#making-mods-general
1 messages · Page 99 of 1
Yeah I had to build out a cleanup function for comments and all the trailing commas for the AT converter (and for BOM, which was new to me
on top of the others because the parser kept keeling over from unexpected characters)
Did you make a decoder class? if so I can copy it over, and if the migrator script makes it to your converter it'll be easier to integrate
@worn coral do you have a link to the repo of your converter?
I'm still rebuilding a few bits of it so I don't have the full thing up on github, but I'll drop my json_cleaner file in the repo in a sec and post the link - feel free to have a look and copy if useful (it's really basic but it's been working great for AT stuff so far, tested on about 1-2K batches of files and it's been pretty ok)
nice, thank you!
having to setup a venv and install libraries feels bad for someting that can be done with std python
Fair enough
I got this from doing competitive programming for a while, everything is in the script and std lib
Ah
Added a few docstrings to tidy up (should really do it as I go...) https://github.com/Teaiscoldagain/Teas-StardewValley-Mods/tree/main/ATtoCP_Converter
oh, you can make a class inheriting JSONDecoder (from the json lib) to pass it directly in json.load(open(path), MyJSONDecoder), it's a bit cleaner than to have to pass the text through a method before parsing it with the json lib.
Thanks for the cleaning method though, I'll definitely be using that!
I'll def look into it - my python is still very much "self-taught-google-school" type of python (
) so definitely happy to pick up advice and tips!
I honestly just parse mod jsons as plain text at this point for my scripts...
well, the migration script I'm making will be pushed on the FF repo as soon as it starts doing anything usefull, so you'll be able to take a look at how I'm doing it as well
That will be really really helpful actually - finding good (aka relevant) examples to learn from randomly has been... a bit of a challenge, and there is only so much I can take in dry from online tutorials and PEPs
Do you have any of your python work on github? I'm a shameless lurker style of learner and would definitely love to sneak a peek how and what for others use it in sdv world
Uhh nope, those scripts are honestly too dumb to make them public 
Like a script to replace colors on pixel art, or merging i18n files based on keys 😅
I only have the i18nifier on github, but that's vue + js, not python
That is not dumb at all though, I have a whole folder of just random files with functions for things exactly like that (and bet any real python dev would weeeeep at the state of them.... but they work and make my life easier
)
I'm currently job hunting so I try to limit any terribly written stuff on github 
That is totally fair though, I hide all my github etc stuff away from my work-persona for similar reasons 
Yeah no one irl gets to see mod code 
Ever. I'm never signing my real name to my repo
i leave ridiculous comments while im writing dialogue that nobody will ever see
some ppl irl play games with me so they know my "gamer" name tho 😅
To be fair Elizabeth isn't really irl to me but she is irl adjacent
But I count her as effectively irl
But yeah. Rest of irl doesn't get to see that repo ever lol
I’m real! I live in the real world! 
liar! it's all a simulation! /j
also just making sure, changing map tiles (including tiles with collision) doesn't break pathing right? they will just find another path
Well I'm imaginary!
As long as you don't completely block their path
ex: bush
why bush made 3 people type
my honkai senses are tingling and telling me you cant be both quantum and imaginary ... i thought more schroedinger-esk? is that a word?
I'm the imaginary portion of the schrodinger equation of course
@calm nebula So can I update FastExpressionCompiler.LightExpression now or do we still have that cross-mod compatibility issue?
Hi! I'm not updating my mods anymore, feel free to do anything 
there was someone else using this package, can't recall who
thanks
(And best of luck with updates!)
You’re very real for something imaginary, are you sure you aren’t complex?
uhm, what are the protocols when you want to overhaul a mod by removing options from it? I want to slim down my furniture mod because I have too many AT color options and it's a pain to update it. Is it okay to move the 'extra colors' in an optional file if people still want them, but without updating them anymore, only the main file?
you can settle this by considering both of you in {z = x+iy, x > 0, y > 0}
@mighty quest none of my current mods use it any more
coming back to this i am so lost.. dont even know where to start updating
seems like that'd work well enough; other than that, I'd just recommend updating the first digit of your mod version to indicate breaking changes, e.g. 1.x.x becomes 2.0.0
(though in practice, it'll just help some people notice it's a significant change
)
yes of course, and I'll also add just about everywhere that if you downloaded it before, you might need to delete the old folder. Thanks for the advice. Next time I'll be more careful, as it turns out there IS such a thing as too much color...😵💫
what do you need to update in it? I'm curious on how having more variants would require more work (I don't know much about AT)
Leave the original one as it is so ppl can still get it, but make it clear you only updating new one
I have a whole new color to add to match my other pastel mods, then I have several items with two colors on them (like green/pink) with also swapped version (pink/green) and I need to add more furniture but I don't want to do more two-toned furniture if I can help it...
and with Nexus's 'new' policy about mods I am not sure I can make a remaster
(seconding the remastered idea, maybe add a note to the old mods description)
granted, I haven't updated the furniture mod in 2 years so perhaps I can make a new mod page for a remaster...
So you're adding new color variants to complete a set, but you don't want to match all existing colors?
kinda, I will match most furniture, but the pieces which are two-toned are too many, like I have a single chair with 49 color variations...
what policy are you talking about btw, dont think i remember anything that says you cant overhaul your mod completely (and post that as a new mod) o.o
oof
it's about the points, you get penalized in some specific ways, but let's not focus on that. I think perhaps a whole new mod page might be a good idea, to better separate the two.
there's a world where you can do a fraction of the work, then get a script to "fuse" halves of sprites to make all combinations. I'm not sure it would work in your case but that might help
I like to color and I have my own methods I can be pretty fast, I just want more time for other things other than modding you know xD
I think the rules were about you splitting up ur furniture to 1 page each for da dp
Shardust, message picky and ask them about if it's a problem or not
then decide based on that
English is my second language so some things are hard to understand immediately. 😵💫
we can discuss a lot to know if it's in their accepted things or not, but picky will know (also, they do get that sometimes authors need to revisit stuff to a most convenient format)
eh I'll think about it, need to finish the textures first, but thanks for the advice!
(Or uploading every minor bugfix as a mod)
Tbh I can't understand why someone would try to game the dp system
Like
In consideration of effort spent to money earned, it's hilarious
there's a weird relation between humans and money, any form of monetary reward will create "cheating" or exploitative behaviors
the textbook example is saltybet, where the "money" isn't even usable outside betting on bots...
Hi, can anyone give advice about textures for clothing for Content Patcher? I didnt find any useful information about it. I saw clothing template on modding wiki, but it already deleted.
Shirt, pants.
so with 1.6 you are able to provide your own textures for those
sprite size is limited, need to use fashion sense if you need something bigger/more detailed than vanilla
What about image resolution and gaps between sprites?
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
looking at vanilla shirts i think it is 8x8, 4 frames (1 per direction)
Without gaps?
i am not sure if anyone's documented pants.png 
not sure what is meant by gap, but remember that you can provide your own textures now
dont need to edit over vanilla
How to make it then?
you will have to figure it out™️
i only know of 1 mod that has custom vanilla format pants https://github.com/b-b-blueberry/SailorStyles/tree/sdv-1-6
A Stardew Valley mod big on new custom content for character sprites. Includes hairstyles, clothing, hats, and a character shop. - GitHub - b-b-blueberry/SailorStyles at sdv-1-6
I try, but it's pretty hard without information.
you can also check out the afromentioned fashion sense framework https://www.nexusmods.com/stardewvalley/mods/9969
I want use other CP features too.
can you stop pinging me every reply 
Sorry.
and yea i understand lack of info is frustrating, but with modding someone's gotta be the first person to investigate and figure something out
looking at unpacked data and other mods are the next best thing 
do u have link atra 
Somewhere on the wiki 

If you remind me in about ten hours I'll find the link when I finally get home
Assuming I don't just drop into bed and sleep, which I've been doing a lot of this week
We love you, sheku!
