#making-mods-general

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ocean sailBOT
#

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.

lucid iron
#

buffs is a list

rancid temple
#

Buffs is an array of models

lucid iron
#

need [ ]

rancid temple
#

Each buff inside it needs to be inside {}

tardy adder
#

Oh my I finally found the token that was messing the mails up

faint ingot
#

I'm trying to edit the general store so that Caroline or Abigail can 'run' the shop. This doesn't seem to be working: "LogName": "Seed Shop changes", "Action": "EditData", "Target": "Data/Shops", "Entries": { "SeedShop": { "Owners": [ { "Name":"Caroline", "Id":"Caroline" }, { "Name":"Abigail", "Id":"Abigail" } ] } }

green patrol
#

oh so it's not a {} then gotcha

#

tyvm chu and rokugin! and ty for the link lumina

uncut viper
lucid iron
#

u need {} inside of []

uncut viper
#

you will want to try Fields instead

lucid iron
#

check vanilla examples of food that give buff

faint ingot
uncut viper
green patrol
#

so like

buffs: {
CustomAttributes: {
["FarmingLevel", "0"],
["FishingLevel", "0"]
}
}

rancid temple
#

Nope

faint ingot
uncut viper
#

i would def just look at a vanilla object with buff data

rancid temple
#

I know he punched another person, but damn

tardy adder
#

And I broke the mailing again AAAAAAAAA

latent mauve
faint ingot
latent mauve
#

I mean, every house has a sink at least

#

Even if nobody in Stardew seems to have visible bathrooms LOL

hard fern
#

๐Ÿ˜ญ damn pierre is in jail??

latent mauve
#

(I am choosing to believe that their bathrooms are just 'off limits and invisible' rather than they all don't bother to bathe until you unlock the spa.)

rancid temple
#

I just don't want to believe they go dig a latrine or somethin'

#

Or Pelican Town gonna smell ripe

latent mauve
#

roku, I think we just figured out why Grandpa's fields were so fertile even though Grandpa's been gone and they were abandoned.

rancid temple
#

I wish Tiled had a "changes only" view

lucid iron
#

Git integration for tiled...

rancid temple
#

I mean, I probably could use git diff, if I was a lunatic that enjoyed looking at xml

uncut viper
#

you could always make a PR to it

rancid temple
#

Ah, but that would entail actually knowing how to make this functionality a reality lmao

uncut viper
#

be the feature change you wanna see in the tiled world

rancid temple
#

It's primarily C++, I'm out

tardy adder
#

nauuur now I did a token not ready >->

tropic lichen
#

hi guys, im trying to make a torch retexture with Content patcher, and I don't know the asset name for the torch item ๐Ÿ˜ญ

teal bridge
lucid iron
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Is it on springobjects springobjects

rancid temple
#

Are you trying to find it in Data/Objects to change the texture or just trying to EditImage the tilesheet?

tropic lichen
#

im using edit image

rancid temple
#

It is on Maps/springobjects near the top right

iron ridge
rancid temple
tropic lichen
#

ok how would i write it in the content json file? im sorry if this is a weird question im a beginner

rancid temple
#

Could also look at some other CP mods that have changed textures of objects

hard fern
#
"Action": "EditImage",
"Target": "Maps/springobjects",
"FromFile": "assets/your filepath.png",
"ToArea": {idk man you gotta find that yourself sob "Width": 16, "Height": 16},
}```
tropic lichen
#

lol thank you

#

so if i put maps/springobjects after "target" it should know to replace the torch?

hard fern
#

that's where you have to specify where on the image you're editing

#

"ToArea"you need the coords

tropic lichen
#

the coordinates of the torch on the springobjects ?

rancid temple
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It's pixel coordinates, so open it in some editing program and find the top left corner of the torches 16x16 sprite

hard fern
#

yep, the coordinates of the tile the torch is on

#

it's top left isn't it

zenith robin
#

make sure it is the top left

rancid temple
#

Sorry, like I said, otherwise distracted lmao

hard fern
#

i live in springobjects ๐Ÿ’€

tropic lichen
#

im so confused lol but ill try that thanks so much

rancid temple
#

"X": 336, "Y": 48, "Width": 16, "Height": 16 should be the rect

indigo yoke
#

So I am brainstorming a new skill idea, Anyone have any ideas they could pitch in to help fill out the skill?

Skill Name: Bibliophile 
Level up effect: Gain more exp from reading books

level 1 unlocks
- Blank Copper Letterpress
- Letterpress Workstation (Sacrifice a book here with a blank letterpress to gain a letterpress of that book)
- Letterpress Inking Station (use the book letterpress here with ink to gain an inked version)

level 2 unlocks
- increase the effect of the `Monster Compendium book`

level 3 unlocks
- Paper Mill Station (turn 1 logs into 10 wood pulp. Use 1 hardwood log to turn into 10 hardwood pulp)
- Paper Pressing Station (turn 100 wood pulp into paper. Turn 100 hardwood pulp into a book cover)

level 4 unlocks
- Increase the effect of `Woody's Secret`
- Increase the effect of `Dwarvish safety Manual`

level 5 unlocks (professions)
- I have no clue what the professions can be right now)
-- Possible profession: Typesetter, Lower the cost of the Blank letter press and increase the speed of the printing press)
-- Possible profession: Bookworm, reading a book grants a random buff for the day

level 6 unlocks
- Printing Press (Use 1000 paper and an inked letterpress to get 5 unbound version of the book)
- Binding station (use 2 bookcovers, 8 fiber, and 1 unbound version of the book to get a book. Yes, after 6 levels you can finally copy books through a long process)

level 7 unlocks
- Increase the effects of `Ol' Slitherlegs`
- Increase the effects of `the alleyway buffet`

level 8 unlocks
- Increase the effects of `The Diamond Hunter`
- Increase the effects of `The Art O' Crabbing`

level 9 unlocks
- unlock forgery ink recipe (squid ink + fairy powder)
- Prize ticket forgery station (takes 1 week, and 1 prize ticket + fairy powder to make 2 prize tickets)
- Book donation bin (generates a random book every 7 days)

level 10 unlocks (professions
- I have no clue  
-- Possible profession: Bookseller, increase the value of books
-- Possible profession: Page finder, find random book making supplies when doing tasks
-- Possible profession: Page Master, reading a book causes a small explosion around you

professions are the biggest roadblock atm.

rancid temple
#

Is the goal to craft books?

wispy cosmos
#

could have professions related to selling books perhaps? eg. books worth x% more

rancid temple
#

That's usually the general effect of professions that aren't combat related

#

Increasing profit

indigo yoke
#

books are meant to be "rare" so I did make it a multi-step process to copy a book.

rancid temple
#

Probably the best choice really considering that once you max out your mastery, books become only good for selling

wispy cosmos
#

perhaps you could have one profession where it increases book price by x% and a second one where (if the machines take time) they would take less time

#

not much I can think of here

#

it'd be hard to think of professions

indigo yoke
lucid comet
#

with "bookworm" i was more thinking of reading than creating books

wispy cosmos
#

well it helps with effects of read books as well

lucid comet
#

true true

indigo yoke
#

I got an idea for a profession...

Reading a book gives you a random buff for the day. That way they still provide use even after mastery is maxed

wispy cosmos
#

that's a good one

indigo yoke
#

ty rokugin

rancid temple
#

Is Bibliophile derogatory?

wispy cosmos
#

so maybe you can have a profit path and buff path for the book professions

lucid comet
#

not in my book

#

bibliophile sounds more fitting imo, bookworm could be one of the professions mb? getting better effects/longer random buff duration or smth

indigo yoke
#

tho screw it, Bibliophile it isssss

wispy cosmos
#

maybe a profession where you can find book crafting materials randomly? like when tilling or mining etc.

rancid temple
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I think -phile can throw some people, it's commonly used in some words that describe problematic behavior

wispy cosmos
#

or one that increases chance of finding the skill/power books

lucid comet
#

and the other path/side would be more around making books more valueable i guess?

#

(and you can maybe get xp from/for reading the museum books, those exist)

wispy cosmos
#

ehh those ones are a one time find

rancid temple
#

(this just makes me want a book weapon that turns you into a paper master from RoD)

indigo yoke
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Read or Die SOOO GOOOOOD

indigo yoke
lucid comet
rancid temple
#

Could just have it add experience whenever you loot one of those museum books

#

It's an addition that is self ending because eventually you stop getting them lol

indigo yoke
wispy cosmos
#

inker profession, all monsters have a chance of dropping ink SDVkrobusgiggle /hj

lucid comet
wispy cosmos
#

makes sense

indigo yoke
#

it would also make the exp more consistent. instead of just like a random large (like 100 exp) from the usable book find early in the game.

lucid comet
#

otherwise ... book restoration? for the later skill levels

wispy cosmos
#

ooh something like you could find ruined books and restore them?

lucid comet
#

you find ancient/old pages and cant do anything with them in the beginning, make books and donate them to the museum/gunther sends them away for study

#

like all the secret notes

wispy cosmos
#

ah I was thinking a little differently

#

perhaps you'd get a chance to find a ruined book and when you restore it then it turns into one of the skill books or a power book

faint ingot
#

What is the correct way to make a tile passable by NPCs but not by the farmer? Right now I have a tile on the buildings layer to prevent passage, and a box on the Buildings Object layer with the "NPCPassable" property set to "T", however NPCs still don't seem to treat it as passable.

indigo yoke
wispy cosmos
lucid comet
#

a "booklet"/secret note could be small bomb area, harder to craft "normal" book the medium and skill books do biiiig explosion

