#making-mods-general
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sigh poking through abby's dialogue to look for more lines to add
What are you wanting LeeLee? Then we can figure if it's a code or a content commission (I don't do either but someone might). You can also post it to the "Suggestions" github.
The few people I've messaged from that list either haven't replied or aren't what I'm looking for.
I think overall it's just an event or two, something that triggers when you speak to townspeople too much

(note: most of those mods won't get made)
What's the scope of ur idea anyways
Do u want it to be anything more complicated than what event script handles?
events would be the Content Patcher Code section
Anyone can cook 
however, if the trigger is more complicated than usual, then you might need C# (section near the bottom)
It was a silly idea but idm hiring someone for it although it hasn't been fully fleshed out. Townspeople would get irrirtated if you spoke to them too much/exhausted their dialogue
oh
that's probably doable with BETAS
it's a lot of dialogue but it's pretty easy
what do you mean a .gay domain
i didn't make it look at @uncut viper
the homepage explains nothing
What's weird to me is that 5 people have forked the mod-ideas repo.
https://stardew.button.gay/docs/betas/triggers#DialogueOpened this seems like the relevant bit?
for exhausing the dialogue?
sowi, it's my bookmarks tab
i wasnt paying attention whats the want here
Spiderbuttons.BETAS_SetNewDialogue <NPC> <Dialogue> [Append?]
okay so I guess part of what this means: "RANDOM_ITEMS (S) 1000 1126 @requirePrice @isRandomSale" but what do the @requirePrice and @isRandomSale" parts mean? It's not on the wiki
https://github.com/StardewModders/mod-ideas/issues/1293
I have a weird but common problem with my Stardew Valley where when I go to load up my save, it sets me back multiple days and I lose all that progress.
.gay domain lol
Is this common 
i did a double take when i saw it too
just this one imo, you'd already exhaust base dialogue and then this one would pop up afterwards with a false
it's common when steam cloud saves glitch
how is this a mod idea though
(Getting mad at people looking at the wrong documentation page)
Button you should put a big spider on your home page
ah cool thanks
To ward evil
i mean the only public link to my domain at all takes you straight to the BETAS docs, so
sounds like the groundhog day mod
so if you buy them, you cannot sell them back?
as all spiders are my friends, all spiders are house spiders in my books
doesn't smapi already do backup saves though
I'm still amused by the huffage over a user finding an unofficial/incomplete doc page. Most library authors can't get users to read the docs with any amount of persuasion.
smapi does do them but you have to manually put em back if you need to
Yes. This happens
ah, that'd be invasive to make a mod do it though wouldn't it
yeah, you don't normally want that...
Steam sometimes puts back the wrong version
Also, wolf spiders > house spiders
They want a mod to stop that from happening i guess
ah i see, i turned cloud saves off for sdv due to testing shenanigans
Yup
same, also got tired of it being angry whenever i swapped computers
I had to because steam kept pitting the wrong file back
steam just permanently tells me that theres an error with my cloud saves and ive just learned to live with it
Making me sad
somehow i've avoided this issue
every time i close the game it gives me a boop like "hey your saves are fucked up" just in case i forgot from when i rebooted it 3min ago
Steam's cloud save buggery has nothing on GOG's. GOG keeps wanting to bring back 200 MB of deleted save backups, and then complains the cloud is out of space.
nice, general public use
(and if you try to disable the cloud save feature, it just does it anyway)
did you think i had special access separate from public use in order to get a .gay domain
i've honestly not looked at your url this entire time, as astounding as that sounds
that is very remarkable
it sits snugly in my bookmarks folder tho
i dont know, maybe you have to show a gay card or something

i'm not in the know
you have to make a special request to John Gay himself
aw man
ah I think I understand it now
my previous way of getting to the BETAS docs was literally typing in spider and it would autojump for me
not spanish enough for .cat
i assume .cat isnt public or casey would be all over it
casey just needs to develop activities (in any language) to promote the Catalan culture and language.
(also sorry lemur didnt mean to push your question out of the way but also i did not know the answer bc ive never used em really)
i mean there's a bunch of country-based TLDs that tech idiots were all over for the last 20 years so they could get "cool" domains
is there a catalan translation of spacecore
can i put multiple items in the "AcceptGift_(O)" line? or no
Io
i think you need to separate those
don't think so, need duplicate
yeah .io is almost certainly the worst offender
"AcceptGift_(O)79": "dialogue"``` etc
so i can use one i18n key and make each of those pull from the same one?
yep
neat
well i want it to be more specific
oh then go ahead, live your dreams
(you can also set up AcceptGift dialogue for a context tag, which is another way to have a specific reaction that applies to multiple things)
yea i got tired of doing gift dialogues after 100 and went with the category afterwards cause i was tired of it 
100 gift dialogues 

{{DateGrandpa}} excuse me
listen i'm not intuitive of my date titles
i lied, i have 160 gift dialogues
i forgot i separated out SVE items
Friends, how do I load an actor to an event if they're not present so they aren't invisible / unable to progress dialogue because they're absent?