Now can RSV give me black skinny jeans /jk
Or at least ninja pants

I start reverse engineering other clothing mods and found that it don't have any code for coordinating sprites on image. Just 20x80 image for hat, that loaded like this.
(For C# mod authors, mod build package 4.3.2 is now released with a fix for the IgnoreModFilePaths and IgnoreModFilePatterns options not working correctly in 4.3.x.)
Heyho! Anyone here who could explain to me why the Shed is cut off on the upper right side. I tried to fix it for hours and im out of ideas
But in other place a saw other resolutions, so i don't know what resolution i must use. And i still didn't find any pants mod on CP to RE it...
with cp clothing the format of sprite is fixed, it is follow vanilla format or die
the most you can do is sprite index for multiple clothing on 1 sheet
is this SVE grandpa's shed?
No clue but ZAMN that's a nice building
Ah
since grandpa's shed is a map edit rather than a building, those empty tiles are likely not actually placed into map
you need to do a lil map patch to get them on there and then it'll work
Is there any tutorials about that? I want to know in what order i must do sprites on image.
Yea and there is the Problem i tried to do that but im stuck
you will want to get tiled
You should be following the examples from the unpacked vanilla files
you'll have a much clearer idea than trying to copy other mods
i got a standalone version to work for the standard edition farms but for Frontier Farm its not working.
i also have a example where i do it in cp alone but it's kind of a pain for more than 3 tiles 
got it already
i dont have frontier farm handy, but i imagine the tile sheet is still named spring_z_extras
yea
How exactly do I easily test whether or not a special order can show up on the special order board?? Of course I can add the order to my journal with debug commands, but it doesn't help if I'm testing random chance
{
"Action": "EditMap",
"Target": "INSERT_FRONTIER_FARM_MAP_NAME_HERE",
"MapTiles": [
{
"Position": {
// this is the map tile position, can check either in tiled or ingame with lookup anything (tile lookups on)
"X": ??,
"Y": ??
},
// this might be different for frontier farm map, double check
"Layer": "AlwaysFront2",
"SetTilesheet": "spring_z_extra",
// check with tiled -> edit tilesheet
"SetIndex": 2133
},
// do this 2 more times, for the other 2 missing tiles
]
},
something along these lines 
i will try that. Im new to modding so maybe it will take awhile.
map things are fiddly so take ur time
the main advantage of doing it in just CP is that u dont have to keep a whole tmx file just for 3 tiles 
try this mod maybe https://www.nexusmods.com/stardewvalley/mods/9693
then u can just debug sleep a bunch
ah jokes i was thinking of this https://www.nexusmods.com/stardewvalley/mods/22719
Hm, is will be easier, if i will code on C#? I know it, but decide use CP thinking that will save my time.
...for making a shirt, it will not be faster
im talking to different person, i dont have opinion about clothing mod
certainly there are things you can't do with current system, and that's why fashion sense exist, but i dont actually know what is blocking you right now
I'll add SOTE's old special order checkwe to the next version of Events Tester

Awesome!
I just debug-slept through 21 days straight (special order board only refreshes if you sleep the whole week, not just using cjb cheats)
luckily it did appear
(also blanked out special order data first, but I have ES and other mods on this testing save so it didnt remove everything)
Ah, yes, board resets Sunday night but you can just set the day to the next Sunday
Maybe I have to do it in a specific way, but I was trying to use CJB cheats to set it to next sunday, debug sleep, check for an update and it doesnt update
In this class called GameLocation I found the animal purchase menu made there at Marnie, but I'm not finding the place where I can name the animal, does anyone know how to tell me?
After you choose the animal in that menu, it should close it and take you to the farm so you can choose where to put the animal, after choosing that I think is when it opens the name box
There should be a whole slew of methods for you to climb through to piece it together
I want learn something universal, not just framework for clothing. I just today started doing this, already sorted out with food and crafting. My problem on current time is misunderstanding of the order in which I should draw sprites for pants, because it is difficult to understand by ingame sprites. I read wiki, but it don't have any schemes of sprite locations. There is usually some way to specify the tile size, but I don't see it here.
It eventually opens a new PurchaseAnimalsMenu
That's where the naming window is built
Yeah, it's not easy to find at all
ModManifestBuilder version 2.4.0 is out now! This has a couple fixes, as well as one new feature:
- Added support for ModBuildConfig's
<ContentPacks>. This will automatically update the version for any bundled content pack's manifest. The feature can be disabled, and can be controlled on an individual basis. - Fixed the issue where it tries to use the wrong DLL sometimes and complains. (I think? In theory it's fixed.)
- Fixed the build hash being included when it uses a version for something.
@next plaza Fixed the version strings for you!
I got it to work without the code by edited the Map with Tiled and placing the missing three Tiles.
I didn't have much luck with the code. Smapi always gives me an error message, but I would like to try to create a version with it, but I would need help again for that.
!log Can you send the error
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
!json and 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.
I'll have to go inspect frontier farm myself so give me a bit
No stress, I'm just doing this for learning reasons. I'm excited about anything I could learn from it.
hey friends, i am continuing to work on my location that is accessible from anywhere. ideally, i would like it to continue playing the music of the map you entered from, perhaps slightly muted. is there a convenient way to do this? (i am trying to find a way to set the location's MusicContext to MusicContext.SubLocation, since maybe that will help, but i am creating the location on the fly instead of baking it into Data/Locations and i don't see a way to set that)
there might be something in location context and the code that uses it?
https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6#Custom_location_contexts
every location that uses the same context will carry music over
i am already setting the context to match the entry map, but (for example) if it's raining and i'm in the mines, inside my map the mine music stops and the rain starts
Log Info: SMAPI 4.1.6 with SDV 1.6.13 build 24313 on Microsoft Windows 11 Pro, with 149 C# mods and 310 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
music does continue as expected on e.g. Ginger Island, so maybe (likely?) it's the mines that have special behavior wrt music
Mines do that thing where it pause and start the music periodically
yeah mine music is fked six ways to sunday
Does harmony patching the method that is named something like checkfornewmusic do nothing useful here?
(I literally don't know haha
ah yea u gotta put the block with Actions right under Changes
Im still not very sure what i need to put into the Target section
what are you trying to do?
if u look at CP frontier farm, there's this part for loading the tmx
{
"Action": "Load",
"Target": "Maps/Farm_FrontierFarm",
"FromFile": "Assets/Maps/FrontierFarm.tmx",
},
you need to do EditMap on Maps/Farm_FrontierFarm
since that is where sve loaded the map
I try to make a Standalone Version for Grandpas Shed for the "The Neighborly Collection" Mod and i have Problems getting it to work for Frontier Farm
really? see nothing inside the Files
it also seem like you put the pixel position for x and y
it needs to be the tile position
this is the tilesheet name
which can be different than the actual tile texture
also the tiles for the roof is on AlwaysFront
oh okay
in tiled u can press H to toggle the mode to highlight tiles on the current selected layer
so, making my own maps, how do I set up seasonal tiles? I couldn't find an explanation for that
H mode is very helpful in tiled
as long as your tile textures start with spring_ the game does it for you
use spring_MyTiles to edit, but load summer_MyTiles fall_MyTiles winter_MyTiles
r these 3 tiles what u wanna edit
if u mouse over a tile the bottom left shows the coordinates
22, 13 in this example
one more above
where does one find this data
the tile position/coordinates comes from the map
as mentioned earlier u gotta hover over (on the map editing side, rather than tilesheet side)
ok this should be the correct data u can test and make further fix from here
https://smapi.io/json/none/6253b7b8ae534577a12091ed46cb2d1f
Thank you!
