find any information anywhere else...
Regarding Weapon Stats, what are the current effects of
Precision
and
AreaOfEffect
and are they applied in any way to the current vanilla game?
Read through that will help you pick best method for you
I already gave them that info
Oh, talking to Akari.
that's kinda funny, one of the npcs I'm adding is named Luna lol
I’m on mobile I have a bar so guess I’m missing messages
I plan to add a witch, slime rancher, and fisherman
I'm also looking to make new pet types
I have a better grasp of that right now though
Did you want to see my json for patching that part of the forest?
sure
I was also looking at other mods that patch areas, like lumisteria which modifies the museum. if I leave tiles totally empty in my map, will it leave them unedited?
// Edit Forest map to add National Park entrance - LITE version
{
"LogName": "Edit National Park entry into Forest - Lite",
"Action": "EditMap",
"Target": "Maps/Forest",
"FromFile": "assets/maps/Aba_Forest_Lite.tmx",
"PatchMode": "Replace",
"FromArea": {
"X": 0,
"Y": 0,
"Width": 15,
"Height": 11
},
"ToArea": {
"X": 0,
"Y": 41,
"Width": 15,
"Height": 11
},
"AddWarps": [
"-1 48 {{ModID}}_NationalPark 59 31",
"-1 49 {{ModID}}_NationalPark 59 31"
]
},
As long as you don't change the PatchMode to replace like I did, it should do
I set mine to replace because I was having issues with vanilla tiles bleeding through but I think that was just because I didn't realise that some tiles are only visible in some seasons (grr summer bushes) so I had a bunch of invisible tiles in some seasons and then random bushes in my cliffs in other seasons lol
So I will go back and probably change mine back to overlay later
The less intrusive you can make your map patch, the better for mod compat
https://stardewvalleywiki.com/Modding:Items#Stats there's some info on them (the Precision stat effect was dependent on some monster stat that wasn't used by any vanilla monster iirc. not sure how it works)
Percision and miss % are inverse
Yah overlay checks layer by layer and only replaces changed tiles so to stop bleed through add a blank tile to a layer to have it removed
yea, for my museum basement idea, I might make a conditional patch like I saw another mod do to move my basement further down if people have Visit Mt Vapius
No vanilla monsters have a dodge chance, so percision dosnt do anything
to make sure I understand properly "FromArea" is in the map I make and "ToArea" is where the top left corner of the map will be placed?
Am I misunderstanding CP Tokens?
how can GenderNeutralRSV be unready when its defined like this:
{
"Name": "GenderNeutralRSV",
"Value": "",
},
{
"Name": "GenderNeutralRSV",
"Value": ".GN",
"When": { "HasMod |contains=Hana.GNMTokens": true }
},```
ok somethings hella fishy 🤔
I think you have to specify that the token is from your mod
are CP Tokens broken?
In the patch parse
mhhh oh maybe
yeah i think for dynamic tokens you have to give your mod id
From CP page: patch parse "assets/{{Variant}}.{{Language}}.png" "Pathoschild.ExampleContentPack"
No that's not how you do it
Don't worry I ran into the same issue when I started using patch parse and it took quite a while before I could figure it out
just double checking the advice from the wiki, for mod id stuff that uses numbers, I should use my Nexus mod page number followed by ###? so like 12345###?
I still usually have to give it a few goes before I can get a patch parse command working properly but it's so handy once I've got it down
no wait Im still confused
Almost everything is a string now, so use {{ModID}} which is a Content Patcher token that will be replaced with whatever your mod's UniqueId is from your manifest.
The only ID I remember still requiring numeric is for secret notes
Which is why everyone should use ichor's secret note framework for doing secret notes (plus all the nifty features he adds)
Sorta related question. Is heavy use of dynamic token taxing for game process? I'm at 35 now - 15 of them with random values - and am getting worried.
I can't remember RSV's mod id so pretend this is the correct one. patch parse "{{GenderNeutralRSV}}" "RSV.ID" Does this work?
like aba said, you should use unique string ids (https://stardewvalleywiki.com/Modding:Common_data_field_types#Unique_string_ID) wherever possible instead of numeric prefixing
Could you give me the link to the page where you read about using the Nexus ID? I should amend it so it doesn't mislead other new people.
I can't remember sorry, I've looked through so many other pages since then
That's fine I'll add it to my to do list and go cruising later
I just remember it mentioned using nexus page number or equivilent modding site's page number
I assume I do at least put my nexus page number for the update keys?
Yes that used to be the advice before 1.6 changed to string IDs
Yes that's correct and the wiki has a page on how to do that
Don't publish your mod page just to get the Nexus ID though
You can make a page and leave it as a draft
I know, that part was in the bad advice lol
Oh man I did not realise we had a page of advice for releasing as well. I wish I had known that before releasing two mods lol
How problematic is it to change collision and entry position when making a farmhouse building skin? I know the spouse stands to the right of the door and there's the lumber pile position to get the card, but is there something else I am not aware of?
Thanks. Yeah, saw that page.
I guess Precision is an unused stat after all as I don't see "Miss" attacks in Vanilla. (except for Mummy monsters in downed form I guess?)
I just experimented with AreaOfEffect and it seems that it does somehow increase the attack range of a weapon/tool.