#

(though that reminds me more of cursed books, hmmmmm)

zenith robin
#

If I do debug warp {custom location} and get the msg "Sent debug command to the game, but there was no output." does that just mean the game didn't add my location?

indigo yoke
rancid temple
#

That is just a generic return message that indicates there was no response message from the game

uncut viper
#

did you actually tab back in and see if it warped you

rancid temple
#

It basically always appears, I don't think I've ever used a debug command without it appearing lol

zenith robin
#

yes id id, and it didn't do anything

indigo yoke
#

what would be a good counter profession for Page master (the book explosion one?) cause that would be a level 10 profession

zenith robin
#

I'll see what I can find

fossil bear
#

Hey ho. Is NET6.0 necessary or can I also use Net 8.0?

rancid temple
#

6 only

#

You can target a higher language version though

wispy cosmos
rancid temple
#

There should be other information in the log to indicate your location wasn't added properly if it wasn't

indigo yoke
wispy cosmos
#

ooh that's a good one

rancid temple
#

But also pretty sure it complains when you try to warp to a non-existent location

wispy cosmos
#

although could be a bit OP? idk
maybe increases crop growth stage instead of fairy dusting machines

zenith robin
#

that seems really op though

rancid temple
#

Could make it mimic a treasure totem

indigo yoke
indigo yoke
lucid comet
wispy cosmos
#

I feel like that'd be a bit underwhelming and just doing the same thing as another item is kinda ehh

indigo yoke
wispy cosmos
uncut viper
#

crops just have a growCompletely() function on them

indigo yoke
#

atm I have (for possible professions)

Bookworm - gain random buff when reading a book
Page finder - gain random book supplies when doing stuff

Page Master (off bookworm) - Cause an explosion when reading a book

Typesetter (off Page finder)- All machines you own work faster
Bookseller (off Page finder) - All books you sell are worth more

wispy cosmos
#

sounds good so far!

indigo yoke
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So like one path is focus on giving more utility to books, while the other is increase production / profit.

wispy cosmos
#

yeah that's good, kinda how some of the professions in stardew already do

#

it feels right imo

indigo yoke
uncut viper
#

nope!

indigo yoke
#

darn

uncut viper
#

fairy goes all out

zenith robin
#

Is it all machines or just the book machines? Either way you should probably specify in the end.

wispy cosmos
#

hmm well since crops do grow one stage at a time there has to be something in the code that does that

uncut viper
#

well yeah, it has a property for its growth stage

#

it just increments

wispy cosmos
#

sounds simple enough, just increase the value

fossil bear
#

Do i need the Monogame Framework?!

indigo yoke
wispy cosmos
uncut viper
#

you'd also need to manage its regrowing too

wispy cosmos
#

ah right

teal bridge
#

@next plaza it turned out that the GMCM update last week wasn't as backward-compatible as I anticipated; specifically, this line here: https://github.com/spacechase0/StardewValleyMods/blob/980e44fa2a727662eafae51e03c94699fff8a31e/GenericModConfigMenu/Mod.cs#L75

...means that if a menu calls OpenListMenu, directly or indirectly, then it will open GMCM's list menu as a child of itself.

I know that this is mod-internal state, but is there a way to make this a little less fragile? As it is, I'm not seeing an obvious way to work around the change; if I don't "close" my menu via OpenListMenu then all sorts of other things go wrong - calling that method was the only way I could find to get the original hacky integration working the first time.

indigo yoke
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what would be the name of the profession that "reading a book causes all crops around you to grow?"

wispy cosmos
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regrowables have an extra stage don't they

uncut viper
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it also has a "fullyGrown" bool property

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it wouldnt be impossible ofc if you just make sure you do the same thing the vanilla functions do, its just not as simple as "increment the phase counter"

indigo yoke
#

yeah, just using the growCompletely() function would most likely be the easiest solution, even if most powerful.

lucid comet
#

crop whisperer? reminds me of reading them a bedtime story, so they grow SDVpuffersquee

calm nebula
#

I would love a book that gives every plant a chance of becoming regrowable SDVkrobusgiggle

#

Hi casey!

lucid comet
#

could also use the different tiers of books for different effects again

uncut viper
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(when i said "it just increments" i meant the phase counter is an int, but its not the only thing that gets touched during a crops lifecycle)

lucid comet
#

like one just waters/harvests/tends/gathers forage around you, one you pick a fertilizer or smth and only the big, rare books work like the fairy?

next plaza
indigo yoke
next plaza
wispy cosmos
#

I had something stupid in mind but crop whisperer works

indigo yoke
#

if it's a pun it might winnnnnnn

teal bridge
wispy cosmos
indigo yoke
wispy cosmos
#

well maybe I'm not stupid after all SDVkrobusgiggle

lucid comet
#

if puns beat me, i'm all for that >:3

indigo yoke
#

Question, if going bookworm -> level 10 professions, should I reset the random buff per day (like cooked food) or should I just have it be like "The first book you read a day gives you a random buff"

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since getting a random buff you like reset from using the explosion or cropgrowth might be annoying.

wispy cosmos
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I think the first book would work better

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cuz yeah accidentally resetting it randomly wouldn't be good

lucid comet
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maybe a statue/bookshelf interactable to grab it in the morning?

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like the fancy 1.6 mastery statues

wispy cosmos
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so like the mastery statues

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but I feel like that would be too easy, unless the bookshelf thing would cost a lot to craft

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cuz you wouldn't actually have to have/find a book

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or you sacrifice a book to it for a buff

lucid comet
#

sacrifice book could work

indigo yoke
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I could also make the radius of the (explosion or crop growth effects) be like Bibliophile level / 3. So 3 tiles away from the player at level 10. but if you like drink hotcoco... which I would give it it like +2 Bibliophile level, you could increase the radius to 4 tiles away.

wispy cosmos
#

yeah that sounds good

lucid comet
#

huuuuh, that works

indigo yoke
# wispy cosmos so like the mastery statues

hmmm, I would want it more tied towards the player if they have the profession, then try to program a statue to check the player. Would be easier to just have a postfix on the read a book function.

#

hmmm, is 3 tiles too small of a base radius? I could do level/2 so the base radius is 5 tiles away. Buffs then could extend that to to like 6 or 7.

wispy cosmos
#

hmm yeah that sounds good

lucid comet
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5 is the normal bomb radius

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so that would be what i would guess from the skill without more context i think

indigo yoke
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Okay, that works then.

teal bridge
#

Books are a lot harder to come by than bombs, even if they don't have much vanilla use after the first read - is there a catch I'm missing? Why would a player pick the "exploding book" perk?

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Is it reusable or something?

rancid temple
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Part of the skill is crafting books

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I think the idea is to give them longevity beyond just as a means to make a little more money

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Because books are not very profitable

uncut viper
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i do agree though that i dont understand the benefit of exploding books as a perk over just plain bombs

zenith robin
#

can I rename tile sets in tiled without breaking anything?

rancid temple
#

I was a bit checked out during the discussion, but I assume the explosion is player safe

teal bridge
#

I see, found the original textual description, so basically you're making a bomb substitute from wood and fiber. Still feels a little underpowered, but maybe it has some utility.

indigo yoke
#

I could have it do more damage over a regular bombs to make it worth it, as well as having it be player safe.

lucid comet
#

that's why i thought it could work with different tiers - crafting some fiber and other stuff into basically cherry bombs sounds fun enough

#

player save would be a big change

uncut viper
#

bombs are also player safe if you move away

teal bridge
#

Player safety with bombs seems fairly irrelevant to me, especially with the Dwarvish Safety Manual already being an item.

rancid temple
#

I don't really use bombs, what does that do?

indigo yoke
#

Also you become invincible while reading a book, so you can use that to your advantage when fighting.

teal bridge
#

If you're playing in such a way that you're actually going to be using a lot of bombs, you're going to be bringing plenty of healing items too.

lucid comet
#

fair

uncut viper
#

you cant move while reading a book, though

teal bridge
uncut viper
#

ultimately its up to you but as a player i personally would think "why would i go for this profession when i can just buy bombs?"

rancid temple
#

If the world is exploding around you, do you really need to move? lol

acoustic summit
#

Explosions can be coded explicitly to hit players or not

calm nebula
#

(Anyways, I've lost thread of the cpnvo like four hours ago.)

teal bridge
shut bane
#

Another possibly basic question: Does anyone know if the different types of Harmony patches happen at different points? Like, if I use the reverse patch, will that happen before a pre or post fix?

indigo yoke
uncut viper
#

im pretty sure you can count on less than one hand the number of mods that have ever used a reverse patch

rancid temple
#

I don't even know what that is

teal bridge
uncut viper
#

its the one i know nothing about, but excluding them the order is prefix -> transpiler (during original method) -> postfix always

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"always" as in "postfixes always run"

rancid temple
#

Do they run if you skip the original?

uncut viper
#

yes

uncut viper
#

they may not run if a transpiler throws an exception, i cannot recall

#

but under normal operation a postfix will always happen

lucid comet
acoustic summit
teal bridge
acoustic summit
#

fair enough, could be longer

teal bridge
#

If it were me, I'd say, forget the explosion entirely (there are already items that do that) and just give 3-5 seconds of invuln depending on skill, perks, buffs, etc.

calm nebula
#

I read that as insulin

#

Maybe I need more sleep

wispy cosmos
#

perchance

teal bridge
#

Or more sugar, apparently.

indigo yoke
#

another thought popped in my head, instead of a single explosion per book read, I could have it do like 2, 3, or even 4. Since reading the book (and thus your i frames) are like 2 seconds long.

uncut viper
#

im also not even sure you have i-frames during book reading, ftr

#

it just freezes your movement

wispy cosmos
#

isn't the game paused during book reading

uncut viper
#

no

indigo yoke
#

the world isnt paused but you do get some iframes. I remember looking at it when doing the patch for exp books on spacecore

wispy cosmos
#

ah okay

indigo yoke
#

let me take a look again

uncut viper
#

there is no temporary invincibility set in readBook

teal bridge
#

(I have never not played with Fast Animations and forgot that book animations were even a thing... so yeah, I guess standing there for like 5 seconds would require iframes to apply while reading it)

wispy cosmos
#

well it's more like

#

a second

indigo yoke
lucid iron
#

just eat the book AquaThumbsup

indigo yoke
#

okay so given all the feedback and everything here... Here is the skill (thank you all for your input!)