Ah, do you mean the little numbers at the bottom right?
good to know
hehee
yay decompression
What is the general size for like. An item. If I wanted to make an item in the game what are the dimensions
16x16 iirc
scale up exists
hi, i'm editing ridgeside village tmx files and there's some stuff that's always drawn on top of the player that i'd like to edit. idk how to find those files, does anyone know? i'm just a little guy and it's been hard to find the info myself
im making a little haha silly mod that adds a little fandom-centric items to the game that work like artifacts
the alwaysfront/front layer
collect all the silly little video game items !!!
the 16x16 is kind of part of game style though
It is yeah but for some items maybe if I cant get them to look good enough in my eyes I can scale em up a bit
I need to make them at least somewhat recognizable
Im planning on 16x16 but its just good to know im not limited to that
i meant more so where the tilesets are on disk for rsv. i can't find any information about it on their wiki and the file it's trying to reference doesn't exist
this one specifically
Assets/Tilesheets probably
sorry if this isn't the right place to ask, but they turned me away in their discord 
and the vanilla game folder
time to finally whip out aesprite
So I got .. heavily distracted by life. But I'm mostly here to say that my github now contains the final update of my mods (I had some in progress). I think a lot are probably invalidated by other mods, and I'm OK with that, if I'm honest, but if people want to take my mods and update them, or use component bits, all I ask is you credit me. <_<
(this is a fancy way of saying I don't mod or play SDV anymore, but given comments on my mods I assume some people still play them.)
... and that's it! Thanks for helping me all those times, and I appreciate all the conversations with everyone here.
did you put a license that would let others update your mods?
uh..
yeah people cant update your mods with ARR
<_<
completely fine if you don't want to ofc, but aedenthorn is good example of how that can be positive 
I may have forgot to updat the license
the license in vNext now reads: "You can use this code for examples in your own mod, or to learn from, and feel free to fork or use components in your own mod as long as I am credited. Assets will require you to ask them yourself, I'm afraid.
And you absolutely cannot redistribute the binaries.
"
I'm not sure anyone would want to do the latter, but I'll delete it to be on th safe side
These terms are bit ambiguous tbh
Just go pick up the MIT license and drop it in your repo as a license.txt. https://en.wikipedia.org/wiki/MIT_License
MIT license includes attribution requirement.
The MIT License is a permissive software license originating at the Massachusetts Institute of Technology (MIT) in the late 1980s. As a permissive license, it puts very few restrictions on reuse and therefore has high license compatibility.
Unlike copyleft software licenses, the MIT License also permits reuse within proprietary software, provide...
Self-written licenses cause problems.
The problem with MIT is that some assets are not licensed for general use and I cannot speak for the people who did that
Imagine if someone want to make their own version of one of your mods, and they include a method copied from your mod, are they able to distribute built version?
Some of the modders aren't even in the scene anymore!
It's fine to exclude whatever asset or file you want from the license
(If some assets aren't valid for MIT license then you can always put a separate license for those.)
I'm pretty sure you can combine the two just put mit on code arr on assets
Just need to specify it
...we're not trying to be difficult or anything. But since you already went to the trouble of updating your mods and letting people know, then I assume you'd like if other people carried on your work, and that's far more likely to happen with a well-known permissive license (MIT or Apache), even if it only covers the code and not some of the assets.
eh. I think it's motly three mods
I'm just updating it now because I'd rather people not have to question
Because I respond to pings but not much else, and I know it can be a barrier if the person around isn't.. really talking?
hopefully/maybe stupid question: is there a way to edit/overwrite the GMCM icons with content patcher (instead of copy/paste in the file system)?
and done
Yeah so if u make it possible for someone else to take up maintenance, people can go bother them instead 
Yeah..
In any case, if people take up the mods, let me know, I'll rewrite my mod page to link to them
I should.. probably poston them and let users know..
(i will also say though that if the assets you cant license are because they arent yours, saying they are just "all rights reserved" in your license kind of gives the impression that they are yours)
That's fair, since I usually attribute those in the README, the LICENSE is just a catch all.
target these with EditImage
Mods/GenericModConfigMenu/ConfigButton
Mods/GenericModConfigMenu/KeyboardButton
I could go and copy them but at some point my interest in long-dead mods is pretty low because Climates is dead (go use Weather Wonders, it's great!)
gmcm loads through normal content so its possible to do normal cp things
and at this point I don't think I've done anything else with assets except maybeLunar Disturbances
very nice, ty :D
I'll go check
well, there isnt a README in the one mod i happened to check (FoggyWeather)
but its in your repo, and you are claiming the assets in them are all rights reserved
im not sure why you are taking issue with pointing out that proper credit needs to be given, from both a moral and legal standpoint
Because I don't care, and if you're going to get at me for mods I have not released yet except as alpha testing my patience for this drops into the negatives.
From a legal standpoint, yes, absollutely, if I had released it
I have not and I'm trying to summon up the willpower to deal with something I've long since stopped playing
@lucid iron Code is working but the Shed is still bugged i feel so bamboozled right know xD
i think the problem is that tree
well it's not very working then 
try patch summary Maps/Farm_FrontierFarm and see what's being edited?
"if i had released it" is not how it works, but regardless, its not a problem i care to involve myself in any further, so ill leave it at that, then
Let's not give 'em a hard time - this is after all just to give access to anyone else who wants to maintain it.
If someone else picks it up, any possibly-copyrighted assets are the new maintainer's problem, they can either get rid of them or license them differently.
what r the legal characters for method names in C#, is it just [A-Za-z0-9_]
I'm guessing that all Latin characters are valid.
brb mashing my keyboards in my ide until it complains
No. For example, Chinese characters are valid
Probably a lot of non-Latin too, as long as they're "word characters"
Emoji is not
names can't begin with numbers or special char
There goes my dream of naming a method ☕
so 2cakes is out but not cakes2
wait but why, what makes it not support emojis?
Microsoft is a killjoy?
it just doesn't I guess.
Rust proves its superiority once more
Because they're annoying, that's why.
They're explicitly banned
oh so i should just be sanitizing illegal characters
You're a killjoy
arrest the characters
🧦 are my love
(context is i am make dumb source gen for the sound cue thing)
🌹 🎧 is the literal name of my headset in my phone
some unicode chars seems fine though, I just named my function sả and it's not complaining
(It is pink.)
Updated.
Like I said, I think all "word characters" in any alphabet are fine.
i am a fool for trying to use - then
(yes, this update primarily was deleting all of the CoF stuff and moving some credits into the general license folder.)
My language is emoji, ficus
Maybe don't use box-drawing characters in method names.
I believe you, unfortunately.