Do we?
is smapi working yet? i need to test my map lol, ik it was down or something yesterday.
It had a rough update but it should be working fine now, just make sure you're all up to date
kk do i need to go update it?
Probably, it's on 4.1.4 now
ok, im just gonna confirm, updating is the same as installing it, right?
Yeah
For SMAPI yes
alright thank you
This template sure would have been handy when I was trying to figure out how my stupid page layout should look lmao
@lilac niche hi, update tmx pls!
Please stop pinging authors for updates... also TMXL is mostly obsolete..
Please be patient about mod updates.
Mod authors also work and have lifes.
That aside, some mods just are dead as nomori pointed out
!converters
Platonymous is indefinitely out of country isn't he?
A lot of converter tools have been made by helpful members of the community to update outdated mods or convert existing mods to modern or alternative frameworks, and for 1.6. Here's a list:
- Convert XNB mods to Content Patcher
- Convert pants/skirt spritesheets to Fashion Sense
- Convert Custom Furniture mods to DGA/1.6 Content Patcher
- Convert visual Content Patcher mods to Alternative Textures
- Convert BFAV mods to work with 1.6 Content Patcher
- Convert TMXLoader mods to 1.6 Content Patcher
- Convert Custom Music mods to 1.6 Content Patcher
- Convert Shop Tile Framework mods to 1.6 Content Patcher
- Convert hair spritesheets and JSON Assets shirts & hats to Fashion Sense
- Convert regular Content Patcher to i18n format
- Convert JSON Assets to Content Patcher
- Convert fish data from field names to slash delimited values
- Convert markdown text to Nexus' bbcode
- Convert Custom Ore Nodes and Custom Resource Clumps mods to Item Extensions Framework
- Convert Content Patcher Animations to SpaceCore
- Convert More than Necessary to Content Patcher
- Convert SAAT to Content Patcher
last i heard
If any of his mods die, they're probably staying that way because I don't know anyone who wants to pick up that heat lmao
It attracts such lovely people after all
i would not want to be responsible for reviving TMXL
Would there even be a reason to?
the only one i can think of is to support equally ancient NPC mods who depend on it and can't be updated
Hello
Sorry to bother- wanted to ask
currently using EvenBetterArtisanGoodIcons and i see that there are 6 types of honey
I also downloaded a mod called Quaint Living Flower Garden 2 which adds a bunch of flowers.
Currently the new flowers are making honey, but the icons will always be "ild flower" types, even if the game says it's a different honey (I.E: lavander honey)
If i want EBAGI to be applied to the new honeys with a brand new icon just for them- should i add the new honey types icons to the little honey.png in the ebagi folder in ebagi assets and then add the corresponding flower type name in the data.json of ebagi?
Ah, forgot about that tiny part of modding 😅 The only mod I know that uses it is the All Might one iirc 
the id thing might have been on the event data page, because I found where I used it in my mod
the one saying to use the nexus mod page number
but even in this case i would try to turn it into a shim rather than preserve how it works
I feel like real old npc mods have slew of other problems and fixing tmxl won't fix any of that
oh yeah, there it is. that one still needs to be merged from the migration page. thanks
oh yeah i'm definitely not doing this, lol
I don't really know how wide spread lua tile actions are 
I was looking up my event's id so I could make a conditional door that checks for it
that's how I found it
Esp cus u can just register custom tile actions (with C#)
idk C#, so I made a bunch of "tile data" objects
Sorry I was discussing tmxl not your mod 
ah
I do like the idea of tmx buildables though
just to check, if I place tile data with this in it as a "TouchAction" property, then it should block the player until they see the event? "TouchAction ConditionalDoor PLAYER_HAS_SEEN_EVENT Any {{ModID}}_LunaIntro"
and then I place another tile data in a layer under it with the text displayed for the conditional door?
or do I put a property unde the current property?
This is for a tile you walk onto?
yea
I want it to tell the player the path is covered in brambles so it can't be passed
until they see an event
Assuming it's on the Back layer you can simply place another property on that data
I don't think I finished adding the Back version of that to the maps page
I was waiting for 1.6.9 since Pathos had to fix that
and do I need "touchaction" in the property itself, or just as the proerty name?
Maps/AdventureGuild actually has an example of it in use
It has both an Action ConditionalDoor on the Buildings layer and TouchAction ConditionalDoor on the Back layer with LockedDoorMessages on both, so you can see how it works
The property name or key for the ConditionalDoor is TouchAction in this case, but for the message that's displayed it's LockedDoorMessage
Did we have TerrainFeatures/BuffsIcons asset in previous versions..? Like pre 1.6 
Oh so it was just deleted, I was confused why original Vintage v2 touched that
Is smapi gonna throw errors now that older mods are trying to edit a non-existing asset or is that somehow handled by smapi? 
I forget, can the player walk under these tiles?