do I need to use AddTemporaryActor or is it something else for a custom NPC?
could you craete a clone?
i mean, i have hat reactions, so we're not so different, you and i
In this case, the event behaves as though the character is there, which is fine, as long as they're not married, because they are scheduled to be there during the time frame. But the marriage schedule doesn't have them return to the museum, so I need to figure out how to let the event run anyway if you're married and somehow missed it.
actual npc schedules shouldn't matter for event codes
But when married, the NPC is invisible and breaks the script when they try to talk.
there's a way to do optional actors in events now, i think, but events take place in a pocket dimension so there's no "absent" to worry about. you control the list of who spawns
temporaryactor is probably the way, unsure whether their appearance would match though
unless you have the NpcVisibleHere precondition
Well, it's not using the NPC present in current location precondition
nope
can i see the json then cause i have no idea what you've done 
oHHHHHHHHhhhhheUUUUUUUUh
is the NPC invisible like elliott book tour invisible? i could see that screwing up an event
that one ok lemme crack open a cold one at least
ichor, the NPC casts a shadow but their sprite is not there
And the event gets stuck after the first time the NPC talks
BUT, I warped the NPC to the location just to test again, and once the NPC was in the building, everything worked fine.
you kept the internal name the same yeah?
...? i've never heard of this behavior
yeah, haven't messed with the NPC internal name
ichor, lily is revising a 1.5.6 formatted npc built in 1.6 so it's a bit wonky
going out on a limb that the busted NPC is at fault somewhere in its bowels
The events is the last thing I have to fix, everything else works
it definitely is, and i am ready
i'm pretty sure the heart events were hard coded with map patches
wut
there were a lot of .pngs in the 'heart event' folder, i didn't decipher them and lily took on the mantle
oh ok
It's a vanilla map location for this one
So far, none of the custom map events have broken on me
I already redid all of those in Tiled
(ignore the missing Format, it's an included JSON)
right on this line: speak Satoru \"Do you need help, @?\" it stops and won't continue
But if the NPC is on the map before the event starts, it continues without issue.
so basically it gets stuck with that dialogue looping if Satoru isn't in the museum when you trigger the event
(I really wanted my npc to complain that you gifted them something made with coconuts XD)
because i have to silence SVE events if i have the conditions differing
even if it's the same ID
This is the original event from the mod.
welp throw that out the window
I haven't even touched the code on this one yet, I was just running through the event sequences to make sure none of the maps failed to load for them.
Not sure why it wouldn't break when the NPC was present if that's the issue, but I'm willing to try editing it
i'd just swap to faceDirection farmer 1
it's the immediate command after the dialogue
so as soon as the bubble pops up, it would move the farmer, and that's probably the loop you're seeing? i'm spitballing though because my loops are only because i've forgotten to escapequote or i forgot end
it seems weird that the loop doesn't happen if Satoru is in the building, I'd think it would consistently break in that case, but, I'm trying it now
iunno, there could be something else in any of the included files
unless you cleaned those out and you're going 1 by 1
has anyone run into issues with "MinableDrops" not dropping anything in SC Spawnables? Im definitely not doing something right but I copied the example without changing anything and its sitll buggin.
I've checked all the included files and fixed them so far
can you show your json? it's probably the fact that MinableDrops is a list of lists
I can! and you are probably right.
Would a screenshot or formatted text be better? Im new around here.
!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.
throw it in there, send the link that you get back
it also validates for you, so who knows, it could catch it for you 
oh that sounds incredibly helpful, there are like four people touching this json so it would NOT be surpising if it wasnt valid or something like that.
people keep leaving inline comments and its driving me crazy
...four...
Thats so fun haha
stardew mod for school, sorry, i laughed
yeah im a game design major -_- it was that or skyrim
literally anything but skyrim
well i can't say for any others, stardew is relatively easy to get into mod-wise
Ah, is it that time of year when we get a handful of university project mods released? 
id rather a stardew group project than my current group project tbh
you're quite lucky to have such a cool project to work on
Yeah its awesome, I actually have been enjoying learning content patcher and tiled, its stuff ive never done before
albeit i am very bad at it.
anyways heres the link:
!anyonecancook but especially for .json
sorry its a complete mess.
well the validator isn't mad at you about brackets or commas so that's a start
man, that command is getting a lot of play today
yeah theres like three other groups in my class doing stardew mods
so look out for those around december
careful what you say in here then or they might see it lmao
ugh.
I am wondering if that's being used as like "this is optional"
i would reeally hope not and would be very surprised if casey did that
also, in the other defined minable, is that the correct itemid for a custom object? in terms of formatting.