Also ehat fun is it if you can't use ascii bell in a method name smh
I googled it, rust doesn't emojis either
(Int 'fire' made me laugh idk why)
ah whoops I might have confused it with some other language that allows such a crime
java does allow a lot if not all iirc
perfect
swift, javascript, emojicode
public class Vector4 {}
public class VectorꜬ {}
public class Vectorꜭ {}
public class VectorꜮ {}
public class Vectorꜯ {}
Which will you choose?
dang, Egyptian hieroglyphs not allowed
¯_(ツ)_/¯
I can't call my function an ancient curse?!
IT WORKS
(yes that toolbar is moved in post to make it easier)
Anyone seen this harmony error before?
This mod failed in the GameLoop.GameLaunched event. Technical details:
HarmonyLib.HarmonyException: Patching exception in method System.Void StardewValley.Farmer::takeDamage(System.Int32 damage, System.Boolean overrideParry, StardewValley.Monsters.Monster damager)
---> ArgumentOutOfRangeException: Token 600011e is not valid in the scope of module System.ModuleHandle. (Parameter 'methodToken')
public record Point(int ꭓ, int Ɣ)
and it also work in content.json yay
can I use:
public partial class Vector4 {}
instead of any of those:
public class VectorꜬ {}
public class Vectorꜭ {}
public class VectorꜮ {}
public class Vectorꜯ {}
It seems like maybe there's something wrong with a method it's trying to call, or target... possibly a dynamic method that was never added to the appdomain?
(Haven't actually run into it, though)
Or, possibly the ILgenerator is getting something that's not a method at all for an opcode that's supposed to take a method.
I;m so confused, what are you making
is that a save editor for switch to enable the cheats
yes
exciting 
oh, that's neat
well its an icon
what witchcraft are you practicing?
Why would you want it to be a jpeg?
Oh it's some Switch thing
Cheat snakes?
what
The name. Enable chat cheat snakes.
oh
I'm not able to reproduce it, either. It's very strange
the only google result for that exception text is this, where it happened on checkAction for some reason
https://www.nexusmods.com/stardewvalley/mods/14142?tab=posts
maybe something to do with mods loading another version of Harmony? unless that got fixed in SMAPI? 
🤔 so i have permission from some map makers for my mod however - would it be against terms if i create edits and loaders but require you to download the original mod and copy assets into a special folder for my mod to work properly?
not really, since you aren't distributing other people's files
That's been fixed
it'd be kind of bad user experiance though
trying to find another target to overwrite - this time SnS - the "+" and the armor aaaand i cant even find the nice "+" in the files
see portraiture in #1272025932932055121
yah im trying to get permissions from as many map authors as i can to add them into my mod with no issues but ... i cant get it from everyone lol
also: is it possible to swap which one of the preset UI themes from SnS are used?
Hmm, weird
😭 im doomed yo i keep backtracking on ideas for my npc...
sigh... it's like i keep rewriting the dialogue like 20 times
(Thanks for finding that though Esca)
I usually do my dialogues last
I let their personalities build up through events and actions that I want them to do
we all get stuck sometimes lol its taken me a week to get this far with my mod but still got to add maps with permissions mushroom/fruit bat edits work on map cleanup overwrites test building and cabin loading https://youtu.be/US9TQxacRAM

sigh i still dont have anything planned for events or anything
just takes time
released another switch thing that a grand total of about 3 people will probably use but still https://github.com/AnotherPillow/enablechatcheatsnx
I think I may have missed something, but aren't personal tastes supposed to override universals? Was trying to code Caroline and Gus to "love" this item, but when I tested it Caroline only liked it. https://smapi.io/json/content-patcher/de310e3f374c40fb8531142f3092a28c
(Also this is nested within the mod, hence the lack of format)
it should be {{ModId}}_orange_scone no?
yes
did i misspell something?
OH I see what i did
Okay thank you very much! dang brackets
this is why we don't write code at 2 am 😭
if you use Vs code it highlights mistakes as you make them
vscode wouldnt have caught that one
cause its double brackets ?
its not a syntax error. its a content patcher invalid token error
@rancid temple i finished my cue swap shenanigans, what sounds did u want to change for trinkets?
ah
as far as json is concerned, its valid
I have DID and lots of personalities! Makes it easy!

Find a movie character who is like your character, and channel their boice.
i dont really watch many movies...
Or any media.
Books, cartoons, comics, comic books, records, cd’s, cassette tapes, all valid opt!
Your own voice is also an option :)
fancy!
Hello -- I am trying to add a dropbox but I don't get an interface when I click on it. What am I missing?
At least a quarter of my npcs' comments are just my own snark lol
is the special order active
yes
!json post the special order
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.
what layer is the action tile on
the buildings object layer
I'm back because smapi is throwing me an error that I do not understand:
[18:00:25 WARN Content Patcher] Can't apply data patch "Yet Another Recipe Mod > Include assets/orange_scone.json > EditData Data/NPCGiftTastes > text operation #2" to Data/NPCGiftTastes: a 'Fields' path must have exactly two other segments: one for the entry key, and one for the field key or index.
[18:00:25 TRACE SMAPI] Content Patcher edited Data/NPCGiftTastes (for the 'Yet Another Recipe Mod' content pack).
is the object also on that layer ie the image
Also, what does this NPC mean to you? Why do you want to mod them into the game? What story do you want tell with them?
Just checked and yes it is, also there's nothing on a higher level layer
I know those are very abstract but taking a step back can help sometimes
huh, Prismatic Tools has died yet another death
I swear tool mods are crused sometimes.
*cursed
remove the second dropbox from laujail and see if that fixes it
😔 i was caught by the breeze of whimsy. aka it's a npc im making mostly for me, but the issue is i'm just no good at writing
like, i cant get down my ideas and get them to come through properly
thats how robins is set up
oh no i meant use that console command in game
Whimsy like "I want to make a custom npc" or whimsy like "oh this kind of character could be cool"?
Or neither
😔 both
i guess i should ask whether Grandpa's Shed Replaced is on too
since i put that into When for you
If you find this kind of character to be cool, what do you find interesting about them? I know you've said it's for yourself, but have you ever described them to others?
I did, it shows nothing. So i tried to experiment a bit around but still no real progress
beyond the wording used not sure what else it could be i have run into a strange thing with minecarts once where it needed 2 tiles side by side or it wouldnt trigger the action menu
Is it OK that my layers are like this? do I have to have the buildings object layer directly above the buildings layer?
looks fine
I'm not trying to pester, just sometimes finding the "seed" of your character, the spark that interests you about them/why you care about them, can help in terms of writing/fleshing them out. Also totally okay to keep it to yourself if they're just for you, but what can you tell me about them?
it might help if you inspect the tiles in game with lookup anything like so
the things we r attempt to set is tile index and tilesheet
hmmm if i described them, i'd say "looks brooding" as a main... i guess image?
Okay, so that's a place to start. Are they actually brooding, or do they just look that way? Are they brooding more due to emotional baggage and a tragic past, or maybe because they're a thoughtful/introspective person? Are they the type to stare out into the rain?