I feel like most likely errors, I don't even know if there's used variants for all the ones that were removed
the cliff top tiles
Sometimes, depends on where it is
Only if there not touch actions
And how it's been placed
O cliff tiles yes if there back and don’t have passable f
Building later by default is not passable
Passable doesn't actually care what you put where the T or F is
It needs a value to exist but you can put anything and it's never used
It's just the existence of Passable that matters
so, to make impassible spots, put it on the building layer
Also, Front or AlwaysFront, also don't have collision and they render in front of things, usually
You can make Back tiles impassable by putting Passable X tile data on that tile as well
Maybe I shouldn't say X tile lmao, seems too close to xTile
Yah I do that with some water tiles so you can’t walk off the bridge into water
I just copied some of my back tiles to the building layer
Yeah, usually it would only matter for like water since I don't think you can fish on Buildings tiles
Got a strange map question can I use the same map and load it in under multiple names to cause different references?
good to know since I'll need to deal with that when I make my first full map
You can Load one file to as many Targets as you want
K and it renames them based on load info I’m guessing
alright, somebody else can edit the event data wiki page. i tried to follow the directions to do it right and got spamblocked
for adding new "off map" warps, do I need to put them on the vanilla map I'm patching, or can I put it on the Patch itself?
Target is the name of the asset you are creating, essentially
Unless you Target an existing asset, in which case you are overwriting it
For warps that aren't in the regular map area, you should use AddWarps, one second
Otherwise, if you were to try to patch in a TileData where a tile didn't exist it would just silently fail to exist at all
And if you tried to add a tile to the outside of the map it would expand the map
so I figure out the X, Y that lines up with my patch, and in the map properties thing I do add warp to that area
This query should work, right? I don't think I used AND before for mods
"Query: '{{Spiderbuttons.CMCT/Config: ...}}' = 'enabled' AND {{Spiderbuttons.CMCT/Config: ...}}' = 'enabled'": true
Yep fromX fromY DestinationLocation toX toY where fromX and Y would be the coordinate just off the map
I swear the custom token is bugged but I cant repro it on smaller examples 
What's the change needed?
but no idea what Im missing
Hi guys! I want to start making simple mods, does anyone have a tutorial or something to know where to start?
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
Cool, thanks!
in particular, https://stardewvalleywiki.com/Modding:Event_data recommends integer event ids with nexus id prefix.
i was going to update the whole preconditions section but got automodded, so not my problem anymore
Coolio!!!!
What would I need to look for in the mod's source code when I want to check if an asset used by C# mod can be edited by CP? If it's even that simple 
AssetRequested is a good place to start
if your SMAPI is in developer mode, you should get visible log messages whenever a mod edits an asset. if you see it there, it has gone through the content pipeline and should be editable
That's neat
(i believe they appear in the raw log anyway, but developer mode shows them in the active terminal)
Oh, it's definitely good to know
Okay, so out of the mods I need to edit only GMCM allows editable buttons, at least something
FS, I believed in you 
Hello I managed to create my own bus stop logic. But it's set to left mouse click on the ticket machine at the bus. I guess normally you right click?
Yeah, generally right click is interact
Hmm how do I make it occur with the action button or right mouse click? Also preferably after the main dialogue of taking thr bus to calico desert
Apologies if this has already been discussed, but is ${male^female^neutral}$ no longer working as of 1.6.9? It's only showing male for me now. I know the neutral never worked, but it never hurt anything either so maybe I need to remove that now? I'll add a token if I have to but would rather avoid the work if this is already a known bug and getting fixed.
Yeah it's a hefty fix to switch to tokens in my mods since they're all dialogue-based.
You needed a mod to enable neutral I believe
gotta decompile 1.6.11 real fast to check the latest, one minute (relevant code looks identical between 1.6.8 and 1.6.10)
Ye
chu before you update can you see if they work in 1.6.10 sorry i shouldn't have asked
it is too late anyways i think steam autoupdated
Hi - im sorry if someone already asked this here: I created a few mods and since the update I cant sell artisan items anymore. I use Content Patcher for my mods. Anyone knows anything? @ivory plume
Hello! I there a way to make settings that are tied to the farm save you have? Like the farm settings you can change when you make a new save?
1.6.11 also looks identical at Dialogue.applyGenderSwitchBlocks(Gender, string) so maybe something is wacky with accessing Game1.player.Gender?
Hmm, applyGenderSwitch itself hasn't changed in 9-10 months
not through configs atm, in C# you can serialize data to the save file
i think per save configs was brought up at one point, but dont think theres movement on that?
Out of curiosity, how are you triggering this dialogue?
ah I see. Thanks!
would I need to do some freaky stuff in C# or is there already classes in place for that?
Here's an example line: "vincent.topic.maggwalkingwire": "Sam says you're his ${boyfriend^girlfriend^partner}$ now, so that means you'll play with me more, right?",
Nothing has changed since 1.6.9 in Dialogue.cs at least, so either it's somewhere else, or it broke earlier than release
So it's just normal daily NPC dialogue?
Not freaky, just standard ReadSaveData/WriteSaveData.
Yup, specifiically: https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Data#Save_data
the main thing is that only host has save data
Speed.
if non host need it u need to send the data
Yep and in events, normal dialogue only.
thanks so much!
oh for multiplayer?
yea
Patch reload your dialogue
Also may I see a patch expoet
Also run a reload_i18n
Hmm, does it work if you run the following in the SMAPI console? debug AddDialogue Vincent "Sam says you're his ${boyfriend^girlfriend^partner}$ now, so that means you'll play with me more, right?"