Unfortunately in documentation, [] is often used to indicate an optional parameter
i'm just glad Dobson is in here. i like when he appears in examples or mods; it's like he's trying to escape limbo
Either that or a group of parameters
custom object is what the object's internal name is
I'm seeing these double square brackets in many places
also if your manifest's unique id is in fact Charlie.Underpressure you can replace all instances with {{ModId}}
aye aye captain ๐ซก
less typos, content patcher handles the tokenization
I don't have the full context so this may have been raised already, but are you following an old tutorial? Custom locations aren't set up like that any more
๐ im following various items scattered across github pages. as of how recent?
CustomLocations still works, but it's deprecated
alrigihty
Please don't ping me on reply. It changed in 1.6
read up on it here: https://stardewvalleywiki.com/Modding:Location_data
it's much more capable than before with far more optional properties to set
the github page for it for Content Patcher does say its deprecated but in fairness it is a bit easy to miss
oh my gosh it says it in your name im so sorry. little overwhelmed atm
Also any old tutorials for it probably don't say that lol
this is the part i'm most worried about
{
"Action": "Load",
"Target": "Maps/Forest",
"FromFile": "assets/Forest.tmx"
},```
(mod compatibility called. your house is on fire)
this chat loves uni project eggs-- casey is here to verify docs 
Huh, Button's website's homepage reminds me of mine. https://spacechase0.com/
i'm not worried about that part. let it burn ๐
true, just don't have any other mods loaded, profit
Since it looks like you're doing things with custom NPCs, I'd recommend this one which is updated for 1.6: https://stardewmodding.wiki.gg/wiki/Tutorial:_Making_a_Custom_NPC
So, you're interested in creating a new character for Stardew? Good news: with version 1.6, creating a character is easier and allows for more flexibility than ever. However, NPCs are one of the more complicated things to create for Stardew, as they have a LOT of moving parts. This guide aims to provide a basic but thorough walkthrough for ea...
If it's just for a school project, get some gasoline
Man, there's no .kitty either
backtracking, which one doesn't spawn correctly? is it from the 74 objectID or is it the 38 or is it both
This is really all your site needs tbh
Oh man, you're Loading Data/Quests too? 
74 is an axe
those ones are not me but I will pass aything along
(I was joking about the gasoline lmao)
Just load the whole game XD
General rule of thumb, Load is only for new assets, you want EditImage or EditData for anything involving changes or additions to existing content
Wait, what did I mess up
74 is the one in the example file, im literally just trying to get the template working atm but thats good to know
Could you be more specific?
74 on MinableObjectId for both pick and axe?
oh, which one of the Minables weren't working?
The object ID is just what object the minable looks like. 74 is prismatic shard
both!
So is MinableDrops actually a list of lists?
Yeah
A list of lists of models lmao
It picks one item from each list in the list
Ah
Randomly, based on the weight values
Rest assured, it's in the new website too
(That's the left side of the new homepage ๐ )
ok so dont remove the extra set of []?
Correct
that was me misconstruing it cause i didn't see casey's example
Yeah, I need to become familiar with S&S now lol
Ok sounds good. I must be messing up somewhere else then
How come?
I like how Button's website just has "TBD" for the tutorials header
So I can actually help instead of saying wrong stuff 
Avi, I have NO IDEA why it worked, but, the event now works.
Maybe I just fill in all the pages I need to do with "TBD" and worry about them later
(sorry Zoe!! i forgor ๐)
(Sorry @uncut viper! That automatically times you out to help prevent scams
u should be back now)
oh
there u are
But I also am very interested in S&S
events break at the sound of a fart
button got bonked 
Well, for what's it worth, the gist is literally the test data I used for the initial feature
Ah
subscripts are blocked?
you just gotta
also to be clear my "i really hope casey didnt/would be surprised" was at the idea of you using [] to denote something being optional within the json example itself
I got filtered once for having a markdown link... inside a code block
Ah, yeah, that sounds like a nightmare
The only subscript we're allowed is an emoji โข๏ธ
hmmm there's not a lot you can express with that
my automod bop was justified i shoulda known it just slipped my mind
i mean i got bonked for cryllic 
that one was out of pocket until i was told it's because of trolls
its technically still TBD as long as the code exists on my drive and i havent completely scrapped the project yet! 
Hmm, what large feature can I add to spacecore so I can postpone documentation (and end up worsening the problem) next...
alright well thanks for the help, ill try to mess with some other stuff to get it working. Rocks spawn, I can break em, they just drop nothing -_- so close to finishing this!