Skill Name: Bibliocraft
Level up effect: Gain more exp from reading books

How to gain exp
- Gain a large amount of exp from finding a lost book
- Gain a meduim amount of exp from reading one of the 1.6 books
- Gain a small amount of exp from interacting with the work stations from this skill

level 1 unlocks
- Blank Copper Letterpress
- Letterpress Workstation (Sacrifice a book here with a blank letterpress to gain a letterpress of that book)
- Letterpress Inking Station (use the book letterpress here with ink to gain an inked version)

level 2 unlocks
- Cooking Recipe Potato chips (food buff, gives 2 levels to Bibliophile)
- Book restoration station (insert a book to increase it's quality, and thus selling price)
- You can start find ruined books you can use at the book restoration station to turn into restored books to sell

level 3 unlocks
- Paper Mill Station (turn 1 logs into 10 wood pulp. Use 1 hardwood log to turn into 10 hardwood pulp)
- Paper Pressing Station (turn 100 wood pulp into paper. Turn 100 hardwood pulp into a  incomplete book cover)

level 4 unlocks
- Increase the effect of `Woody's Secret`
- increase the effect of the `Monster Compendium book`

level 5 unlocks (professions)
-- Possible profession: Pagefinder, gain book materials while doing random tasks
-- Possible profession: Bookworm, reading a book grants a random buff for the day. Effect only triggers once and can't be refreashed

level 6 unlocks
- Printing Press (Use 1000 paper and an inked letterpress to get 5 unbound version of the book)
- Binding station (use 2 incomplete book covers, 8 fiber, and 1 unbound version of the book to get a book. Yes, after 6 levels you can finally copy books through a long process)

level 7 unlocks
- Increase the effects of `Ol' Slitherlegs`
- Increase the effects of `the alleyway buffet`

level 8 unlocks
- Increase the effects of `The Diamond Hunter`
- Increase the effects of `The Art O' Crabbing`
- Cooking recipe Ginger Tea (Drink buff, Gives 3 levels in Bibliophile) 

level 9 unlocks
- unlock forgery ink recipe (squid ink + fairy powder)
- Prize ticket forgery station (takes 1 week, and 1 prize ticket + fairy powder to make 2 prize tickets)
- Book donation bin (generates a random book every 7 days)

level 10 unlocks (professions)
-- Possible profession off Page finder: Bookseller, increase the value of books
-- Possible profession off Page finder: Typesetter, Increase the output of all the book making machines you own
-- Possible profession off Bookworm: Page Master, reading a book causes a strong explosion (level/5) tiles around you
-- Possible profession off Bookworm: Seasoned Reader, reading a book causes all crops (level/5) tiles around you to instantly grow
indigo yoke
uncut viper
lucid iron
#

hm for this bit

- Gain a large amount of exp from reading one of the 1.6 books
- Gain a meduim amount of exp from finding a lost book
- Gain a small amount of exp from interacting with the work stations from this skill
uncut viper
#

(i got bug reports on my book mod about eating vmv books)

lucid iron
#

lost books are not reobtainable, while 1.6 item books are

#

so i would probably make item books the small to mid xp option

indigo yoke
#

aren't the 1.6 skillbooks rare early/mid game tho while the lost books are not?

wispy cosmos
#

Yeah a bit

lucid iron
#

well its just matter of becoming rich

indigo yoke
#

so like the idea is early game you mainly get exp from the lost books, while mid/late you get it mainly from the 1.6 books.

wispy cosmos
indigo yoke
teal bridge
#

You actually get skill books before you get lost books, generally. In terms of "rarity" I'd say they're about the same, except lost books are limited.

hard fern
#

did 1.6.9 change how spouse rooms work in any way

indigo yoke
wispy cosmos
#

Don't think so

indigo yoke
#

lost books are also a competing resource too. Maybe I should have it be a large exp boost

wispy cosmos
teal bridge
#

I mean, you certainly won't have all skill books before you find any lost books, but in typical progression you'll get some skill book, like the fishing one or Monster Compendium, before you find your first lost book. And after that it's probably roughly even.

hard fern
#

i was asking bc im getting this really stupid tile

hallow prism
hard fern
#

when i load the farmhouse map in tiled it's connected as usual

#

but in-game it's being Like that

indigo yoke
wispy cosmos
hallow prism
#

lost books are pretty common in my opinion, and they are indeed a finished resource, while xp books aren't

indigo yoke
hard fern
#

im not sure if it is a recolor?

wispy cosmos
#

Do you have earthy interiors

hard fern
#

no

hallow prism
#

i want to look at either IE or spacecore to see if i can make the book being read

teal bridge
#

Well it is a lot of RNG, for sure. Even with my Prediction Layers, I tend not to find a lost book until a week or two into Spring, whereas I might get the fishing/monster book by day 4 or 5.

hallow prism
#

at least have a non eating animation

wispy cosmos
#

Asking cuz Earthy interiors had a similar issue before it was updated

hard fern
#

hmm

#

what was the thing that needed to be updated?

wispy cosmos
#

I don't know

indigo yoke
#

oh! I forgot.

I need two foods that provide skill buffs. I know I want some nice ginger tea for one (would be like the level 8 unlock)... but what should be the second? hmmm

hard fern
#

oh. hmm

lucid comet
#

mochi

#

no particular reason beyond taste

hallow prism
#

something you eat with fingers so you can read and eat it

#

chips is my obvious answer

indigo yoke
#

I usually have tea and cookies when reading.

hard fern
indigo yoke
lucid comet
#

alphabet cookies? ๐Ÿค”

rancid temple
hard fern
#

It's just loading the farmhouse map

teal bridge
rancid temple
#

Is this in an area where a renovation is?

hard fern
#

It's the spouse room

hallow prism
rancid temple
#

There's several renovations around the spouse room

calm nebula
#

But like

indigo yoke
calm nebula
#

Probably not until Thanksgiving

hallow prism
#

the american or canadian one? ๐Ÿ˜„

calm nebula
#

(Mild screaming going on over here.)

calm nebula
#

That's my next break

rancid temple
#

You'll need to change the renovation patches to make sure they match what you expect, both the renovation and de-renovation

calm nebula
#

My actual next break in anything

lucid comet
#

just to go with the book theme + the ones i know are pretty dry --> no stains

hallow prism
#

honestly atra it's not a big deal, if you remember by then you can just tell me "hey lumi you wanted to look at that" and enjoy your break

calm nebula
#

Hey, I like making stuff for you

hallow prism
#

as far as i remember both the frameworks should have options for that, i just like, need to remember to look at it ๐Ÿ˜„

calm nebula
#

You're great SDVpufferheart

#

Ie does I swear

hard fern
hallow prism
#

โค๏ธ i like when you do stuff for me but i also like you being rested ๐Ÿ™‚ but if you want to do stuff when you are rested we can discuss stuff!

rancid temple
#

FarmHouse_CornerRoom_Add and Remove as well as _ExtendedCornerRoom_Add and Remove should all be in roughly that spot

indigo yoke
#

now I shall poke Tea and see about commissioning all the icons @-@

calm lichen
#

I've got a question for all you gameplay modders (I've only made basic cosmetic mods before this). I'm using Content Patcher to add a new farm animal to the game. I've got all the basics working, but I was wondering - is there a way to use this framework to make it so that you can only have one of this animal type per barn? Or is that something I'd have to venture outside of Content Patcher for? It's using the ostrich incubator, so not available from Marnie's shop

hallow prism
#

i am not aware of a way to do that with CP on the top of my mind

rancid temple
#

I think you could limit the total building occupants, but I don't think individual

teal bridge
#

Since there's no vanilla feature to do that for any vanilla animal, I'm going to say no as well.

#

Generally you can only do things with CP for which there is some sort of vanilla mechanism (or a CP framework mod).

calm lichen
#

Ah, darn, that makes sense. Thanks all. I'm really new to this so wasn't sure if maybe I could do some sort of shenanigans where maybe the EggItemId gets disabled or something

hard fern
#

the thing that bonked in my farmhouse was indeed that cursed renovation :/

teal bridge
#

You might be able to use CP to remove the incubating item from the game completely after the first animal is "born". But that doesn't actually limit the occupants.

rancid temple
#

Renovations are always applied, either the remove or add version

#

So you always have to update them whenever you're messing with the farmhouse

brittle pasture
# calm lichen I've got a question for all you gameplay modders (I've only made basic cosmetic ...