Is there a way to cancel the special order and restart it?
not sure posibly with commands
cause it hasn't been posted in 
rippp
it is more or less a 'help need bounce' but also a 'blab with no repercussion if you don't want critique' 
vaguely sad that i added just enough code to push my mod above 69kb
in regards to this one, you're not setting where you want these orange scones to be in, do you want it to be in their likes/loves/neutral/hate/dislike? you have to specify one more target with a number https://github.com/Aviroen/Mycology/blob/9e5cceebe249e6b6dfa723c61a90970eb0906168/data/GiftTastes.json#L21
....I didn't put the quotes around the numbers THAT'S why I'm being yelled at
sigh
thank you
dropbox still isn't working after trying the removal of dropbox from the name, and also adding a second dropbox tile next to the existing one : (
I feel like I'm missing something obvious
This is the donate section of the code let me know if anything jumps out as incorrect ``` {
"Type": "Donate",
"Text": "{{i18n:SpecialOrders.FieryFungi_DonateText}}",
"RequiredCount": "4",
"Data": {
"DropBox": "LaoJail",
"DropBoxGameLocation": "{{ModId}}_Jail",
"DropBoxIndicatorLocation": "14 16",
"AcceptedContextTags": "color_dark_pink, edible_mushroom, quality_iridium"
}
}```
no clue mabey its on the other end for the call of the box itself like minecart wont work if you dont add the location data to the list
I changed it to LaoJail which someone suggested
also are the cords correct that could mess it up
the coords are just for the "?" indicator, yes?
I just added GMCM and making i18n translation to my first mod 
its late lol my mind been looking at and editing 3000 lines of code and map tiles
oh wait I think I might know the problem
just to make sure cause the words wraped is your "text": " {wordy stuff} ", on one line
finallyyyyyy
ty again
Nope, still doesn't work lol. The modding maps wiki says that after DropBox you need the matching ID of the specialorder, but that didn't seem to change anything
no clue i usualy mess with maps and location/buildings
from what i know the map side should be working
well thanks for trying I'll continue tinkering and if all else fails I'll have to use a vanilla dropbox i guess
!vmv has custom dropboxes if you need an example
Visit Mount Vapius (https://www.nexusmods.com/stardewvalley/mods/9600) is an expansion mod that adds a new region in the mountains. Accessible by train, you'll enter the hamlet of Glimsap, with its tight-knit group of villagers, that holds a market twice a week. You'll get to explore new places, fight monsters, get new crops and forage, trade local coins for exclusive goods, and complete tasks to unlock special items, including machines, buildings, and animals.
Which is your special order ID?
(i would check that your property is on the right layer just in case)
(lot of map making issues are because of stuff on wrong layer)
yah that was first thing we checked lol
Thanks I will check out that mod and compare
i have to go so i will not be around for questions before tomorrow but in 10+- hours ping me if it's not solved then
also
are you testing with a fresh order? some info are baked in the order and need a new, fresh one, to properly update
(by that, i mean, if you give yourself the order, sleep then change stuff, it's not changing the existing order)
@lucid iron So im going to bed. I used Lookup Anything but i guess im to tired to really make more progress today. Thanks for the help. ^^
Hello I'm trying to make my First Stardew Valley Map but I not sure were to start any tips?
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
!tiled
this is where i would start
!mapmaking ?
If you want to make mods that add or edit maps:
-
Use Tiled to edit .tmx or .tbin files.
-
Refer to the Maps wiki page for details on how maps work in Stardew Valley.
-
Content Patcher allows you to create custom locations through editing Data/Locations
-
Vanilla Maps can be edited via Content Patcher as well: EditMap
could probably make the tiled command redirect to this one
what type of maps matters are you doing farm or adding new maps somewhere or editing existing maps
yah i couldnt remember mapmaking
tiled is now an alias for mapmaking!
Adding a new Map.
new location or new farm type
New Location with my own Characters
ah you will want to learn about data/location as well its crucial for custom locations
but just to make the map start with unpacking game content with xnb taking a look at maps and map data with tiled and loading the content with CP
Okay Thanks
need help with maps let me know lol ill be on all day tomorow messing with them >.>
you can see a snapshot of my project i posted above #making-mods-general message
Okay It's my First Time And Thanks I'll like any kinda of help I never made a mod before.
Yeah I did notice that behavior so yes I always make sure I have a fresh one whenever I change things
The ones I specifically was changing are parrot_squawk from FlyingCompanion.Update, fireball from IceOrbTrinketEffect.Update, croak from HungryFrogCompanion.Update, and fishSlap from HungryFrogCompanion.tongueReachedMonster.
Not sure if that's too much or too little information lmao
As far as I could see at the time, all other trinket sounds were unique to those trinkets
hmm are those considered spoilers i see
But I haven't checked since I originally started making this mod
Nah that's good enough, if u want u can send me PR
You just have to add more attributes
And the harmony.Patch
Mk, I'll take a look at it on Monday, weekends are no good for me to get anything done lol
There is silly source gen in the back that makes the transpiler
is there a page somewhere that explains how blank.jsons work when making an npc? I think thats why i cant get my npc to do anything or interact with her but i cant find any info on it
Blank jsons just provide a base for you to edit so that you can use tokens
Otherwise when you try to Load a json that has tokens in it, they won't be tokenized
i dont have tokens, i dont think....
are you talking about loading blank sceduals and events ?
So as long as you avoid using any tokens, such as i18n or ModId, then you can just load a json directly
Possibly, there are some other things that you have to have for an NPC to be interactable
Like gift tastes I think was one of them
I have those, a schedule, an intro event. all of which use i18n
Basically any asset that doesn't exist, like a schedule for a new NPC or an event for a location that doesn't already have events in it, needs a blank json Load that you then EditData the new stuff into
ok ill try that
i excluded the blank because i didnt understand how it works but now i see that i do need it
Yeah it's usually the i18n that gets people
blank is basically any named-specific .json in the character folder
so you see things like they have their own specified names, and because your npc doesn't have a file there, you have to create a file there with a blank.json
gotcha
Does blank.json need to be a real file
but like roku said if you're flat loading with something that looks like:
"Key": "Dialogue"
}``` as long as you're not using tokens, you should be fine
well you need to load it, so yeah 
you do in fact need a file that contains {} to use as a blank json
Do u think Mr pathos would accept PR that add new action Initialize
To use in place of load blank
I am unsure how widespread the need for blank is
@hallow prism @rain basalt I figured out the problem with the dropbox after looking at the MtVapius mod and something triggered my memory. It had been so long since I updated my map files I forgot to name the dropbox tile "TileData". Thanks for helping and sorry for my forgetfulness.
ok now i can interact with her
This would be troublesome I think
For me who also makes mods that give u custom assets
Congrats on solving it 🙂
In those case I want to be the one to provide the default
afaik it's, characters/dialogue/<npc> , characters/dialogue/marriagedialogue<npc>, characters/schedules/<npc>, and any new custom location in data/events/<location>
what would it do for non-data assets, though. like images or maps.
i just gotta remember to add the black for the marriage dialogue once i get around to making her marriageable
Make a 0x0 image or map
blank, rather
So you probably shouldn't use it for that
Another reason it ought to be separate action
what if something is not allowed to be initialized missing a value though
This probably should be updated I'm not sure if it was correct at one point but the ID doesn't have to match the special order which led me down the wrong rabbit hole for a bit. https://stardewvalleywiki.com/Modding:Maps
What is the example you have in mind
dunno. didnt get that far
what would you have it do if you tried to initialize something that did already exist
or what if the initialization was conditional
One other issue that I'm having
I'm creating a custom warp totem to my new area, that way I don't have to map patch and have compatibility conflicts. It works fine, except I don't want it to be consumeable. And yet, it's being consumed...
im looking through spacecore's mod author notes but not really finding anything other than ConsumedOnUse
were you testing with a freshly spawned warp totem
yeah
I think Initialize should no op in that case
This I don't know 
would the no op be an error, a warning, or something only worthy of trace
what would it look like in patch summary
but what if its only not checked bc its already initialized from something else
wouldnt that be confusing
for the record
i just ask these things so u have a good PR proposal
i just feel like an Initialise action would be too much questionable behaviour just to get around having to add a 3 line Load action
i do also personally feel like theres not much benefit
just technically does have some
Annnddd an empty file
Low, Medium, or High: the highest-priority patch is applied. If multiple patches have the same priority, the first one in the list (by load order + patch order) is applied.