-# and [This](link) and certain Cyrillic letters are indeed blocked, we get an absurd number of scams with scam links hidden and trolls replacing characters to circumvent the filters with ToS breaking stuff
Marriage 0 schedule /j
I'm literally taking this line out of the new docs right now.
if id thought about it for like 2 more seconds i woulda caught myself but i saw the tiniest "Meow" and my brain went on autopilot
...if I could remember my login for the new website
And it doesn't have a reset password email thing setup
i don't know why you'd have thought subscript would be moderator blocked, i sure wouldn't hahah
So I'm gonna have to manually redo my password again aren't I
spaceycasey MeowMeowMeow123
because of its ability to make thjings look like the official "this is an official Discord message." text
Because Discord itself uses it sometimes
when are they just gonna watermark their messages or something istg
That would require them to add new features to Discord ever
theyre basically the same font so. abusable it is, and so abused it shall be 
This is so frustrating. ๐
can you add a feature to spacecore that helps you reset your password
Alas, my new website is not powered by spacecore
but with nexus's permission it could be!
googles password requirements for the CMS I'm using to try and figure out what I used
Meanwhile, google:
...THat's not at all what I asked
are you sure about that
Google will do anything to avoid working right
just like me
/s
manually resets the password file
still can't get in
looks in the code for how it hashes password
(It's literally what I did)
...
I've been using the wrong email
Ok I set "spawnladders" in the dungeon to false and its still making ladders so I definitely messed something up ๐ Could this be because I haven't updated to 1.6.9 yet? I was scared it would break everything so ive just been testing on the 1.6.8 legacy beta on steam.
What SpaceCore version are you on? I remember fixing a bug like that
casey's here to explain but afaik the only thing that didn't work was the TotemWarp ConsumedOnUse pre 1.6.9
how many frameworks are you using?
the major ones are all updated to 1.6.13
tbh you'd be fine to bump up to steam public
sounds good
How are the ladders appearing?
does it not work to make a Furniture with the "torch" type?
Does that let you set your own fire textures?
are videos okay in here? I can just show you
I think so
this channel should be free-game
absolutely!
oh yeah, no, I just finished reading this conversation, you do have to replace them in cursors
do you want me to just re-link the json link thingy from earlier or just the dungeon?
this looks like a wildly funny content.json
Relink is fine
I must have missed it
If the goal is to replace all torches it will work, but to make new custom flame-less torches isn't possible without FF
no offense to you or your groupmates, fives
i can definitely tell that this would get chaotic though
-_- im fighting for my life out here
...let me check something
if you're all on your own separate activities though i'd suggest https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-include.md
so you're not running over each other's toes
Oh but it is possible with FF?
oh sweet does this allow us to split the files up
of course! you can make furniture that the player can toggle, and have light sources that behave the same
It's "SpawnLadders" not "SpawnsLadders"
welp
Neat. I can't recall if they were averse to using an additional framework, but it's good to know
and while your snooping around my json, you dont see anything wrong with my spawnable definitions yeah?
who the hell has the heater on, i like living in 50f
(nothern Japan is cold rn)
It me, I don't like being hot or cold anymore
i'm sweating, the house feels like it's 80f
is there a mod that adds tile action reset all hoe dirt
When I had uncontrolled diabetes I loved the cold, it was the only time I felt a normal temperature lmao
like unhoe everything but not the dirt with crops
how does clearfarm- oh nvm
maybe I should ping them to tell them
Not offhand, though let me know if there are any problems. (Though "A piece of an earth Junimo" is kinda disturbing ๐ )
The only problem is when smack rock rock drop nothing but I think im using the list of lists improperly
๐ญ i saw that and was like "WHAT???"
SAMEEEEEEEEEE. But that's because once the building turns on the heat the AC doesn't work much.
I got some Lindt white chocolate truffles recently and after a few hours in my apartment the insides of them liquified
the joy of a group project
So, is there anyway to force a custom NPC to go to the resort? I need to check the Island appearance
everything else is confirmed working. ๐
can you just warp them to you?
(Also the outsides were very soft - to the point of opening the individual truffles caused enough of a break in the surface for the inside liquid to spill out)
you could set everyone else to a false CanVisitIsland
I don't think that would update the NPC appearance
Warping them to me didn't change the outfit, Button, so I don't think that works
hm. well if it works if you manually call UpdateAppearance or whatever it is, BETAS has an action for that you could use for just testing
although, tbf you could throw them into a quick event command, do a changeSprite <npc> Beach maybe?
if it relies on actually checking their schedule though then IDK
Time to make a quick Data/Characters block to change everyone's CanVisitIsland, I guess. xD
(try 34 C / 93 F with no aircon ๐ซ )
Yeah, what's weird is in NPC.update it should call ChooseAppearance when their location is different from last tick, so..
I mean, I can try again and give it more time, casey
probably relies on some other weird "am I an island boy today?" check then
(i feel you, also i felt like lurking when humidity convo got brought up as a dweller of tropics hell)
Pelican Town Energy Conservation now charges you for Air Conditioning, without it, you have less stamina in the mornin-- 
Ouch. I once had a summer while I was in FL where my AC broke and the apartment complex took weeks to fix it
I felt really bad for my long haired cats
but yeah so in this clip with the JSON that I have, shouldnt the rocks be dropping something? im not super clear how the lists of lists with the minabledrops works. Sorry for pestering.
(tbh i think casey likes being bothered about the niche pieces of spacecore)
It's starting to come down now thankfully, but we've been in a heatwave all week. It's not even summer yet 
I should also probably figure out why there are random days where the NPC says nothing in the farmhouse
not even a ...