Extra Animal Config has a GSQ for "animal count in current building". It also allows controlling what animals comes out of an egg based on GSQs
https://www.nexusmods.com/stardewvalley/mods/25328

Nexus Mods :: Stardew Valley

This framework mod adds extra functionalities to farm animal data, such as defining animals that can both be sheared and milked, animals that eat food other than hay, and more

hard fern
#

SDVpufferflat id actually never played with the extra rooms before so i didn't realize it did that

rancid temple
#

Well, basic renovations anyways

#

The ones that extend rooms can't apply until the base is applied

brittle pasture
#

so you can make "if current barn doesnt have your animal, hatch that animal. once it does give an ostrich or smth"

calm lichen
rancid temple
#

Ooh, a new Selph framework to shill

teal bridge
#

(It's an old Selph framework, actually)

rancid temple
#

Well, new for me lmao

clever sinew
#

Hello folks, i accidentally posted this in the wrong channel

hard fern
#

To answer your question, it would depend on the dish

#

I don't particularly like plain mustard, but will eat it mixed into pasta salad

clever sinew
#

These pizzas are gonna be the death of me lol

hard fern
#

Or the reverse, i like cherries, but don't like cherry pie

teal bridge
#

Me, I'll just eat mustard powder straight out of the tin. Delicious.

lucid iron
#

pineapple pizza

clever sinew
rancid temple
#

I like pineapple on pizza, I don't seek it out, but it's good

clever sinew
#

new recipe

hard fern
#

Is there q debug command for getting robin to remove my corner room

clever sinew
#

What if i just give up

lucid iron
#

new original dish from leo AquaThumbsup

clever sinew
#

Only pizzas

#

Forever

teal bridge
#

Kent's pizza recipe uses 9mm bullets.

hard fern
#

If you need pizzas, you could always borrow my old mod XD

rancid temple
clever sinew
#

Vanilla cooking recipes but make it one pizza per villager

lucid iron
#

jas fairy rose pizza

clever sinew
#

Vincent bug pizza

rancid temple
clever sinew
#

Marnie quattro fromaggio

#

Lewis purple shorts pizza

teal bridge
#

Problem: there are only 2 types of cheese in the game.

clever sinew
#

Or thatโ€™s the secret bonus one

calm nebula
clever sinew
teal bridge
#

Pizza with cow cheese, goat cheese, eggs and... wool?

hard fern
#

??? awesome

clever sinew
#

Haleyโ€™s dessert pizza

#

Coconuts and pink cake

lucid iron
#

is there a situation where helper.Events.Content.AssetRequested doesn't fire

teal bridge
# calm nebula The French object

Hey, if it were me, I'd have added the whole smorgasboard of cheddar, brie, camembert, gorgonzola and roquefort. But what's there is there.

brittle pasture
#

that sounds like a x/y problem question lol

lucid iron
#

aye i'll give context let me write it out one by one

hard fern
#

๐Ÿค” i was thinking of updating my pizza mod but maybe i should just switch to something else

calm nebula
teal bridge
#

I have never seen AssetRequested not fire, personally.

calm nebula
#

Especially if it's 50 lightly different recolors of an object

teal bridge
#

I wasn't really serious. But I agree, items because items is not really useful.

brittle pasture
#

VMV does add a whole lotta new cheese. some you get from aging milk, some from aging cheese, some from smoking cheese. tier2/3 cheeses basically so they arent just reskins

clever sinew
#

I still have to test VMV

teal bridge
#

Of course, I'm the odd one out. To me, complexity is a cost to be managed. So having many ways to do the same thing, or many items with similar effects, is a net negative.

#

Lots of players love their endless cosmetic variety, though.

clever sinew
#

folks have requested some recipes with VMV ingredients so I'm going to have to get in there eventually

clever sinew
#

Also how hard would it be to update the code? I don't know what 2021 jsons looked like

teal bridge
#

JSON itself has not changed since they were created in 2013.

clever sinew
#

well that's good at least

hard fern
#

It's a JA mod so it would have to be converted to content patcher

clever sinew
#

ohhh

#

hmm

teal bridge
#

JA is just the gift that keeps on giving, isn't it. Not quite XNB, but...

clever sinew
#

....I can't remember if the JA to CP converter is one of the ones that's down rn

#

unless i was misinformed which is entirely likely

lucid iron
#

Someone report to me that my trinket mod is broken, with log and all.

https://smapi.io/log/cabac30b5b3d4f7284fbbc0d17ec1705

They were nice enough to get me a patch export of Data/Trinkets too.

https://smapi.io/json/none/c29a0b0d929d4b7fae32240e99a47d6a

From this I can see that they r getting the data from Sinister Servants (trinket mod), but not the late priority edit to populate TrinketEffectClass, leaving them as null.
Expected value is "TrinketEffectClass": "TrinketTinker.Effects.TrinketTinkerEffect, TrinketTinker, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null",

Content edit:
https://github.com/Mushymato/TrinketTinker/blob/main/TrinketTinker/Wheels/AssetManager.cs#L71-L89

Initially, I thought typeof(TrinketTinkerEffect).AssemblyQualifiedName was somehow return null on mac, so I put in a fallback, but it did not fix their problem (above 2 logs were after fix)

They report to me that trinkettinker works fine in a minimal loadout, but not on their main playthrough. Doing patch reload mushymato.SinisterServants fixes things (presumably by actually triggering the asset requested edit). Unsure what to investigate next.

ocean sailBOT
#

Log Info: SMAPI 4.1.6 with SDV 1.6.13 build 24313 on macOS Unix 10.15.7, with 257 C# mods and 641 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

lucid iron
#

the only other thing editing trinkets is Alchemistry, and i checked that Alchemistry only edits vanilla trinkets

teal bridge
#

That's not the longest mod list I've ever seen, but it's in the running.

lucid iron
#

oh hm, i think my problem is that

#

i need to invalidate Data/Trinkets whenever my custom asset gets invalidated

#

so that it repopulates bolbthinking

calm nebula
#

Yes

lucid iron
#

i am glad i wrote it all out it was helpful kyuuchan_run

hallow prism
#

i saw that cheeses were discussed, and i decided that i would limit myself to a few cheeses because i do not want a mod with 4579 cheese variety

#

but two cheeses isn't enough either so i tried a compromise ๐Ÿ˜„

teal bridge
#

I like a physical drawer with 4579 cheese variety. In the game, maybe not so much.

clever sinew
#

...okay I think I am done with this for now because i have just been staring at my computer screen blankly for about thirty seconds

teal bridge
#

4576 is enough.

clever sinew
#

thank yall for the help/ideas

brittle pasture
#

meanwhile the only cheese variant I know irl is La Vache qui Rit

#

and only thanks to the French

teal bridge
#

I'm sure you've seen more than that on a supermarket shelf. Even out here in the middle of nowhere you can find mozzarella, cheddar and jack.

brittle pasture
#

sure, but until recently I spent most of my life outside of the cheesosphere

#

also known as the western hemisphere

teal bridge
#

It's more of a wedge than a sphere.

#

(I'm here to collect my trophy for Ultimate Dad Joke now)

prime meadow
#

You : SDVsandwich

hard fern
#

sigh if farmhouse goes kaboom again i'll just use the vanilla one ๐Ÿ’€ i swear

indigo yoke
#

Selph, are you the one who made the mod so that machine data can accept 3 inputs and not just 2?

brave fable
#

is anyone else able to select stardew mobduilconfig 4.3.2 in their package manager? unsure if it's meant to be public yet

brittle pasture
#

Technically machines can already accept 3 inputs. What my mod does is allow variable input per recipe instead of always the same fuel for every of them

brave fable
#

i'd like to be able to build my projects and write a happy thank-you note on the git issue

indigo yoke
lucid iron
#

u can have multiple fuel

brave fable
#

well there are release notes and the version has downloads counted on the nuget page, but also my vs only lists 4.3.0

#

maybe i can force it in the project file

indigo yoke
next plaza
lucid iron
#

yea machine data is neat, lots of not used in vanilla but nice for mod features

brittle pasture
#

AdditionalConsumedItems is a list

next plaza
#

Maybe you need to restart VS?

brave fable
#

i restarted vs when it came out, this is like 3 days later lol

#

anyway it works when changed from csproj

next plaza
#

Hmm

#

#BlameMicrosoft

brave fable
#

what's the format for file paths in csproj ignore lists? <IgnoreModFilePaths>bin/.*, obj/.*</IgnoreModFilePaths> isn't it

blissful saddle
#

if I am going to change music started on fly, it is better to use UpdateTicking or UpdateTicked?

brave fable
#

is your music reacting to any game event at all? or just randomly appearing

blissful saddle
#

it should replace the 'newday' music starting for 'nightTime' if Game1.TimeOfDay < 600

lucid iron
#

can u do it with time changed

blissful saddle
#

I could, but music starts playing if map changes after this time

#

I think I found it on Dynamic Night Time Mod

brave fable
#

would it be better to patch the map property that determines the current music, with a time condition for your new track?