It's working for me on a 4 day old dev version at least
I was just gonna ask how I send and recieve XD. Thanks so much!
hm so i tried ilspycmd 9.0.0.7660-preview2 to see if it fix anything
it didnt but i noticed many num.GetValueOrDefault(12) became num ?? 12
I just updated to latest and that's working fine for me too
Has anyone used the "fake content packs" feature? And if so, do they know if the translation strings for those fake content packs get coalesced into the mod's main translation helper or if they have to be looked up individually?
JA uses it - the feature originally got added because I requested it for easier backwards compatibilty 😅
I would assume that they are only in their own translation helper, like normal content packs
Woo hoo, more work for me. Thanks for the background.
Narrowed it down a bit, it's working for daily dialogue but not for event dialogue.
Event dialogue as in the speak Npc "meow" event command?
Yep as in speak Demetrius "{{i18n: seb.event.weddingfam.2}}"/pause 300 - the code is there, just not showing in Discord
Dang it, why does base game not have a debug command for running an event script directly
makes one
May I see the patch export
I think I know the issue
Sorry, I don't know what you need? I'm kinda not in the whole loop with the lingo. Just tell me how to get it for you and I'll do that.
there is one that runs one from a file iirc xD
Hmm, I don't see it when looking at references to either Event constructor
Or all the commands starting with Event
Yeah, it's working in events for me too
meant that one
Hmm, well, I already wrote the command...
(I didnt say it's useful :p)
Unfortunately you have to escape your quotes because of the command parser
But I guess CP people are doing that anyways
Does someone have any input on this?
If it helps I can put the dialgue back in the event code and send you the text unless there's a better way to do that.
What atra is asking is for you to run the following command in the SMAPI console: patch export Data/Events/LocationName (replacing LocationName with the name of the location the event is in), then showing us the resulting file
(Sorry, I'm at work. Rain check for six hours?)
Yep no problem, I'm back at work now too 🙂
Gotcha, I'll grab that.
!patchexport command has instructions 
A patch export makes a copy of specific stuff in your content folder so you can see what changes have been applied.
- Load up a save (with Content Patcher installed)
- Type
patch export <FILEPATHOFTHING>in the SMAPI console and hit return - Look in your
patch exportfolder in the game folder for the relevant json file or image - If it's a json file, you can share it via smapi.io/json. If it's an image you should just be able to look at it.
Here's the file, I see it converted the code to the male option event ID maggweddingparents10042024. https://smapi.io/json/none/ceac7b8d94524e9589754241ac50906d
atra you dont happen to have a utility that goes through every NPC and checks for NO TRANSLATIOn entries in their dialogue? 
patch export?
oh, you mean at a larger scale
yeah indeed, i can see why
I know this isn't surprising or weird, but ILSpy 9's codegen is so much cleaner than ILSpy 7's.
is ILSpy9 decomp of sdv compilable?
I'm going to go ahead and using ILSpy 9 for the decomp repo until and unless Pathos comes and tells me not to. I did ping and ask before. There is a good reason though, since ILSpy 7 is really not doing well with many 1.6.9 changes. It's worth minor changes in output I think.
As an example of ILSpy 9 being better, this is what 7.2 gives: csharp uint realSize = (uint)(msg.m_bitLength = (int)NetBitWriter.ReadUInt32(msg.m_data, 32, numEncryptedBytes * 8)); return true; and this is what 9 gives: csharp uint realSize = NetBitWriter.ReadUInt32(msg.m_data, 32, numEncryptedBytes * 8); msg.m_bitLength = (int)realSize; return true;
Like yeah 7.2 I'm sure the original code has a cast, and then another cast to store a local that is then immediately out of scope because we return
what will u do with the mystery get enumerator ref
mhh patching into CP and emitting a warning if a i18n token has no translation would be a possibility too 
yeah i wouldn't want to spend my evening doing patch export either
I'm going to assume that method hasn't actually changed at all and just manually revert it to the pre 1.6.9 version. Might check the compile after to see if it results in the same mess.
(isn't that what I suggested the other day?)
Hmm, this might be a Content Patcher thing, if it's already converted in the patch export
I'm thinking so, my current active mods are all having the same issue.
Probably, I was just delaying working on the decomp because it's annoying.
What method? I can check how recently it was modified
Netcode.NetDictionary.GetEnumerator
And I'm feeling very dumb since I didn't know patch export existed and it could have saved me a million hours of dialogue debugging... ugh!
Actually, SMAPI bug, 4.1.0 supposedly added support for it in translations, but perhaps it's doing it too early
Last edited 5 years ago
Yeah, so nothing changed lol
Nice
Another random example of ILSpy 9 being better.
7.2: val = (long)((ulong)val >> 32);
9: val >>>= 32;
Byrefs be byreffin', what are ya gonna do.
Are there supposed to be three > characters there? What is that?
Huh. I didn't realize there was a difference, thought all shifts only depended on the output type.
Oh, is val a signed integer type in that function?
Yeah.
That's a little clearer. Still, I'm doing shifts on int types (e.g. for color conversions) and don't seem to have run into anything... unexpected.
Not having double casts everywhere really makes some math heavy functions easier to read.
As long as your numbers aren't negative bitshifts should do exactly what you expect either way.