Oh yeah, I fixed a bug like yesterday with minables using the wrong drop table.
It's released... for 1.6.9
oh shit iโm so sorry to hear that, please hydrate a lot and take care. iโve been so used with the heat my entire life that itโs got to reach 37 to 38 before i go โoh wait this isnโt goodโ
(Specifically, it was using BreakableDrops instead of MinableDrops, which are the things that act like barrels)
That's what I grew up with as standard temps for summer, but it was dry heat so the humidity up north here is the killer for me ๐ I'm taking care though, don't worry!
ok, so ill go snag the newest versions of everything which im about a week behind on anyway.
Ah, humidity... I don't miss it
i honestly don't recall which dialogue lines are important, but possibly it would've been the Indoor_Day_NPC one...? maybe the spouseRoom_NPC one 
spouseRoom_NPC might be one I'm missing, I know Indoor_Day_NPC is in there
Was just kinda odd, because he's standing in the kitchen and just saying nothing until we hug. LOL
Hey, I don't know if you fixed your issue with torches, but if you're still working on this FF will allow you to change the torches and remove the flame without having to replace it in cursors.
iirc it was the NPC specific ones that broke transitioning NPCs from 1.5.6 -> 1.6
sometimes i surprise myself knowing someone relates to my struggles with humidity (outside PH) but then I realized where Airyn is from and go โah finally someone who knows my painโ 
had to handle the Japanese summer this year, and I was not ready for it, it was a literal hell from my european experience...
not too late to move to okinawa 
I'm not at all sad from missing out on Florida summers this year
there isn't much of a point to do that at this time of the year... wth no, why would I do that, it's even hotter
However in exchange... Illinois winters
(Which might not sound too bad, but I was in the US south for my entire life, most of it being Florida, so....)
i went to florida in the middle of august and that was the dumbest decision of my life
You could leave out "in the middle of august" and I'd totally understand
that's it... i'm doing immersive weathers...
It might be over 100 for 9 months out of the year, but at least it's only mildly humid for a few weeks in Arizona, unlike Florida's 110% humidity and over 100 degree weather
austin, tx in ausust...
It also doesn't help that I just sweat extremely easily
humid, hot, unwalkable
i get the cold sores debuff every winter so i hope you replicate that
Chance to fumble things in winter because your hands are too cold
Randomly drop items or miss when shearing/milking
you're outside longer than a few hours in less specific clothes, optional file if you have the heater trinket you don't suffer it
i am unfortunately still in Florida but if anyone wants to help change that let me know my DMs are open-
My condolences
can't play more than minutes in Summer before 19h
i honestly don't know where my husband will drag me off to but i ain't staying in nevada no more
that's it, you're comming to japan
has anyone modded alligators into the sdv swamps yet
or should I put that on my list
aaand updated everything and its working. thanks for the help.
Shrek wouldn't allow it.
(There's gotta be a shrek mod already)
SmolHooman's Wild Animals might? It's got a pretty wide variety of animals
goblin guard shrek replacer
One that replaces Pam with Shrek, from memory ๐
uh, I somehow mixed "you're going in the soup" with a "going to Japan" meme... the human mind sure is weird
damn no quality
Glad (?) to know my mod memory's still going strong 
is it compatible with sve though. maybe i should leave a comment
art
Ask Flash if SVE is compatible with Turn Pam into Shrek 
lemme just get that image ready for the inevitability of my expansion release--
flash is in the server right? one little ping can't hurt I'm sure
Next time Flash checks the compat request form: "What the heck?"
casey's a dev in there, could just sneak it in rig-
That might be suspicious since I'd have to send him a new copy of the CP component when I normally just do the SMAPI ๐
"So, Stardew 1.7 dev team, what was the one highly-anticipated mod you decided to make canon in this update?"
"Turn Pam into Shrek"
(He doesn't actually use the git himself, it's purely for others to reference, so that won't work)
wait why have a git then...
Oh, for base game?
Yeah, I could technically do that. Not that I would
So others can see the source code and history (when I remember to update it)?
SVE is less detrimental but yeah sure that works too
Can't wait for 1.7 when they replace all of Pam's animations, including idle, with the fortnite default dance.
yea i guess so, but source control so useful 
First content engine mod packaged with SpaceCore
I really should document that and get it usable for content packs
It can do almost everything CP can at this point
"I installed SpaceCore and it broke Pam"
SVE did use to package several frameworks in with it, which obviously caused a ton of duplicate mod errors and was a major pain in the ass for people
ah i remember those days 
I think rokugin was suggesting a pam shrek mod packaged with spacecore in this case, not SVE ๐
Ah, I misread ๐
The main two things I can think of it can't:
- Can't use tokens or anything similar as keys for dictionaries. Need to refactor some things for that.