#

unsure how silly the time-based music is in the game

blissful saddle
#
        private void OnUpdateTicking(object sender, UpdateTickingEventArgs e)
        {
            if (!Context.IsWorldReady)
                return;

            if (Game1.currentLocation is null)
                return;

            if (Game1.isDarkOut() && Game1.currentSong.Name.Contains(Game1.currentSeason) && !Game1.currentSong.Name.Contains("ambient"))
            {
                if (Game1.getMusicTrackName(Game1.MusicContext.Default).StartsWith(Game1.currentSeason) && !Game1.getMusicTrackName(Game1.MusicContext.Default).Contains("ambient") && (!Game1.eventUp && Game1.isDarkOut()))
                    Game1.changeMusicTrack("none", true, Game1.MusicContext.Default);
                if (Game1.currentLocation != null && Game1.currentLocation.IsOutdoors && !Game1.isRaining && (!Game1.eventUp &&
                    Game1.getMusicTrackName(Game1.MusicContext.Default) != null && Game1.getMusicTrackName(Game1.MusicContext.Default).Contains("day")) && Game1.isDarkOut())
                    Game1.changeMusicTrack("none", true, Game1.MusicContext.Default);
                Game1.currentLocation.checkForMusic(Game1.currentGameTime);
            }
       .
       .
       .
      }
brave fable
#

so quite silly, then

blissful saddle
#

this is the part of Dynamic Night Time that checks and change the music if Game1.TimeOfDay < SunriseTime

blissful saddle
pine elbow
#

Hi, I'm trying to bring Lewis to the farm using C#, since it's not possible to use Schedule to do this on the farm. But it doesn't work unfortunately, he appears in the position where I put him, but he appears and walks away suddenly, he doesn't stay still. What could be causing this?

Code:
NPC npc = Game1.getCharacterFromName("Lewis");
if (npc != null)
{
var currentMap = Game1.getLocationFromName("Farm");

if (currentMap != null)
{
    npc.Schedule.Clear();
    currentMap.characters.Add(npc);
    npc.setTilePosition(new Point(72, 15)); 
    npc.Halt();
    npc.faceDirection(2);

}

}

blissful saddle
#

he checking he should be in another place based on his schedule?

#

I think you would need to change his schedule somehow to keep the time he visits the farm free anyhow

pine elbow
#

That's why I used npc.Schedule.Clear();
To try to remove his schedule to make him go there and try to stay, but he doesn't.

brave fable
#

consider npc.ClearSchedule() instead of npc.Schedule.Clear() (it also prevents them from checking their schedule again and removes references to the current schedule)

next plaza
#

You need to clear the path find controller too

#

Or maybe just the route it uses

acoustic summit
#

I've been trying to figure out how to use netfields and netevents to make monster sprite frames consistent among multiplayer farmers for like a week, I've never been this hardstuck on a modding task.

brave fable
#

typically though NPCs aren't ever expected to be on the farm, so you're likely to run into unexpected behaviour

lucid iron
#

Oh hi nature, Nature.1011108 is ur boss battles mod right

acoustic summit
#

Mhm!

lucid iron
#

You can just use Nature.BossBattles

#

It'll make things easier when we read log

pine elbow
#

using npc.ClearSchedule();
Did the same thing, he appears at position 72, 15 but walks off to the left

lucid iron
#

As for the monster sprite frames thing, I think you are hitting the limits of sdv net code here AnnelieStare

brave fable
#

you might need to set npc.controller = null? i think that's a legal move

acoustic summit
#

Sure! For harmony you mean right?

brave fable
#

and maybe won't ruin him for the next day (i've only tested this on event-only pumpkin men)

lucid iron
#

yea, just generally for identifying what mod easily

acoustic summit
#

I feel like Im bashing the limit with my skull

lucid iron
#

basically you can choose between smooth anim, or sync

brave fable
#

(i really thought AnimatedSprite would netsync its current frame, but no,)

    .AddField(spriteHeight, "spriteHeight");```
lucid iron
#

in my trinket mod i picked smooth anim basically every time, by doing sync only once at start and then making each client calculate the movement on their own

next plaza
lucid iron
#

if you try to sync position every tick it'll appear janky

brave fable
#

they specifically mentioned frames, though

lucid iron
#

perhaps instead of the whole anim you can have netfield that simply says "go into the attacking phase now" and have each client actually execute the attack phase

acoustic summit
#

Ive tried hard assigning currentFrame for players, assigning it in a netevent, etc. Ive also found that NPC.Jump is a hard one to synchronise

pine elbow
brave fable
#

npc.temporaryController = new()..... i have no idea haha

#

again normally people simply use schedules and avoid the farm

lucid iron
#

what if instead of actually having npc lewis

#

you just show a TAS of lewis

#

imaginary lewis who just check your bin PecoSmile

brave fable
#

while a TAS wouldn't have collisions or dialogue, it would open up the door for you to be able to oscillate him and gradually increase him in size over time

acoustic summit
brave fable
#

he would also be vapourised as soon as you leave the farm, but that's fine too

pine elbow
#

Is there no way to control the character's movements? It's also very strange the way I'm doing it because it looks like he teleported to the farm.

brave fable
#

well npc.controller is the way, but i have no idea how well it behaves with the farm

dreamy cedar
#

I've been away from the game for a few months - just trying to fix my mods for 1.6.9. Is there a writeup somewhere of the internal changes to do with quests?

next plaza
acoustic summit
acoustic summit
#

All connected players do not see the animation. Only the main player

next plaza
next plaza
lucid iron
#

the frog trinket hop does the hop via net event, for example

next plaza
#

๐Ÿ˜… I take it that is what you were doing?

acoustic summit
#

Does update monster slave animation run for farmhands?

#

Yes, it is definitely what Im doing...

next plaza
#

Yes, it exclusively runs on farmhands

#

updateAnimation runs on both

acoustic summit
#

The number of hours spent without checking the update loop for "if (Game1.IsMasterGame) { this.behaviorAtGameTick(time);}" , I am a fool and a goose.

#

Thankyou

blissful saddle
#

ok. newday music playing late night is fixed. something that wasn't happening before the 1.6.9 update

#

glad I am playing and kinda testing it yet through these updates

#

if nothing more breaks or give problems, I will be releasing Night Owl Plus at friday

#

and this is a note to myself

teal bridge
#

Also, animations are like... never synced, in any netcode. Every client is responsible for its own animations.

static wyvern
#

Hey question, is there a way to open a shop menu when clicking on a big craftable/furniture?

lucid iron
#

yes but only with frameworks that let you add a tile action on those

#

better crafting for big craftable, calcifer for furniture

next plaza
#

For Furniture, you can also use SpaceCore and I think Furniture Framework

lucid iron
#

the tile action is called OpenShop

static wyvern
#

Okay thank you

lucid iron
sharp field
#

What draw method draws objects in the inventory/chests? It doesn't appear to be object.drawInMenu any more.

teal bridge
#

It's in Item

lucid iron
#

i dont think they changed that

#

if u r updating mod to 1.6.9+ a rebuild might magically fix things

teal bridge
#

Actually, Object has an implementation too. So yeah, it's the same as it's always been.

brave fable
#

very irritating messing with npc pathing

teal bridge
#

Not only is the pathing questionable, but collision avoidance is basically non-existent.

#

i.e. the controller blindly follows the path regardless of whether or not there are obstacles or, say, an ocean in the way.

lucid iron
sharp field
#

My mod was crashing. I fixed that (local variable numbers changed in just one of the methods I was patching). Everything works as expected, except in the inventory/on the toolbar. Prismatic effect isn't being applied and, as far as I can tell, my code isn't being called. Which led to my conclusion that the draw is handled by some other function now.

sharp field
#

Or it's a mod conflict. That's right. I wanted to test that.

indigo yoke
#

the idea is since books are "powerful" that it takes a multi-step process to make copies.

lucid iron
#

it would be fun to make it a mill DokkanStare

#

you can have custom mill like buildings now

indigo yoke
#

I could make it a building

#

tho I would want it to have more use than just turning wood into pulp

teal bridge
#

There are many overloads of drawInMenu. Personally I wouldn't patch that one because it's really more of a "utility method" than the main entrรฉe. Then again, there are already so many mods patching SpriteBatch.draw...

lucid iron
#

up to you, i think i'd be fine if you just stick wood pulping on regular mill too

brittle pasture
#

If it's small and built instantly I don't think ppl mind

lucid iron
#

well going by decompile, toolbar definitely still uses drawInMenu

#

Game1.player.Items[k].drawInMenu

indigo yoke
#

a building might mess with the automation of it as well (for those with automation mods).

but it would look so nice being like a 2x2 building

sharp field
lucid iron
#

nah automate supports mill im pretty sure

#

dunno about junimate, have not tried

brittle pasture
#

yeah it does, automate I mean
dont think Junimatic does

indigo yoke
#

2Bthink I am being convinced more and more.

Tho I don't think I can lock a building behind a level? I could most likely lock craftable blueprints and you just use the blueprints to unlock it at robin.

brittle pasture
#

buildings can be locked behind gsqs

#

though the recipe route is more flavorful

indigo yoke
#

neat, and as talked about last night, Spacecore does support GSQ of skill IDs.

lucid iron
#

may want to limit daily conversion count

#

though if u want 999 wood to all become pulp next day thats fine

indigo yoke
#

is the custom mill building a framework mod or like base stardew?

brittle pasture
#

though one crafting recipe just for a new building you build
once might be a bit much (gods know my crafting page is bloated as it is lol)

lucid iron
#

base sdv

brittle pasture
#

nah just base

#

one of the wonders of 1.6

indigo yoke
#

okay.

side note crap I might need to look at YACS since YACS patches the mill to produce quality flour and rice

lucid iron
#

i made a niche feature to let you add lights for when the mill is operating PecoSmile

static wyvern
lucid iron
#

but u dont need that just for the mill anim, thats all draw layers

fossil bear
#

Im trying to inject mgfxo files. but im running into errors. has some experience with that?

uncut viper
#

what even is an mgfxo file

fossil bear
#

effect files used by Mono

lucid iron
#

unless u just make separate item called "quality rice"

brittle pasture
#

building conversions use item queries

#

it's possible

lucid iron
#

did you pack it into xnb

indigo yoke
#

Any examples of already existing custom mills I can look at?
I will keep the idea in the back of my mind.

though one crafting recipe just for a new building you build
once might be a bit much (gods know my crafting page is bloated as it is lol)

Yeah, I will just have it be a GSQ at robin's shop if I do the mill. On the level up screen I can have it display stuff, so at that level I can have it be like "The paper mill is now buyable at Robins".