This is the logic I imagine 
And I guess you can't really have exclusive Initialize?
Yeah I am just vaguely bothered by the idea of including a file that just says {} in every npc mod
just skimmed through spacecore's notes and apparently this issue is fixed in spacecore 1.26. which requires me to update to 1.6.9 of the game. so ill put this issue on hold for now until i update the game
well, the file doesnt have to be that blank
..> tiledata was the issue
The condition question (what does When do?) is bigger deal though
I got no clue there
like the most i'd ever suggest would be some Action: BlankData that just gives you an empty json
if only to save on having hundreds of blank json files
i wouldn't want that combined with EditData at all though
yeah thats just what chu suggested but with a different name
Me neither
sure, but also not for any other data type
It has to be thing ppl use with intention 
And since it makes -2 sense for non data model formats ig we just raise error if someone tries to EditImage a thing that had Initialize
well it probably would raise an error anyway, since any area you patch of a 0x0 image is going to be out of bounds
i guess if there is another benefit it would probably let content patcher make an immutable thing it can share around instead of loading files from every folder. that said i dont know how exactly the loading stuff works or if tyhis performance benefit would even really matter
Eh perf wise I think it just saves a bit of file read
i wasnt sure if cp actually read the files or just gave them to the game
Smapi wants a mutable new instance when I make custom asset so I can't imagine content patcher is any different
but isnt file io like, a pretty good thing to save on when you can all things considered tho
Yep
its been a year. maybe things have changed
but also maybe not
could always spin the pathos roulette
i think the ever-expanding cosmos of content patcher complexity just means that holds even more true now than then lol
if you word it super nicely with some kind of semantic maybe pathos would grace you with a "i'll think about it"
Pathos, I want a custom Action that, when the moon is full, suddenly causes my eternity card to become confused
maybe if you just make a mod called Content Patcher Extensions and just harmony patch in all these extra helpers. that way instead of loading in a blank.json, people just need to set ur extensions as a dependency instead. ez
Welwick said my luck is -10 today I'll ask once I have chance to do a mvp
Oh yeah, I was pretty sure I had made a PR to address this issue when I ran into it helping someone else, but I didn't realize it hadn't made it into 1.6.8
I think you default to crimes too often button
i don't know of any other files that require the blank.json other than the 4 (opt for more than 1 new location) but we could possibly get it for data/locations? idk about anything else
i havent been arrested for them yet, dont see why i wouldnt
Button feels no shame, it is just a Wednesday
i wish it was wednesday still
if i disappear/drop dead before getting to do that then consider this message me giving mod authors in the mod making channel permission to change their licenses
- @uncut viper (Jump)
wrong one
why do you remember the numbers
i onlyh just woke up and barely followed what i was backreading but iwant you to know i will absolve you of any sins for any crimes you commit. i think you should do the weirdest and most sinful option personally
- @uncut viper (Jump)
button absolves self crimes
Just so you know my cue swap is crimes free I didn't even end up using the dynamic method stuff
the fact that its still on my mind that idea to let you EditData other peoples internalassets despite pathos telling me it was a really really bad idea is testament to that
FWIW, I only call them crimes as a joke, I don't actually care either lmao
i know i was very disappointed in you 
he hit you with a 3 really's
Only 3, could be worse
The price of me having that 0 schedule fix that needed fixing for 1.6.9 (and then I just disabled it instead of fixing it) 😔
I don't recall any of them being capitalized
if pathos wanted us to respect privacy he wouldn't have made reflection so deliciously easy to get to
im always saying this
People just need to update regardless :P
this is the true benefit of open source mods, i can easily find where it would be easiest to break into their house
i mean that's not a house at that point that's just a shack with beds
you can have an open source house
im waiting for all my mods to update before i update the game. if a mod isnt working right and i havent updated it yet, thats on me. so ill just work around it for now. luckily i do have item spawner
just lots of glass walls and no locks
open source? open door 
Jokes on you, MMR most likely won't be open source 😛 (If it still ends up happening at this point)
Nah, I'll look forward to Monday
Monday is a bank holiday
Jokes on you still, MMR is native C++ with C# interop. Have fun with Ghidra /s
in the meantime, i gotta figure out why her sleep animation isnt showing properly. probably missed a thing somewhere
Therefore writing Rust is superior
Open source AND no reflection
i will take this as a challenge
Dammit Casey beat me to the joke
Hmm, you know, rust might be superior since I doubt there's a decompiler yet
There's at least very basic ones for C++
I like the scent of complete disregard for "intellectual property" I am sniffing here
Wouldn't it output weird C++ instead?
Yeah but weird c++ is ay least something
i have utmost respect for other modders intellectual property with their code
Oh, here we go: https://github.com/DMaroo/GhidRust
but injecting my own isnt getting in the way of that
Feel free to do anything you like to any of my mods, like update them for 1.6.13
Though it sounds like Ghidra has rust support now
(I kid I kid.)
which ones still need updating anyway. i dont actually know how many mods you have
Unless the mod is GPL or something, though that's questionable in a modding space given referencing vanilla code (if I understand GPL correctly)
harmony patching their mod with mine at runtime would violate GPL?
None need updating. I have zero mods
But people used to like that giant crop fertilizer
nexus says 35
Nexus lieeeeessssss
so you may as well have 0
'Revive Dead Crops' is like first year graduation for Necromancer School
What is the infectiousness of gpl of u just print other mod's IL
(It was a request from the ideas repo.)
Is that still source
I figured whatever, it's smal and silly and I didn't care
Button u should do shovel
ain't gonna lie, i still don't quite understand GPL in the modding space 
i cant right now im busy reading the GPL license
Plus Button is retied, right?
It's also an S&S spell
someone did want GI mainland adjustments
Which means you also only do what you want to
i am retired yes
GPL in short keeps your code open source and anyone that changes it and publishes needs to keep it open source to be able to use the licenced assets
Let's put on some afternoon TV and listen to old people music, eh?
GPL is a copyleft license, so it really means you can use code from other mods as long as it is also under a copyleft license
... your mod is under
I'm tired. It's really OK but admittedly, it's limited to SDV and maybe Minecraft
Beth mods are generally not open-source.
(I say "maybe" Minecraft because I don't play modded minecraft)
The advantages to GPL is that..
well, you can use GPL code. If someone else has a good bit of GUI code, you don't have to reinvent it, etc.
The disadvantage of GPL is that you cant
.. well, in this context, almost none. Unless you want to sell your mods.
(i'd say something about how DP is useless, but I mean you can still release alpha and beta versions via Patreon if you want. I'm not going to stop you!)
Wait why does gpl prevent you from selling
you can yet sell your mods under GPL. you just need to also keep the source available
I guess that's a point.I'd expect people to just compile your mod and have knockoffs available if you tried that
but right, you can sell it
No, you aren't bound by the license like that
As the license holder you can do whatever
GPL just ensures that no one can just take your code, make a little change to it, and profit over it without keeping the code open source. thats all.