- Equivalent to patch reload ing a particular file instead of everything. (Which is really funny because I wrote the feature for patch reloading a specific file for CP
and the original patch reload code but anyways)
I took a stab at patch reloading a particular file but it would've been a bit difficult, need to refactor some things for that as well
are there advantages with it over CP?
Thanks for the suggestion to set CanVisitIsland to false, it worked great and the mod update's about to ready to post โค๏ธ
wait like cant use "{{ModId}}_mything": {}?
Correct, though there's a way to do that still
It's more for things like trying to use {{DayOfWeek}} as the key for dialogue (which a lot of ES mods using dialogue pools do)
It's definitely more powerful. And I'm fond of not needing to use quotes everywhere
right the randomize dialog tricks
what does more powerful mean here though? /gen
the main appeal from what i heard so far would be the foreach features (this is a thing right)
Like, the include system is really great. There's a very neutered version in CP thanks to my PR, but you can define values to pass through that are more complex than just a string, and you can include another file inside a patch
Hmm, I don't have a foreach thing at the moment.
I do have If, so it wouldn't be crazy to add that though
oh but didn't that template thing get approved? so you have the hyper-powered ver of that?
Yes
and ig the main barrier of entry is learn whole new markup 
i mean you did it for stardewui-- 
I'm using the template system in MMR (which may or may not happen at this point), but I did that before some newer features in the content engine existed, so my templates are kinda bloated
i mean i did bc this is my profession 
That's the docs I'm postponing writing ๐
I have a vscode code extension that does the syntax highlighting already
its more about the general "how to promote this thing to ppl already using content patcher"
And in theory tells you about errors, but last time I tested that it didn't work, so it might have broke
that said i do think "ships with spacecore" is big plus 
Yeah, that is the huge problem. The only thing I can think of is if people hate quotes and stuff like I do, or they want to use the more powerful systems my content engine stuff offers
certainly u wont end up like yacp
Eh, probably will
Only difference is if I end up making a mod I'll likely use my stuff
And my stuff can be embedded in a C# mod, so...
oh how does that part work
do i write a .scc (space core content) file and then do some init thing from C#?
if you make it a dependency for spacecore, im sure a lot of people will be using it very quickly
private void GameLoop_UpdateTicked(object sender, StardewModdingAPI.Events.UpdateTickedEventArgs e)
{
if (Content == null)
{
if (cp.IsConditionsApiReady)
{
Content = new PatchContentEngine(ModManifest, Helper, "assets/content.spacecore");
Content.AddSimplifyFunction(new MeowifyFunction());
#if DEBUG
Content.OnReloadMonitorInstead("assets");
#endif
Content.Reload();
}
else return;
}
If you don't want CP token usage you can just do it in mod entry
But if you do want CP tokens then you have to construct it when CP is ready
sorry to come back to this (im reading through all the advice I got so I can fix stuff) what is a better way to add a little area to warp to my mod custom location? I can see how this would be a problem for mod compatability ๐ญ
update ticked 
(editmap)
The #if debug lines let me edit the .spacecore files in the C# source folder instead of the deployted folder (since those changes would get overwritten)
CP doesn't have an event for when the conditions/tokens API stuff is ready, so... yes
hm i wonder if it's possible to make api that i just hook to AssetChanged
that is the typical way C# content edits go after all
thank
MeowifyFunction 
Oh yeah, with C# mods you can add functions local to your content pack. That function is MeowifyIfNeeded, which converts the given string to different meows (and rarely a purr or two) if you haven't seen the wizard forest magic event
(It's for dialogue for a cat)
I'm also using the spacecore content engine stuff for my game project that I work on sporadically
ah so it is a general monogame library?
It's not even specific to monogame
Just C#
The stuff integrating with SDV itself is in SpaceCore, but the rest of it are in separate projects (though still in my SDV mods repo)
oh like the project is just interpreter for the custom markup lang
and then spacecore is responsible for hooking it up to content pipe
Ex. dialogue entries look like this at the moment. I was planning on going the dialogue route.
Mon: MeowifyIfNeeded(Include(dialogue.spacecore));
And dialogue.spacecore:
ChooseWeighted(FilterByCondition(
[
"This is interesting dialogue, RIGHT?";
{ Weight: 2; Condition: TRUE; Value: "More dialogue testing!"; };
{ Condition: FALSE; Value: "meow3 meow3 meow3"; };
]); Flatten );
-ten
You can get fancy with Combine() as well to have different pools in different files and share a single condition check, instead of specifying the condition for each one
Basically yeah. Technically there's two projects besides SpaceCore - the parser for the language, and then processor to like handle includes and stuff
aviroen would this reduce or explod ur dialog counts
probably explode
it's like infinite possibility with no repercussion 
but iun wanna write that much
In my totally unbiased opinion, it's not really "new" - anyone who's used HTML can figure it out, and especially anyone who's used a template engine like Angular.
It's just HTML with different tags and fancypants attributes.
but that does go back to "having relevant background" a lil
but ur target is C# ppl so it's not hard ask
that's valid, i just haven't looked at html since my myspace days...