@ivory plume It looks like there's a maybe oversight with SMAPI translations using gender switch blocks when used with Content Patcher. I think what's happening is, if a patch has no conditions and resolves before the save loads, the i18n bakes in male as the gender (since that's what the default Game1.player has until a save is created/loaded with it otherwise) and isn't refreshed once the gender changes, since CP doesn't know the patch needs refreshing since it didn't use it the token
Okay, my plan.
- Use ILSpy 9 for everything, but set to C#9
- Do separate commits for each Stardew version .9, .10, and .11
- Make that one PR
- Re-decompile .11 using C#11 and make that a second PR
is .11 confirmed to be final patch for a while
I'm sure it's the next patch for at least 30 minutes
a while as in more than 2 months i suppose
so that khloe wont have to do recompilable edits for at least that long
I would not assume that
I have no special knowledge, to be clear
I just have some instinct that there's no way we've already shaken all the bugs out, 2 days after release day
This wasn't the Modpocalypse, but it might be the Patchpocalypse.
Is there a command for getting ||Farming Mastery||?
Yeah, I definitely don't think we're waiting 2 months for another patch
if not you can always add like a million experience
Hmm.. is there some other condition for it? Cause it only gave me skill lvl 10 (I have no idea how that mechanic works, since I never played 1.6 😅 )
I have been learning that ILSpy 7.2 really likes to just make shit up. For example, there's this function where the 7.2 decompile has csharp long i = 0L; and the 9 decompile has csharp long m = 0L;
I open ILSpy and check it in IL mode. The local's name is m and even 7.2 admits it. But it just... calls it i for some reason.
I mean, you could increment the relevant stats if you just want points. Though I don't know that you could spend them without having all skills at max
probably need to unlock the cave first iirc
so all skills to 10
and then add more exp
Yeah, I've noticed before that ILSpy sometimes doesn't get local names right
It's not automatic, you have to sleep and then go to the cave. (I think you have to sleep, at least)
Another good reason to upgrade to ILSpy 9 for the decomp.
ILSpy with the minor refactoring commits
Last question then... where is the cave exactly in the forest? 😅
1.6.11? New patch? On the day I started a new contract at a new old hospital and got zero sleep last nite, and work 12 hour shifts like most of the next 8 days! 🤣🤣🤣
Nvm, found it
(also can confirm now that you do need to be lvl 25 to get any mastery experience at all but i dont think you need to sleep for it since i think your lvl int updates throughout the day if you level up during it anyway)
oh yeah it literally updates it in the same function i was already looking at
Oh this is interesting. This float has slightly more precision on ILSpy 7.2 than ILSpy 9.
4.6566128730773926E-10
vs
4.656612873077393E-10
It's amazing what computers can do these days
The fun part is those numbers are identical in the IEEE-754 standard.
What an odd decision. "15 significant digits is too much, let's reduce to 14 for usability.".
But as long as it's still correct.
Well, that's the only change in that file so I may as well revert it for cleaner changelogs.
Fam, we only have one day left with our event roles, right? I don't know if I can go back to Cheeto orange. The mere anticipation is giving me the shakes and cold sweat.
i've enjoyed wearing the most frightening costume imaginable. mod author...
oooOOooOo responsibilities and nexus comments
I'll miss the red, though. Red is my color.
beloved purple, come back to me 😌
just be like me and bank on them asking for more mod jam helper signups sometime in the future
Hmm, they already said there'd be no Christmas event, so that puts it out at least another 6 months. Probably more.
Did they have mod jam helpers this time
I think costumes are supposed to be frightening to other people, not the person wearing them.
iunno, idk how much of the work wouldve been split between the mod jam helpers and the junimos since it wasnt just a modding event
there are still people with the roles, though
Huh. This is a bit weird on the part of ILSpy 9. Old: csharp red = SKColorF.HueToRgb(v, num, h + 0.333333343f); vs csharp red = SKColorF.HueToRgb(v, num, h + 1f / 3f);
While the IL just has IL_0059: ldc.r4 0.333333343
I wish I could be a nice vivid blue
Hey, i like being orange
But alas, I am burdened with greatness (1.6 developer role)
Orange has its place, just not as an all-day every-day thing.
(But even without that and mod author, I'd be a Desperado, so...)
i wonder if that also would count for the junimo "one time role removal" thing.... it IS a special role...
What the hell did discord do this time 😭 i just got like a floating notification that someone reacted to my message
left blue behind long ago
you can get ghost pings when someone deletes the ping
it leaves the notif but you don't see anything
No, like there was a whole notification that was at the top of my screen
But then I wouldn't be immune to slowmode! What a tragedy
ive been stopped by slowmode maybe 2 times ever
Is it new discord feature and u r part of testing group
And I'm level 1181, so there's no way I can be blue without a new unique role
I don't think I've ever even noticed slowmode. I see the icon, but it's never actually throttled me.
I forget slowmode exists sometimes
I get bonked by it sometimes
Because i type too fast
Step away from the Enter key!