Unless you got gpl by infection
im still just unsure where a harmony patch on GPL code would fall under now, if at all
it avoid the 90's cases of enterprises getting a first version code through open source colaboration and so publishing a closed version 2 of the same code
sure, you can add clauses to GPL to forbid this and that, but then it's not GPL anymore
harmony just simulates an alteration of the main source without really altering it. so it's ok
i wouldve thought it moreso fine on the basis of "im not actually distributing any code from the GPL mod at all in the first place" standpoint but caseys comment made me unsure
I'm not so sure about that
Considering you can't even link GPL libraries without also being GPL (I think)
It is something that is debated though
GPL doesn't forces changed code to keep under GPL, but it needs to keep under an open source licence
Wouldn't dynamic linking fall under the same thing as api
i see i came back at a good time
Can't restrict with license
yeah there's a massive debate on here as well on the types of "linking": https://en.wikipedia.org/wiki/GNU_General_Public_License#Linking_and_derived_works
Yes ichor it's IAmNotALawyer hours
"trapped by Windows" ah...
at this point feel free to write an email to the FSF
Not doing any current work on it right now, but is there a way to get whether a character has a beach outfit or not?
I know linking is debated, but I feel like modifying GPL code definitely requires GPL (or something compatible)
Nostalgia for the 90s windows wars for a second
would harmony patching really count as modifying the GPL code, though? if i insert a prefix before a function in a GPL mod and write my own prefix, thats all my code, isnt it? the original GPL code is still unaltered and also not distributed
Though it's likely that whoever receives your email will black out on the part where you're writing mods for a proprietary game and spends the reply berating you for it without answering your question
That's why I'm unsure about it
emailing gnu to ask about whether or not my stardew mods are legal
to what I know working under GPL-3 for all my academy life, the only request to attain for a code derivation from a source under GPL is that the derivation be open source, but don't request it to stay under GPL explicitly
in C# there's probably a way to load up the CharacterData and check what's in Appearance looking for IsIslandAttire, but i don't know if that would even map perfectly
does vanilla even bother with IsIslandAttire?
good point! i don't know
tbf i think it'd just be answering the same question, wouldnt it? like if i wrote a C# mod that just modified game functions and we pretended the game was licensed under GPL, but otherwise i wasnt usingany game assets and wrote all the code myself, does that count as Bad
Not without c#
puts snorkel on since it's Not A Lawyer time
This is v3 and not v2, but from the license text:
like i am definitely not a lawyer but i thought if i wrote like a 2 line mod that just logged to console when i pressed A or whatever, that that was legally in the clear bc im not actually using anything from stardew itself i.e. assets or code? shrugs
Yeah, I'm not a lawyer either, so my interpretation could be flawed as well
it's false on everything in vanilla
jots down "manually add exceptions for BeachPortraitCommand" for Island Date
But it seems pretty clear in the license text to me
Thank you ichor and atra
hmmm I may be confusing so... but we usually use GPL-v3 to academic works
i think id need to know their legal definition of the phrase "based on"
i took that to mean like literally taking the code and using it as a base, but it could very well mean just moreso inspirationally?
😛
....
can you point me to one
quill?
Button you should make a gpl game for us to mod
that said im also fine with just moving on from the topic as it was mostly curiosity anyway, and i will just maybe keep it in mind if i ever need to do crimes at a GPL mod
Then we can find out
which i have not yet
is it still technically mod talk or is this now in the #programmers-off-topic
it was about whether or not i could legally harmony patch a GPL mod so yes
from my dumb perspective, if you skip the gpl then it is no longer an infracture 
For reference, FashionSense is GPL, and I didn't pursue a compat patch with S&S FarmerRenderer stuff for that reason
did your pr not go through? 
hm?
I haven't made any PRs for fashion sense?
i thought you reflected into fashionsense for hats
I am looking at atra mods hm
brb removing all future doubts by relicensing my mod to AGPL (the extra infectious variant)
Is more paint mask still needed
(i also didnt know you were lurking oops hi)
oh i must've misremembered, i thought you submitted for compat 
I pinged about an API method, but never got a response
Though I suppose the API is GPL too since it's in the repo and not licensed separately
oh yes, i did do some reflection crimes on fashion sense in order to do something its API doesn't support
then ichor shall be our legal guinea pig
I look forward to reading about "PeacefulEnd V. Ichor (2028)"
here, all of you NotLawyers tell me how much trouble i'm in https://github.com/ichortower/HatMouseLacey/blob/main/SMAPI/HatRegistryMenu.cs#L197
tbf with the usual "i am not a lawyer" stuff i think that would probably fall under the "communicate at arms length" stuff
i like the heavy comment of "please don't come after me"
Please contact me if you know a less heinous way to accomplish this.
You might be able to use pintail directly to accomplish something a bit cleaner
(i still dont actually know what Pintail really is)
(probably mostly bc i still dont think i understand what "duck typing" is...)
Hi all! I'm currently adding compatibility for mods that affect monster loot drops for Combat Made Easy Suite's monster loot drop settings. If any of you know of any mods that add new monster loot (to vanilla monsters), please let me know! I currently have support made for the Alchemistry and More Boots mods. Thanks 🙂
Aren't you a 🐍
i dont even know what that means in context
thanks! i might look into it... although i might wait until FS changes something and i need to update the code, because lazy
also atra unfortunately your mods loaded on nexus so i am indeed looking at ones to update
I only know calling someone a snake in the context of an insult 
duck typing is easy, if an API doesn't accept your type keep adding methods and member properties until it does
MIT seems the less troublesome for mods though
S&S has a few things that drop from mobs but they're controlled by C# code, so not sure how much you would be affected by it (since I see it's a CP mod).
(Also, on your mod page, you have "Here's the list of settings included with Fishing Made Easy Suite!" despite the page being for Combat not Fishing. I assume that's just a copy paste error?)
you lose me after the word "type" there
That's understandable - same reason I haven't updated most of my transpilers to use my named local variables stuff in SpaceCore
and yeah, I jumped in the rabbit role of looking for some open source licenses
Tangential note: how many people are using CurseForge nowadays?
less troublesome period, i would think (fits on an index card instead of in a three-ring binder)
Yeah that wouldn't work since it'll probably have to be CP related mods. But thanks for the heads up! I'll get that changed 😄
for SDV? a negative number
Pythoner
(Heck, the Weather Wonders beta version is only curseforge)
Or were you a Javascript
(my mods are closed source now mostly to keep people from uploading them there
)
(or closed license or w/e the term is)
Weather Wonders Beta for 1.6.9 is in CurseForge
i wouldve been less insulted if you'd just c alled me a snake
Truly, our present is littered with the remanets of the attempts of the past
/j (i know fuckall about python)
.. or something like that.
This and the SMUI incident are why MMR isn't open source 😛
nah ur right
(it was javascript)
I don't feel like I can change future versions of my mods for that though - mainly because of SpaceCore
Esca's incident is also why all of mine are all rights reserved for now
I checked the smui repo the other day and it still has activity???
I'm going to assume this is a case of "someone stole code, changed a variable or two, uploaded to Nexus?"
wait what someone stole from esca?
huh
tldr but someone added FTM to a modpack and told me to h#ck off when I asked them not to
nvm lol
i mean, its technically hard to say "stole" when a license allowed for it, but its not very nice
oh modpacks
(I'd normally say this is why I care but I've reached teh point of "I am no longer maintaining my mods" and I don't want to bug people specificaly.)