Oh sure, I don't expect it to be the basis of 5000 Stardew mods. But most folks who do any kind of UI at all have done some amount of web dev (whereas quite easy to find folks who've never done desktop or game UI).
Here's the parser, it just handles a single file and turns it into the language constructs. https://github.com/spacechase0/StardewValleyMods/blob/develop/SpaceCore.Content.Parser/ContentParser.cs
Here's the "core" content engine (not stardew specific) - it handles includes, ifs, and the function system: https://github.com/spacechase0/StardewValleyMods/blob/develop/SpaceCore.Content.Engine/ContentEngine.cs
And here's the SDV implementation for asset patches: https://github.com/spacechase0/StardewValleyMods/blob/develop/SpaceCore/Content/PatchContentEngine.cs
Unless you're like me and the UI you do is entirely in Unity's handholdy ass system
Yeah, I've done Unity UI. I don't miss it.
I like it, but I understand that it's crippling me lmao
Theoretically one could use the parser on its own for a sort of sandboxed scripting language (compared to loading C#)
i have not kneecapped myself, i did the dumbest thing possible, i started from monogame itself 
desktop ui is a lot more straightforward tbh
Monogame just isn't a UI system on its own. It's got a very barebones graphic API, that's all.
they dont change the stack every 1.5yrs
Making UI in Unity is just not really a transferrable skill, I have yet to find anything else like it
I think Aviroen's point is that they were building it all from scratch
Which, yeah, painful
Probably the legacy immediate-mode stuff is more transferrable than either of the newer options.
I'm just using Mlem.Ui for my game
anyone remember a vanilla Strings/ key that says something along lines of
(as you can tell, i gave up relatively quickly and went straight into stardew modding)
can't do it in this location
can't place in this location?
smth like that,
I can probably make the library work for MonoGame in general; there's actually not very much that depends on Stardew in particular.
Just a lot of default sprites, and some API glue here and there.
"Carpenter_CantDemolish_AnimalsHere": "Can't demolish until animals are relocated",
"Carpenter_CantDemolish_PlayerHere": "Can't demolish while a player is in here",
"Carpenter_CantDemolish_LockFailed": "Can't demolish this right now",
"Carpenter_CantUpgrade_BuildingType": "Incorrect Building Type",
"Carpenter_CantBuild": "Can't Build There",```
in ui.json, why?
But that's a project for another year.
oh perfect
Strings\UI:Item_CantBeUsedHere is what the rain totem uses
its err msg that im hoping to not translate lol
Carpenter_CantBuild is the one i was think of
Specifically "This item can't be used here." is the one I mentioned
...I really should go to bed, I have work tomorrow
As a parting gift - a bewildering reddit post I just saw. (Posting in #programmers-off-topic becasue it isn't remotely related to modding)
...and now my year 3 festivals aren't placing the NPC in them, despite using _y1 and _y2 variants. Okay then.
Scratch that, all of the festival Set-up locations seem to be broken for the Egg Festival now, regardless of year. That's frustrating..
No error in my code, but NPC is definitely not present.
i didn't put _y1 i only put _y2
"Set-Up_additionalCharacters"
The wiki says that if you use any _y* variant, it won't use the one without a variant, so I figured I needed both?
yeah i didn't bother to append the _y1 on it
Okay, I'll try removing the y1 and see if it helps
that appears to have fixed year 1, at least
Wiki might need to be updated to be a bit clearer if that's the case >_>
Ugh, I need the wiki to have a dark mode, dark reader looks like shit on it but my eyeballs can't
๐ค should i work on dialogue or sprites...
.choose dialogue, sprites
Choose result: sprites

Now you know which one you wanted to do
From what I can see set-up takes year variants, Set-up_additionalCharacters does not
Unless that's part of the wiki needing to be updated
Haven't checked migration pages yet to see if it's maybe a pending change
Oh, there's an additional blurb thing about using year variants for additional characters, weird
i don't use set-up at all
Seems like you probably wouldn't need to unless you wanted to really fuck with the festival for some reason
looks disrespectfully
Oh, I missed the spot where additional characters says it supports year variants, it is on there
i think the actual code for it is wonky though but idk
oh it goes if year % year +1? i think?
Well, Set-Up_additionalCharacters_y1 does NOT work, can tell you that much. It made it so year 1 and year 3 both didn't process the additional character.
Looks like vanilla festivals don't use y1 either
But also, what about MainEvent_additionalCharacters?
also did not work
Huh, just realised Marigold's festival patches aren't working either
Did things change in 1.6.9?