Press enter less and slowmode goes away
i type fast and like to split my messages into multiple lines too much
you're allowed to type quickly, just exercise some self-restraint on the enter key
No i love the enter key
Hold
shift
then
I mean, there's stuff besides slow mode, I just mentioned it because I see the text underneath the chat bar about being immune pretty frequently here
Then it doesn't have your name next to every message
what do you mean other stuff
i thought slow mode immunity was the main benefit of working on 1.6
The most important benefit is obviously the red, although it is leaning a little toward pink.
Though I guess not compact mode sorta merges messages
really the most important part is the mouse
I don't want my icon to be a mouse, I want it to be a cat
which i keep thinking is a cat
its a cat if you dont know its supposed to be a mouse
Sorry ichor, Lacey is a cat now. Button said so
Cat Mouse Lacey
oh am i finally not part of the guinea pig testing group
Im having some trouble detecting if the ginger crop that spawns on ginger island is on a tile. Does the game consider it an object like the artifact spot or a crop? If its a crop I cant find a way to get its value since the dirt under it isnt hoed. If its an object, I cant seem to figure out what Id it has. I dont want the ginger item itself but the crop it comes from.
Check the hoe perform action code maybe
anything major i should know about 1.6.11 lol
+1 wood from pine trees 👏
omg that will break the balacing what will we do
New mod pine tree wood nerf \s
I did. But nothing in the method seems to indicate hoeing up things like ginger
if it doesnt make a special case for ginger then that means ginger is just a crop (it is just a crop)
you should still be able to just get it from its HoeDirt terrain feature
It's hardcoded in Crop.hitWithHoe. Specifically, it needs to be a forageCrop with whichForageCrop == "2".
<.< worked on project to 2:00 am i know i did stuff woke up at 6:00 am to go to work got home from work 4:30 pm and i have no clue what i was doing to 2 am any more lol so now i gotta go over all my code and figure out where i left off in my testing
if anyone knows what i did with my brain can you send it back to me
I managed to get it working by looking in terrain features
I tried using this code from the hoe's doFunction and it worked
if (gameLocation.terrainFeatures.TryGetValue(tile, out var terrainFeature))
{
if (terrainFeature.performToolAction(hoe, 0, tile))
{
gameLocation.terrainFeatures.Remove(tile);
}
}
its weird it does it through that but at least it works
won't that just work on everything planted that isn't ginger, too
what r u trying to do in particular 
magic hoeing spell XD
me secret lol
should be fine ig 
i did implement hoe dirt but never bothered to let u hoe places that have objects on em
testing this spell on trees doesnt hoe the dirt underneath. I think it only works on terrain features that the tool I send is compatible with
that's what I meant, some hoeable terrain features might not be ginger, but I said that when I thought you were just looking to affect ginger specifically since that's what brought it up, but if it's just for a hoe spell that seems fine
oh! ok!
Work is done for the day, and the decompile is alive. (Granted I need to do .10 and .11 now.)
Is there a fix to making your event fade to black and ending or is this something that happens with every mod?
does anyone actually want this updated for 1.6.9, or is it redundant with the 1.6 pet changes?
https://www.nexusmods.com/stardewvalley/mods/9448
I would love that
10/10 mod description. What changed in 1.6, though? Those events still happen in vanilla.
20 years of modding 2021 
some people have asked about way to buy pet from the start
since u need to fill the hearts of your chosen at creation pet first
oo~ yeah, that would be a nice addition to it
That should be fixed in the upcoming Content Patcher 2.4.3. Thanks for reporting it!
@hexed siren The issue you were having earlier ^
hi folks im trying to remove a spouse room from a custom npc that has outdated maps / just set it to the default. i removed it frrom the content file and set the dispos to "SpouseRoom": {
"MapAsset": "spouseRooms"
},
but custom NPC is just standing still in the spouse room, anyone have any ideas? im on 1.6.8 legacy!
why would the NPC not be standing still? a) all spouses do that, and b) the "default" would make it abigail's room
is there a mod that has an exact equivalent of ||meowmere, with the rainbow sparkle effect included||, but for dagger/hammer? if not, how can I reskin textures that include the ||effect|| as well?
icant find one with those
I believe that's hardcoded, so you'd need C# to make an equivalent dagger/hammer
before i made the changes he would walk around the different rooms in the house, now he just stands on his spouse tile until its bed time
i just tried updating by removing dispos and putting it into content sheet but hes still not moving
on the bright side it should be a simple postfix on GameLocation.onMonsterKilled
omg yay im so excited, my first C# mod
~harmony crimes~
I believe spouses either just stand around doing nothing or do actually plod around randomly in the house, assuming they aren't following a schedule that day
if it's raining they do just sit in the spouseroom the whole dang day iirc
Harmony isn't that scary! Especially not simple postfixes
i found harmony easier to get into than actual c# mods, but that is my brain and i got handheld 
Maybe because you're restricted to changing things that exist rather than creating new things
ive been testing it on a day with a schedule, does that make a difference?