Seasoned Reader seems really strong i cant imagine picking anything else

I could have it be like a (based on level) chance to grow crops with in the 5 tile range. eventually you'll run out of books to use for it!

brittle pasture
#

VMV adds the juicer, a mill-like building

fossil bear
#

nah im just trying to load the file directly and then render the world.

indigo yoke
#

Tho I can see some one like setting up a massive farm -> use books to grow crops -> turn crops into wine to sell with artisian -> sell wine -> buy more books

lucid iron
#

ive never heard of anyone attempting to use mgfxo in sdv modding tbh blobcatgooglyblep

humble flare
#

Hi guys! i want to create my own mod, namely my own npc. i adhered to the initial guide on stardewvalleywiki but i don't know where and how to move on. can you recommend any useful documentation? i write in c#, i have a basic understanding of the language. sorry for the crooked english, using translator

brittle pasture
# brittle pasture it's possible

on second thought maybe not, if your goal is "mill output's quality can be as good as the item used". it doesnt look like building conversions pass any data about the input is passed in

#

but if you just want random qualities based on player skill or smth then it's possible

brittle pasture
ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

calm nebula
#

For that one stupid fertilizers mod I once did that was a bitch of a transpiler lol

brittle pasture
#

and depending on what you want to do with your character you shouldn't need C# at all

calm nebula
#

that I still haven't updated to 1.6

humble flare
#

@brittle pasture ok thank you so much

lucid iron
#

well u could make npc in C# if u want, bit overkill

humble flare
#

what do u recommend to create an npc?

hallow prism
#

patience and ability to read a log

brave fable
#

commitment and inspiration

hallow prism
#

!cp

ocean sailBOT
brave fable
#

(there's no chat command to get inspiration)

lucid iron
#

on technical level making npc is writing out all the required data entries defining that character

calm nebula
#

Awww there isn't a good magic school bus meme for thisssss

lucid iron
#

the game reads the data and apply logic

#

c# is usually used to add new logic to game, which you aren't required to do just for npc Dokkan

calm nebula
#

What if you wanted to add new emotion instead

brave fable
#

i'd probably do an extendimage patch on tilesheets/emotes

lucid iron
#

obviously just extend the tilesheet with 0 regard for compat

calm nebula
#

I tried to Google the definition of Pathos but it just brought me to his github repo instead

brave fable
#

maybe you searched for ethos SDVpufferthinkblob

calm nebula
brittle pasture
hard fern
#

my npc should express critical levels of cuteness

sharp field
#

sadly not a mod conflict. gah. what is drawing objects in the menu then??? the harmony patch doesn't crash and looks like it's in place...

hard fern
#

๐Ÿค” i still dunno if i want to go the roommate path or keep her non romanceable. friendable??? roommateable??? idk

next plaza
hard fern
#

:( my dm never did

tardy adder
#

Do I need to targetfield for farmanimal data edit hmmm

#

Or can I just rambo edit them out mmm

sharp field
#

Hmm I have determined the issue. Harmony question? Any ideas why this:

matcher.MatchStartForward(
                    new CodeMatch(OpCodes.Ldarg_S, null, "color"), // Load color arg for multiply
                    new CodeMatch(OpCodes.Ldarg_S, null, "transparency") // Load transparency for multiply
                ).ThrowIfNotMatch("Could not find proper entry point for drawInMenu_Transpiler");
#

matches on this?:

        IL_0042: ldarg.s color
        IL_0044: ldarg.s layerDepth
hard fern
#

SDVpuffersweats im not sure why, but the tiledatas on my map arent working

teal bridge
#

ldarg.s takes a numeric opcode, not a string.

#

It matches because (probably / I assume) it's just ignoring the opcode entirely, because it's invalid.

sharp field
#

It would have failed if that were the case

calm nebula
#

I think the third slot is like

sharp field
#

It is finding color.

calm nebula
#

Comment

hard fern
#

....oh i forgot the tiledata itself

teal bridge
#

Oh you're right, I was completely skimming over the nulls, that's not even the opcode.

calm nebula
#

And by slot I mean parameter

teal bridge
#

So those strings are doing literally nothing.

#

All it's looking for are two ldarg.s opcodes in a row, and it finds the first one.

sharp field
#

And what do you know. Those are the first 2 ldarg.s. I swear I wasn't able to get ldarg.s to work with a number before though.

teal bridge
#

That's definitely the type of argument it takes.

#

ldarg.0 through 3 are parameterless, maybe you got it confused with those?

sharp field
#

maybe. It's been awhile since I wrote this

teal bridge
#

It's a way to "store" a match so you can reference it later by NamedMatch, and that's all.

#

I'm sure there is some reason, somewhere, why someone somehow wanted to do this, though nothing springs to mind.

sharp field
#

I'm not even sure I ended up with that...

teal bridge
#

Your transpiler worked by coincidence before because the first two ldarg.s opcodes it found in a row happened to be the ones you wanted, and now it doesn't work because there's a previous sequence of those opcodes.

sharp field
#

I'm suspecting I may have used the wrong numbers, which is why numbers weren't working with ldarg.s shrug

#

Yup I realized.

calm nebula
#

Short iirc uses byte?

#

Something like that

teal bridge
#

You can pass it an int - at least you can in ILGenerator.

#

As long as it's not out of range, it'll work.

#

The actual range of ldarg.s is that of a byte though, yes. Used for arguments 4 through 255.

lucid iron
#

Really I always had to cast it to sbyte

teal bridge
#

It definitely shouldn't require an sbyte since the operand cannot be negative.

lucid iron
#

Sometimes I forget and scratch head about why me transpiler isn't transpiling

teal bridge
#

Maybe it's some Harmony thing.

lucid iron
#

Could be CodeMatch quirk?

calm nebula
#

Maybe I want the -1st local in a function, ficus

lucid iron
#

Rather than instruction

calm nebula
#

it bothers me when lengths of arrays, etc is signed

sharp field
#

Ok so how does it need to be formatted to work?

teal bridge
lucid iron
#

OpCodes.Ldarg_S, (sbyte)num

teal bridge
#

I really don't think you should use sbyte, at least use byte. It's an unsigned byte.

#

If Harmony is representing that operand as a signed byte then Harmony is being a jerk.

lucid iron
#

Hm yeah that makes sense (byte) would be better

#

I don't recall why I was always use sbyte, probably yoinked it from other mod

rancid musk
#

You could also do new CodeMatch(op => op.IsLdarg(num))

teal bridge
#

Is that supported in SMAPI's version of Harmony?

rancid musk
#

I... think it is?

#

I feel like I've used that before, but I may be wrong

sharp field
#

casting as byte worked and now it's working as expected.

rancid musk
#

But that works for... say num is 1, then it'd work for both of ldarg.1 ldarg.s 1

teal bridge
#

Yeah, just checked and IsLdarg is there.

#

I lose track of which extensions are too new for SMAPI.

sharp field
#

I may want to review my code in the near future and remove any uses of name I happened to use. But for now, it works.

teal bridge
#

The name isn't actively doing harm, just maybe causing confusion.

sharp field
#

More that it's more likely to silently break in the future with more Stardew updates

rancid musk
#

If you really want to do ldarg by name, btw

#

Then pass a MethodBase argument to your transpiler and you can get the parameters list from it.

sharp field
#

I'm pretty sure I wanted to just use numbers, but didn't know to cast to byte.

teal bridge
#

(although that uses reflection which will slow the transpiler down a bit... trading a little extra forward-compatibility for a little worse performance)

#

It's so weird to me that you have to cast it to a byte/sbyte. The IL stuff under the hood really doesn't care.

calm nebula
#

Compared to emit performance, I could probably randomly decide to run a marathon and still not cause visible delays

teal bridge
#

It is pretty sucky. But this is Stardew after all.

#

Emit is everywhere.

calm nebula
#

(Okay that is an extreme overexaggeration.)

sharp field
#

I mean this works: CodeInstruction(OpCodes.Ldloc_S, 9)

calm nebula
#

Nah, this is startup so not too bad

sharp field
#

but this doesn't: CodeMatch(OpCodes.Ldarg_S, 7)

teal bridge
#

I'm doing Emit in some unsavory places right now. Should probably try to thread it.

lucid iron
#

Say can I make ilspy give me numbers instead of names in IL output

#

To skip part where I count up args

teal bridge
rancid musk
#

What I was talking about with getting a parameters list, for the record, should be like: ```csharp
static IEnumerable<CodeInstruction> SomeTranspiler(IEnumerable<CodeInstruction> instructions, MethodBase method) {
var args = method.GetParameters();
int someParam = -1;
for(int i = 0; i < args.Length; i++) {
if (args[i].Name === "something")
someParam = i + (method.IsStatic ? 0 : 1);
}
if (someParam == -1) throw new ArgumentException("couldn't find the argument we need");

// ... otherwise, later
new CodeMatch(op => op.IsLdarg(someParam));

}```

teal bridge
#

But Harmony apparently does care because the matching is being done by Harmony, not ILGenerator.

rancid musk
#

Names for locals is entirely different and you can't do that with just Harmony, though SpaceCore has stuff for getting local names.

teal bridge
#

You can at least get local types from GetMethodBody.