Urk. My condolescenes.
well stole i assume it was, flat reupload on curse without consent or some other mod hosting site
that would be allowed under an open source permissive license
Did curseforge ever take it down after reporting (if you did), or am I remembering that they aren't willing to do that sort of thing?
(there haven't been any new attempts at that since curseforge's "have the most popular pack" contest thing ended)
because of all the last amount of activity I remember literally zero of it was "add attribution to casey" or "rip out the part I copied wholesale"
the staff said they wouldn't unless it's a license violation or some such
True... unless they violate license terms like attribution (like was the case for SMUI)
oh definitely! i was responding to Avi about Esca
I think it's still in the pack (they forked it on github and all), but it's a few updates behind by now
ye i didn't hear about esca's but i was watching smui 
i, for one, am in favour of FTM's next major update which makes it not backwards compatible with the curseforge version in order to have it break for them /s
I wonder if the SMUI person got banned, seeing as they basically just reposted the mod later exactly the same
I think it got taken down again I reported it again
i did see it was under moderation review last i checked
It just says not found for both 28773 and 27519 (both were SMUI, the latter being the first posted version)
On Nexus
it does say DELETED in the title bar too
i dont remember which ID i found it at
bc i found it at random
but it definitely said "Moderation Review" or similar in the tab title at the time
(all that said, I'm still fine with people using my code/doing unofficials if i vanish/etc, just ping me if you're worried about license stuff)
(and don't copy-paste my whole mods to win paid contests
)
it mustve been 28773 actually bc it was when i was uploading graveyards, which is 28788
oh right i forgot curse does paid contests huh
it's nice but i feel like that just brings about the thieves
yeah, haven't heard about any issues since that last one finished
I think it's fine for mods, but modpacks definitely seems to encourage that.
yay, you wrote down a list of mods into a text file, that's worth rewarding the same amount of money as the ppl who made said mods in the first place
i think that's why i haven't been bothered by collections on nexus, it's not blatantly in my face and i never have to see it 
i feel like they just don't consider how it works for anything outside of Minecraft
Hi i used to have a tractor and big greenhouse mod and for some reason they disappeared after i updated Smapi and content patcher. Everything is updated i think so idk why its happening. Anyone know how i can get those back?
given i still don't understand the incentive of applying dp to collections but maybe that's just me being a hardass
!mh
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
they do? effing ell
(how am I only just finding out there's a command for that)
I don't really mind dp to collections; the dp is so small it's basically negligible in my book
Admittedly that is extraordinarily privileged of me to say but
fair enough, though if they made some kinda riot about upping the dp % then i'd probably be like, "it takes 5 mins to learn a content patcher doc"
Well, what some people were doing was making a bunch of tiny mods and then putting them in their own collection, thus inflating how much DP they got from it.
That's one of the big reasons for the recent DP changes
Still, how much could they have gotten from it?
Well, if it ended up being as much as spacecore... a decent amount
You can get a bit. I was getting a bit even being passive on Nexus, tbh
(and it can be a lot more to people who arent from the US)
collections is another one of those fine tuned for beth games features 
yeah, even if they weren't making like, thousands, the dp to effort ratio was absurd
Collections is why you can't delete mods. :V
it is a respectable amount of work to get a good load order where as in sdv i toss thing into folder and smapi hoofs it up 
Even though I'd really like to, now, because having played around with Weather Wonders, it replaces pretty neatly and does alot better than Lunar Disturbances.
they really did not like people deleting their Skyrim mods and breaking the big popular collections
I have high doubts many mods make as much as spacecore
it wouldn't need to be a single mod if you were collection farming, though
Yeah, I'm not opposed to collections really because of how much effort it is in a lot of other modding ecosystems
I mean, I can understand it. Nexus likes making money, you know? >_>
smapi, "dependency? ok! hoover noise"
It's still annoying
oh I definitely wasn't speaking in favor there, i would also like it if we had the ability to delete things permanently
we're a weird ecosystem 
what is behavior if you archive all ur files on a mod
Speak for yourself
does collection still get to download
Fun fact - Nexus hasn't put more money into the DP pot since May (even though they raised prices in june/july ish if I remember correctly)
Yes
(Yes)
weh
that's why the archive system exists now
(I do find it funny Nexus has so many rules about people making money, and yet it made like.. 3 million last year.)
they should let ppl just dl from it then 
And actually, it really just hides the download button. You can still manually download it yourself if you get the ID of the file and change the URL
tbf, i'mma play the bad guy, but baldheadedgate3 got mod support and i can only imagine the network load
Unless they lost money in FY 2023 -> FY 2024, it's very funny lol
Yeah, like, they really don't want people making money from their mods in other ways. But their entire business model is on user content. Sure, there's DP now, but it doesn't seem like it ends up being much of anything for most people
yeah
I've heard skyrim modders who moved to the Creation Club saying it's very night and day how much money you make in that program
Yeah, BG3 is game #8 on Nexus despite only being a year (or maybe two with early access) old, it's wild
Well yeah, people actually pay for the mods there.
(i am wholly still salty about that news post trying to be like 'you're modders! be holier than thou! it's a hobby!" suck my shorts)
isn't bg3 early access like 4 years old?
Is it that old? I didn't realize that
not a bad amount of time to gain mods
Commodification of your hobby for me, not for thee!
It really exploded post release though
Yeah... it's very "silly" (deragotory)
do u think an actual not for profit mod platform would work out 
yeah it's like, patch 7? where they 'opened the floodgates' on their... modding resource? idk
that's what modrinth is trying to be, isn't it?
To be fair, no, somebody has to pay for hosting and maintenance and site development and such
like putting aside the problems with getting users, would they be able to break even
though I think they only do Minecraft atm
I'm not usre it would, but my gripe with Nexus is how they cloak it.
But I mean, also: I'd like to point you to Steam Workshop, which runs it becuase it sells games. >_>
Yeah, September 30 2020. Huh. Weird to imagine considering they only had act 1 up until release
i imagine NFP would be heavily riddled with ads but as long as the downloads weren't, i'd be pretty happy
On this topic, I've always wondered how many tax write offs Nexus gets from all the DP people spend on charity.
... oh, that's a thought.
Yeah, I'm not a fan of steam workshop either since non-Steam platforms can't access it
Oh, I think Steam Workshop isn't perfect. My point is that it
they didn't want to spoil stuff. it does make act 1 polished to a sheen while act 2 and 3 are more... rough, at least on release
...That's a really good point. (Though does the UK do that?)
I was reading and almost made a declaration about this pointing to capitalism logic, but it's my bed time already, so I will not strike this match
's "free" because it's expenses are spent by people buying games.
valve mod platform funded by csgo money when
i still like whoever's idea it was of just setting up one big opt in peer to peer file share network for all our mods 
didn't they try paid mods like a decade ago and got torn apart
There's mod.io I guess, which also lets developers support console modding. But I dunno how they monetize
Paid mods seems legally dubious
Although they do allow the game dev to set up a paid modding ecosystem
Based on a quick google search and vague understanding of the English language, I'm gonna say maybe. (https://www.gov.uk/donating-to-charity)
But I don't know, Casey could ask Mr. CA about that
Beth has tried Paid mods. Nexus no
o right the thread