Though you can easily add new things with those changes lmao
Funnily enough, I didn't think spouses could path beyond the initial house square, but they totally spawn inside my custom bathroom add-on. xD
tbh a postfix is basically no real different than just normal C#
You maybe removed too much? I'm not an expert but in the mod I'm working on this is the only code I would remove from the disposition if I wanted to walk back the spouse room "SpouseRoom": { "MapAsset": "sdvwarhead.LawAndOrderSV_SpouseRoom", "MapSourceRect": { "X": 0, "Y": 0, "Width": 6, "Height": 9 } },
Well, it might matter but not because there's a schedule, if you're testing the same day over and over then you'll never get a different result
the only scary part about Harmony is just figuring out how to apply the patch
until you get to transpilers
or reverse patches
you can just null the MapAsset don't quote the null and you can test and see w/ abigail's room
yep i'm not touching transpilers until i make my own smapi mod
Even transpilers aren't that scary, just exhausting lol
do i still need the "Action": "EditData",
"Target": "Data/SpouseRooms",
"Entries": { in my content file if im not using a spouse room?
let me try this!
I have to have at least 3 different references open just to figure out what I'm doing every time I have to play with my transpilers
Data/SpouseRooms doesnt even exist
there's nothing called data/spouserooms, are you using the new data/character?
scarier than normal C# though! since you're not even writing normal C# anymore!
how wouldi showcase something for my mod?
im trying to update it to 1.6 but ive been struggling a little let me change this as well
Well, if you're using CodeMatcher it's really C# adjacent
right click post -> apps -> publish
sure, if you know IL
that said a decent way to quickstart learning how code you want to write can be translated into IL can be done with dnSpy too
since that will let you just write C# in the function you wanna edit and it'll convert it into IL for you when you go to IL view
im trying to use stardewxnbhack but this keeps showing up
1.1.2?
if you need help and it is about modding use #1272025932932055121 if not use #vanilla-tech-support
the seasonal update for passerby is 50% done. Up next is walk sprites but first I'm taking a break.Wanted to show yall want im up to though
this is their mod im assuming
if its about updating their mod, they are in the correct channel
this version
They're making a mod, this is the correct channel
drawing a blank what do i need to add to location data to enable building again
oh i thaought they were not oops
ah thats why i couldnt find it lol
(you cant edit the message after you showcase it, Fellowclown)
u also need to make at least some tiles have Buildable or Diggable
welp thats okay its posted lol
yah thats done ^..^
Gotta make sure you're using the correct version for what version of SMAPI you have
nah its fine
Im sorry if this has been asked to you already, but are you going to update the love cooking mod for 1.6.9?
Womp womp
It would be pretty pointless to update to a version nobody is supposed to use
im looking forward to blueberry's loathe of baking \s
And there's the PR for the decompile update out. Time to see what Pathos thinks of the new ILSpy
(And now I flee and have dinner.)
upgrading to 'man fuck cooking'
mfc...
I'm sure this PR will be easy to review /s
Fix it forward, merge and then see what breaks
I want it to be 13
hmm, depends on what other things, if they plan to re-implement that xTile thing that they were doing, i'll bet on .15
reject food, return to photosynthesis
i will say 1.6.17
1.6.16
I'm with rokugin
im gonna assume 14
i am enjoy the lore updates
day 1 wild coyote and pet ear rash
yea we are on 1.6.11 one guess is 1.6.13 and mine is 1.6.17
which xnb contains the remixed bundles
they r all in the same asset i believe
theres Data/RandomBundles
wait that one's got completely different format 
its great isnt it
so i get to just change the names and it will still work
what if i just try to change the name
then you'll break things
in just bundles what happens if i try to add more bundles
There's a framework for that
it's not the fact you're adding new bundles, it's more that you sounds like you're going to be doing that by editing the XNB instead of making a CP mod
!xnbzola
XNB mods often break the game and are not recommended. See Modding:Using XNB mods for more info (and a list of Content Patcher alternatives), and you can reset your content files to fix problems caused by XNB mods.
For mod creators, see Modding:Editing XNB mods for help unpacking & editing them (including for use with Content Patcher).
I'm adding a craftable item for the first time and just wrote like 70 lines of content pack changes for it, everyone please pray to Yoba that it works the first time
i mean you can just add in more bundles into the RandomBundles, no?
always love the "don't you fucking dare"
Never gets old 
if you want pathos' official statement https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6.9#Changes_for_all_mods the extra "don't you fucking dare"
wow i never knew about beta robinAtWork
No way you guys it actually worked on the first try. YOBA HAS HEARD YOU
aw man i liked the skill titles too they r cute
Now I just have to make proper art for it lol
those are cute. kinda unreadable, but cute
farming is definitely unreadable
probably more readable at 4x scale on a not dark gray background
im sorry chu, they look kinda shit 
farming seems like itd be readable when its over the bright colours of stardew
especially over the orange yellow of the dirt where you are likely going to level up farming
farming should grow from da dirt
Before making them bigger, I thought Mining was Dining
i think thats on you /lh
new... l;ove of cooking skil.