#

Names, not so much. I don't think those even exist outside the PDB?

calm nebula
#

Yup, Casey loads the pdb for that

#

The entire protein database

teal bridge
#

That's not what it stands for. It's named after the Pillsbury Dough Boy.

hard fern
#

Ah the sonic hedgehog gene

sharp field
#

What versions should I be using on the manifest and csproj these days?

brave fable
#

the latest ones, hopefully โ˜€๏ธ

teal bridge
#

Yeah, it's best to make the versions whatever you've actually tested against. If some user wants to change them to run an older version, well, that's on them.

brave fable
#

smapi 4.0.0+, modbuildconfig 4.3.0+, ..?

lucid iron
#

4.3.2

teal bridge
#

As I've discovered so rudely over the last few days, just because the game code doesn't seem to have changed between versions does not mean your mod will be compatible with an older (or newer) version, so specify the exact version you use to build.

sharp field
#

so the manifest is still 4.0.0 then

teal bridge
#

I really would not put 4.0.0 in there. Put the version you are actually developing against.

lucid iron
#

You can use mod manifest builder

sharp field
#

csproj vs manifest: should they be the same

lucid iron
#

Less thinking sleep

#

It's got auto updating feature

sharp field
#

ironically lazy right now to learn a new tool. just want to get this update out since it was crashing before

rancid musk
#

ModManifestBuilder will automatically set the minimum game version and minimum API version based on what you compile against too, if you like.

#

You should make the version match

teal bridge
#

It does? Hmm, what's the switch for that?

sharp field
#

is there a governor command for it

teal bridge
#

It wasn't doing it automatically for me yesterday.

lucid iron
#

Example csproj, ignore the sdv.props bit at top

teal bridge
#

Ah. Special keys.

lucid iron
#

I think I can switch to UpdateFull now

#

Since Khloe did the +hash remove

sharp field
#

the manifest can be in the csproj now? Nice

lucid iron
#

Yeah with the Leclair.Stardew.ModManifestBuilder nuget

#

It's not feature of ModBuildConfig

feral oar
#

does anyone know if smapi somehow exposes custom i18n keys to the game? trying to add an item thru OnAssetRequested and use i18n for the name

lucid iron
#

It doesn't you need to use helper.Translation

#

Can also use modtranslationclassbuilder

sharp field
#

brain fried. no idea what I'm doing now

lucid iron
#

R u trying to fix prismatic valley DokkanStare

feral oar
calm nebula
#

There are other ways to do this but this was easiest

lucid iron
#

The important thing is that u need to reload_i18n

#

It's cached separate from content

sharp field
feral oar
#

got it, that helps, thanks!

lucid iron
#

Delete the existing manifest.json?

sharp field
#

It did update it. just not that. I'm guessing i'm just missing something things in my csproj

lucid iron
#

You need the <MinimumGameVersion_Behavior>UpdateFull</MinimumGameVersion_Behavior>

faint ingot
#

Is there a way to modify a shop and adjust all its prices without changing every single one? I tried this but it didn't seem to have an effect: { "LogName": "Seed Shop changes", "Action": "EditData", "Target": "Data/Shops", "Fields": { "SeedShop": { "PriceModifierMode": "Minimum", "PriceModifiers": [ { "Modification": "Multiply", "Amount": 0.80 } ] } } }

lucid iron
#

The seed shop is special iirc?

#

0.8x probably works on the tree saplings

brittle pasture
#

yeah lots of the entries have IgnoreShopPriceModifiers set to true

#

gotta go through all of em unfortunately

tepid escarp
#

Very specific question, but is there anyway to get a fish tank with animated fish in an event at all?

faint ingot
#

Oh, it looks like it is having an effect on the tree saplings. OK, good to know thank you

sharp field
#

ModManifestBuilder: ModManifestBuilder will append your build configuration to the version of your mod for anything other than Release.
How do I indicate Release

lucid iron
#

dotnet build -c Release

#

It's the build configuration

tropic lichen
#

hi guys, i'm making a torch replacement mod using content patcher. I successfully replaced the torch with my image, but i'm having trouble getting rid of the flame. I tried replacing the fire with a transparent image but its not giving the effect i want. When i use the overlay option the flame is still visible and when i remove the overlay option my torch is cut off

lucid iron
#

hm i think that flame is shared texture

tropic lichen
#

what does that mean ๐Ÿ˜…

#

also i forgot to memtion the image is an example of the torch being cut off and the flame still being visible

brittle pasture
#

your patch mode is overlay, is that intended

tropic lichen
#

i set it to overlay to see if it would not cut off my torch but it still is

brittle pasture
#

since you mentioned the replacement being a transparent picture it will do nothing in overlay mode

tropic lichen
#

ah ok

lucid iron
#

ah yea disregard me from earlier, you did patch the right place

tropic lichen
#

this is what i want the torch to look like

#

there shouldnt be a flame because i set it to be transparent so i know i did something wrong here lol

rancid temple
#

Isn't the flame drawn in code?

tropic lichen
#

i have no idea, i took inspiration from another mod that replaced the flame

brave fable
#

yeah the flames are just pixels drawn after the fact

#

nothing to do with the sprite

tropic lichen
#

when i take overlay off the flame is gone but my torch is cut off lol

brittle pasture
#

hmm you may have to duplicate your torch heads in cursors

#

I wouldn't expect it to cut off the torch's head either but I am probably misunderstanding what the draw code does lol nvm yeah it does

tropic lichen
#

so use the torch image as the flame?

brittle pasture
#

yes, just repeat your head sprite seven times

tropic lichen
#

ok ill try it

lucid iron
#

did 1.6.9 add a way to make custom torch

#

without overwriting

brave fable
#

did someone request it to SDVpufferthinkblob

rancid temple
#

You can use context tags to make things a torch or campfire

lucid iron
#

i have vague recollections

rancid temple
#

Dunno when that was added

lucid iron
brittle pasture
#

custom torches context tags were there since at least 1.6 but IIRC it is rather screwy still in ways I don't remember

rancid temple
#

It's just drawing shit from cursors isn't it?

calm nebula
#

It makes it a torch yeah

rancid temple
#

It's just drawing these on those items with those tags

#

So you can patch them to look different, but every torch and campfire will change lol

tropic lichen
#

am i cooked

calm nebula
#

I'm surprised no one has made a cactus like furniture yet

brave fable
#

torched, in fact

lucid iron
#

didnt mr ape do that

#

a whole lotta free cactus

rancid temple
#

Technically, it's worse than just every torch and campfire, since other stuff I'm sure uses those lol

calm nebula
#

My wife Leah needs to give me a different randomly generated sculpture per playthough

#

I mean like the same system

#

Not a cactus

brave fable
#

oh yeah, tilesheets/freecactus or whatever. do those actually hurt though

calm nebula
#

The game has enough cactus

rancid temple
#

Since you're already changing torches, changing that torch fire and making every torch look like that would be fine, but it's all the other things that use those that would be a problem

brave fable
#

pretty sure love of cooking uses those fires too for the frying pan in the menu lol

tropic lichen
#

ill do whatever it takes for the aesthetic lol

brittle pasture
#

does AT have something to help with this

brave fable
#

feel free to pave over it

calm nebula
#

The funny conflict is that I kept on using the prarie king puff to hide pop in

#

And someone reskinned that minigame

brave fable
#

i'm sure there's a makePoof method in the code somewhere for non-jotpk poofs

#

half the menus in the game seem to have a poof member somewhere

#

i used it for gus' delivery bike in the absolutely defunct community kitchen mod

brittle pasture
#

also how many here knows of the existence of the unused (I think) spirit torch
because I learned about it relatively recently and it kinda blows my mind lol

brave fable
#

that was the torch with dark light wasn't it? i have no idea what it actually did

lucid iron
#

does it have a sprite

#

i seen the object entry but i never seen it in game

rancid temple
#

Is it the one right next to the regular torch?

brittle pasture
#

yeah, you can spawn them in with CJB Item Spawner. Gives off blue light, berry spooky

lucid iron
#

wait

#

does the blue light look blue without glowbuff?

brittle pasture
#

only after dark
it turned out the 'problem' glow buff solved was making colored lights showing up properly during day time

lucid iron
#

huh but i was always testing after setting time to 1200

brittle pasture
#

is this the invert thing

#

because no way around it I think

lucid iron
#

possible?

#

but i did the inversion in code so that i can just put Red

#

shrug i'll put effort into real fix once i want blue light on something

tropic lichen
#

is there a way to check your mod without restarting the game every time you make a change ๐Ÿ˜…

calm nebula
#

!hotreload

tender bloom
#

what kind of mod?

#

cp has patch reload

#

fs has reload

rancid temple
#

!reload

ocean sailBOT
#
How do I reload my changes while I'm still in game?

-You cannot reload tokens, that's a forced restart unfortunately
-If you've done any CHANGES, then type into SMAPI:
patch reload YourMod.UniqueID
-If you've done i18n DEFAULT.jSON changes, then type into SMAPI:
reload_i18n then
patch reload YourMod.UniqueID
-C# Visual Studio has a feature called Hot Reload
-C# Rider also has Hot Reload
-Generally working in C# it will be called "Hot Reload" (usage may vary)

tropic lichen
#

using content patcher

tender bloom
#

definitely a patch reload/i18n reload situation then

hard latch
#

Hello friends!! I was getting help from another modder on this, but we ran into a roadblock, so they suggested I come here for help. I am a newbie modder and wanted to get some practice in on making NPCs by adding events to an already existing mod (with permission from the original creator!!!). When I try to load the mod, it runs into an issue with the maps in the mod in the content.json file. Specifically, the "Name": line is causing an error message. If anyone is willing to help it would be super appreciated! ๐Ÿ™

#

It's chill to send smapi content patcher json validator links right?? Wanted to make sure cuz some servers do not like it when people send links

tiny zealot
#

yeah links are fine. we ask people for them all the time! just don't mask them

hard latch
#

Ok cool!

tiny zealot
#

if you mask a link with markdown syntax you will get a nastygram from the bot

hard latch
#

I honestly don't know what masking links is so I'm going to assume it doesn't do it automatically when I send something lol

lucid iron
#

masking is when u do [some words](link)

#

unfortunately discord automatically does it sometimes

tiny zealot
#

probably if you paste formatted text from a browser or similar

hard latch
#

Ok good thing I saw that message bcuz I was 100% going to send the link with text attached lol

tender bloom
#

where did you get the Name: line from?