Love of Eating mod when
Farmer Gains Weight
what would a eating mod do 
More health
m,ore eating
do u use it with one of those hunger/thirst mods
change the paper doll to get fatter
implement a dietary system that rewards a balanced diet like minecraft mods do
Eating an unbalanced diet of Spicy Eels everyday will cause your farmer to have a heart attack on Winter 26
The more you eat, the higher your max health and vice versa
the more you eat, the lower your movespeed
well, goodbye friends, i'm going to die day after christmas /lh
Lower speed, lower attack speed, higher defense, more health, lower stamina
my farmer subsists on a diet consisting of salmon berries from 2 months ago
i think i'd definitely get sick of eating unagi every day, but i can imagine a "love of eating" being like, "you changed up your diet for today, you get this buff"
If you eat too much food at once, you slip into a food coma and wake up the next day
wow i really don't like that the once-beautifully-organised Equipment: Tools category in cjb item spawner is now like 80% bait for every individual fish in the game
snail bait very useful item trust
as you get bigger and you sustain more damage falling down caverns floor holes
thats not true! only fish with the fish_has_roe context tag 
no you fall even further the heavier you are
new strat: get fat, fall 80+ floors, profit
aaahhh it works finally just needed to delete so much
If you get too big, you can't fit down the ladders/holes
just punches through an extra 3 floors breaking his fall
I mean.. that'd still hurt
Anyways, as an actual fat person I hate this idea now lmao
(never mind i misread the changelog)
sorry, i do like those dark souls crazy ideas though
mod where the more you eat the greater chance you have of destroying Tight Pants and Farmer Pants on equip
lets hope i didnt break anything lol
yeah these work in crab pots apparently
omg yess i've always wanted to play with that mod!!
i'm waiting on selph to make the snail catcher to put on bushes tbh 
where is the mod that has snails attack your crops as well as crows
or just texture swap crows to snails
also fine
...they fly with their-- nope i'm done with that thought, i'm gonna go make pizza bites
instead of flying away, they spin really fast like sonic
Can I get a second pair of eyes? I'm missing an object member apparently and cannot figure out where
{
"Action": "Load",
"Target": "Mods/{{ModId}}/veggie_pizza",
"FromFile": "assets/objects/veggie_pizza.png"
},
what do you mean object member? can you post your full json using the smapi uploader please
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
yes sorry
and an error log too if you're getting errors
just had a face palm molment lol making a mountain area so coppied mountain location data but left >.> map name in so when i used warp <.< i warped to the mountains
gotta close both the "when" and the change itself, yeah
okay there we go
ty!
the one problem with notepad++ json validator is that sometimes it won't tell me where exactly the problem is T_T So being reminded about the smapi validator is supremely helpful
I'm gonna beat this horse til I'm also dead, but VSC just works way better lol
should use
!vsc I think
When creating content mods, it's useful to have a program that will check the validity of your json for you. We tend to recommend either VSCode https://code.visualstudio.com/download or notepad++ https://notepad-plus-plus.org/downloads/
!VSC
When creating content mods, it's useful to have a program that will check the validity of your json for you. We tend to recommend either VSCode https://code.visualstudio.com/download or notepad++ https://notepad-plus-plus.org/downloads/
lol yah second late
!vscjsonc
In Visual Studio Code, go to File -> Preferences -> Settings, then search for "associations", and in the "Associations" setting, click the Add Item button to add an item with key *.json and value jsonc (see image).
If you are making a content pack for Content Patcher, you should consider using its json schema so that VSCode can tell you if your patches are valid, you simply have to add
"$schema": "https://smapi.io/schemas/content-patcher.json"
at the start of your content.json file.
when you realize the whole issue is you use editmap instead of load >.>
Really depends on what you're trying to do lol
create a custom location to warp to lol
Ah yeah, that'd do it lmao
teh edit is for after its loaded >.>
but since i copied and pasted all the edits for map and changed options and location data but forgot need the map to load first
yay warp and fishing working
Now to finish the other warps and edits and sigh 😔 everything else lol
For appending npc gift tastes, is 5 now neutral gifts?
Neutral is just the last slot in NPCGiftTastes, as far as I can tell
Listen fair
If the tutorial on the wiki is still correct that’s totally fine with me, it just hasn’t been updated since 1.5.1
(10 is what you're looking for, for appending to neutrals)
10?
wait maybe 9, it's index 0 right?
One sec
its 9
index taste reaction dialogue reference IDs
0, 1 love I seriously love this! You're the best, @! 66 128 220 226 276 611
2, 3 like Hey, how'd you know I was hungry? This looks delicious! none
4, 5 dislike What am I supposed to do with this? -5 -75 -79 16 245 246
6, 7 hate What were you thinking? This is awful! 330
8, 9 neutral You brought me a present? Thanks. none
evens are the dialogue, odds are the actual data fwiw
So if I wana change a default warp on a map do I just use add warp and it will target primary from location or do I need to edit data and force the change that way
how do object sprite sheets lay out their indexes? left to right, top to bottom, or top to bottom left to right?
From left to right by pixel
And top to bottom for y cord
tadaa updates
#modded-stardew message
Grats let’s watch next update crash and burn it all 
We can only pray to the junimos that nothing bad happens
something bad always happens. is life
Bad things happen to those who exist as they say
blueberry what are your plan for wider release, if any
the blues era...
Nice
can i just add an arbitrary indefinite special order to the quests page
and can i add arbitrary progress whenever i want
the QuestDuration enum doesnt have any indefinite length
oh wow wtf is this enum
maybe if u just give it null 
unclear of NetEnum will like that
as for arbitrary progress if you lock each stage behind a collect objective of some item it'd be what you want sort of
(cough) am i allowed to subclass special order. how would i even serialise this