#

and what are you trying to do with it?

hard latch
#

Honestly I had not touched the content file at all, I had only made edits in the events json, which runs correctly now. I am not 100% sure what the name line does..? ๐Ÿ˜ญ that is definitely not helpful at all I apologize

tender bloom
#

Ah... well, it's not standard CP syntax, which is why the parser is complaining

hard latch
#

It seems to maybe help located a .tmx file?

tender bloom
#

Maybe they were trying for LogName

hard latch
#

Yes, the other person I was working with mentioned the code was not entirely in the newest CP syntax but didn't know how to change this portion since it has to do with maps

tender bloom
#

It definitely does nothing in terms of locating a tmx

hard latch
#

Ok lol good to know!

tender bloom
#

Try just swapping LogName in for Name

hard latch
#

Ok

tender bloom
#

Also, and this is not an easy fix so probably just ignore this, but the names of these maps are not very unique

#

Which is not the best practiceย โ€”ย if someone else has a mod they're trying to have Maps/beachdate, then you can run into problems. Most likely, things will be fine, but there's a small chance it can cause weird problems.

#

but since you're just editing the mod, no need to fuss with this

#

just something to keep in mind

hard latch
#

Ok yeah thanks for the tip I will look out for that sort of stuff for when I dabble in map stuff!

tender bloom
#

Maps/10heartevent is particularly egregious lol

hard latch
#

Also thank you so much you are literally a saint because that worked!! I now have found out that I also have 8 million errors in my dialogue file too lmao but I think some of those I should be able to figure out myself before I turn for help again SDVpufferthumbsup

tender bloom
#

Glad it's working!

lucid iron
#

(side note is it normal to patch over Utility.cs.5371 for wedding dialog)

tender bloom
#

that sounds... pretty plausible

#

but I thought wedding stuff is now its own asset

#

and you can make custom wedding events

tiny zealot
#

yeah the best way to do it now is to add your own wedding event and just have full control

#

but in 1.5.6 you had to replace the strings if you wanted different dialogue or whatever, since it was all hardcoded

tribal umbra
#

hii! i'm trying to update an old song mod to content patcher but for some reason it's not working, it should plays a song in jojamart, i wonder if the target is wrong?

tiny zealot
#

not sure if this is the cause, but StreamedVorbis is only for use with .ogg files and not .wav

#

i don't see anything obviously wrong with the patch

shy quiver
#

hi hi!!! i want to make a mod and was reading through the wiki on how to mod but im fairly a bit confused:((( was wondering if someone could help me? thanku!!!!

tribal umbra
fast urchin
#

Does anyone know where is the code that makes the machine look harvestable?SDVpufferheart

brave fable
#

in C#? one overload or another of Object.cs:draw should try and draw a bubble from Game1.mouseCursors, search for that

tiny zealot
tiny zealot
shy quiver
tiny zealot
shy quiver
#

im gonna try and make something small first and not get ahead of myself

shy quiver
tiny zealot
#

as long as it can run the non-compatibility branch of stardew, you're fine

shy quiver
#

uhh it runs on terminal

#

i believe

tiny zealot
#

(the compatibility branch is not compatible with SMAPI)

mortal halo
#

Hello everyone. I was hoping some one could help me. I'm attempting building a new farm map, and I've been trying to find the Width and Height for the tiles for the standard map. I can't seem to find the answer. I can get how many tiles, and but I can seem to find Width and Height.

brave fable
#

if you're working in Tiled, it's best not to try and create a new TMX file from scratch -- instead copy an existing map file close to what you want, and work from there

#

you shouldn't need to define tile sizes

mortal halo
#

Sorry I mean Map Size. The tile size from what I've seen is just 16x16 but actual map size is eluding me

ocean sailBOT
#

@shy quiver You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

mortal halo
#

But I'll follow your suggestion.

brave fable
#

oh i see, i thought you meant you were setting the Tile Width and Tile Height map properties

#

if you go to Map > Resize you can see the map dimensions

#

alternatively if you go to Map > Map Properties, you can see them in the Properties panel as Width and Height:

#

(which are immutable outside of the Resize dialogue window, unlike the should-definitely-be-immutable Tile Width properties)

tiny zealot
# shy quiver ?

if your computer is very old, it may not run the newest builds of the game correctly. on Steam (and maybe on other storefronts, i don't recall), there is a "compatibility" branch of the game that runs correctly on some of those old computers, but that version cannot run SMAPI (the mod loader)

mortal halo
#

Ahhh gotcha. Thank you very much! That's what I was looking for

shy quiver
#

along with mods

tiny zealot
#

great! SDVpufferparty

#

when you said you had a very old mac, i was trying to tell you that sometimes that means you can't use (or make) mods

shy quiver
#

ohhh OKOK

#

SORRY I MISUNDERSTOOD U

tiny zealot
#

no worries

lucid iron
#

could i copy fish data of beach with just content patcher

#

in a way that adapts to mod changing that

tribal umbra
#

so, i tried deleting the StreamedVorbis part from the cp music mod i'm updating but it still didn't worked :/

calm nebula
#

like this LOCATION_FISH Beach BOBBER_X BOBBER_Y WATER_DEPTH

lucid iron
#

ty i gotta look up what the other 3 args do

calm nebula
#

I copied that from the Beach farm btw

#

the game will automatically fill in BOBBER_X BOBBER_Y and WATER_DEPTH

#

those aren't args, is litera

lucid iron
#

oh i see DokkanStare

#

so i just need a single 1.0 chance entry

lucid mulch
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(LOCATION_FISH is what the Farm maps use to do exactly this and copy from mountain/forest/town spawns)

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I cant remember what the fix ended up being on LOCATION_FISH to prevent accidently fishing the legendaries if you were in an overlapping position

calm nebula
lucid mulch
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ah yeah the ability for rules to be aware of the nested behaviour

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makes sense

lucid iron
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hm does this also make u get jelly

calm nebula
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yup

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would be fun to have a fishing map that would randomly move across locations, huh

lucid mulch
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in theory I think you can have a PerItemCondition? on the entry using LOCATION_FISH to veto certain things, and then have a fallback rule afterwards for your replacement stuff (or be trash I guess)

blissful saddle
#

or a map that randomly move across locations

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I Lost My Farm

lucid iron
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the boat farm

hard fern
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SDVpufferflat why am i itching to make a new map, even though i just got done beating one with a hammer

lucid iron
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what did they mean by this think

bool flag4 = tile4.TileIndexProperties.ContainsKey("Passable");
if (!flag4)
{
    flag4 = tile4.Properties.ContainsKey("Passable");
}
calm nebula
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Compiler artifact

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First is the tile index

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Second is the tile

lucid iron
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well yes but also what is diff between TileIndexProperties and Properties

calm nebula
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One is on the tilesheet

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The other is on the tile

lucid iron
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hm ok, so then isTilePassable seems to only check the former, making it not quite correct

inner harbor
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Is it possible to (using content patcher) to set a store to buy shirts back from farmer?

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(I have duplicateS)

tender bloom
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SalableItemTags (Optional) A list of context tags for items which the player can sell to to this shop. Default none. if the clothes have context tags then yes, it looks like

#

try debug listtags with them?

inner harbor
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I'm hoping category_shirts will work

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making a clothing thrift shop (might accept other stuff too, but probably not furniture)

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category_clothing

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also does anyone know why it throws up an error of "item spawn fields with ID 'Default' produced a null or empty item ID"? I think it triggered when I opened my dresser (Customize Dresser installed)

lucid iron
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yes it's a vanilla bug, sort of

tender bloom
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i don't know why it does that but I think I've seen that around

lucid iron
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one logging bit in item query incorrectly use general logger instead of the argument logger

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not much u can do

#

but also harmless

inner harbor
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as long as it's not one of my (Created) mods being broken

calm nebula
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Vanilla doesn't do that

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I checked

teal bridge
lucid iron
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is Customize Dresser a C# mod in particular

tall magnet
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Is this the proper channel to ask if any modders are available/around/hiring questions

lucid iron
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what happens with modded sometimes is that ppl toss in itemspawnfield that doesn't resolve to any real item

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!commissions

ocean sailBOT
tall magnet
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I tried that x.x
Not as helpful as I was hoping

tender bloom
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you'll need to reach out to the specific people, many of whom are in this discord

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otherwise you'd really just be hoping that the people looking at this channel rn are in the small set of people who take comms

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which is not very reliable

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there are some kinds of mod comms that are just kind of tough to find people for

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particularly C#

tall magnet
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Could I DM you specifically? If that's alright to ask

tender bloom
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if there's something specific you have questions about we might be able to point you in a direction?

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please do not DM me

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I do not do commissions

tall magnet
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No problem! That's why I asked first