Set-Up_additionalCharacters and Set-Up_y2_additionalCharacters were definitely working pre-update
I feel like that would have been mentioned as a breaking change for CP mods lol
Set-Up_additionalCharacters_y2 is currently working for me
Maybe Set-Up_y2 was like event sins where it was a niche thing that wasn't supposed to work but somehow did and it was made more specific in 1.6.9 
maybe it ignored it and took just your Set-Up_additionalCharacters
i haven't debugged year2 if i don't have that key, but a different npc does
Possibly, though I'm pretty sure I did have the different festival positions for the two years working
i definitely know that y3 breaks all custom npcs though 
Oh yeah, that was mentioned back when we all found out that one mod using y2 would break all the others ๐ I think everyone mutually agreed not to use y3 and up lol
Yeah I put that in my template like, "you will bring about the ire of every single npc creator if you write y3, just Don't Do It"
Aha, switching it to _y2 at the end's got things working again! 
Got xkcd'd
Well, festivals worked YESTERDAY, so I shouldn't have had to redo them, but
Apparently
Is this for your Zelda overhaul, Lily?
nope
This is for fixing the Satoru Gojo mod
Which means that I will be able to take everything I've learned into Zelda overhaul and hopefully have an easier time with that when I get to the custom NPCs. xD
you can change the display name of Objects but not Items, or in my case Tools
can't you? i thought all the tool names were flattened in 1.6.9
e.g. "DisplayName": "[LocalizedText Strings\\Tools:WateringCan_Copper_Name]"
or wouldn't it take effect if it needs a new instance
Sorry, through C# I'm trying to change the display name of one I already have in my inventory
oh, hum. yeah the displayname property for items is weird and confusing
I tried to change DisplayName but apparently it's not public enough
anyone have a tutorial for making a custom npc in stardew?
So, you're interested in creating a new character for Stardew? Good news: with version 1.6, creating a character is easier and allows for more flexibility than ever. However, NPCs are one of the more complicated things to create for Stardew, as they have a LOT of moving parts. This guide aims to provide a basic but thorough walkthrough for ea...
!CP there is this if you don't already know
Content Patcher (https://www.nexusmods.com/stardewvalley/mods/1915) is a mod which loads content packs to change the game's images and data without replacing XNB files. If you want to make mods using Content Patcher, start at https://stardewvalleywiki.com/Modding:Content_Patcher.
hmm, no link to doc...
What sort of other resources do you need? That tutorial is pretty thorough if you're already familiar with CP
I don't believe any of the commands link to the github docs but there are links on those pages I think
At least one of them links to the docs for sure
the Disposition part idk where to put that code
If you follow the tutorial you'll see that disposition isn't really used anymore
Did you read the link I sent?
It's all part of Data/Characters now
Can quests reward money and item at the same time?
Hello! is there a better way to sell seeds appropriate to their seasons instead of registering the IDs of each seeds per season, ?
{
"Id": "SpringSeed",
"ItemId": "472",
"Condition": "SEASON Spring",
"Price": "50",
"AvailableStockLimit": "Player"
},
Are you trying to sell all spring seeds in the game (either vanilla or vanilla+modded) or just your own modded seeds?
For Cornucopia, I added a context tag to each of my seeds for their season and simply added a single shop entry that loaded all items with that tag
but youd have to add the context tag individually to each vanilla item if you wanted to use that approach
If you want every vanilla seed then I dont know a better way
vanilla (and possible other modded ones). though, just like pierre, i wanted to sell seeds only when they're in season
i tried this bit but it just adds whatever random object xd
{
"Id": "SeasonalSeedsSpring",
"ItemId": "RANDOM_ITEMS (O)",
"Condition": "SEASON Spring",
"ContextTags": ["season_spring, category_seeds"],
"Price": "1000",
"AvailableStock": "100",
"AvailableStockLimit": "Player"
},
lemme go check ur mod rq
well yeah, they dont have actual context tags
You can check existing context tags in data/objects, seeds dont have any
i wonder if this will come down to manually adding seed IDs 
uhh... 4? but this particular shop sells seeds and crop convenient stuffs XD
Here's code for the context tag approach--but again you have to do this for every seed item so it's really only worth it if you need to add seeds by season to two shops or more
"Action": "EditData",
"Target": "Data/Objects",
"TargetField": ["472", "ContextTags"],
"Entries": {
"nova_mod_seed_spring": "nova_mod_seed_spring"
}
},```
If you're only doing it for one shop, I would just suggest doing it the way you're already doing. Well, you can also use C# to get a list of items but that will also have its own issues (such as selling strawberry seeds or other rare seeds from other peoples mods)
this is what i thought of doing, just group em up and call them XD
thank you so much!
How to we make a shop only sells a particular item once and then never again?
From what I can gather, I should be able to do it by triggering a flag in ActionsOnPurchase and then using that flag as a conditional, but I'm wondering if there's a more straightforward way.
Pretty sure that's the most straightforward way, not really seeing anything else
The only other thing I could think is to make a special item that you only give out one of and then set the trade item id to that lol
But that would probably be a little more confusing on the user end to still see available stock but not know why you can't get any more of the required trade item
Aah glad to be right then. I was just worried there'd be like "actually you can just set the MakeItemUnique field to true."
its pretty much how the missing stock list works too
Follow up question: is it possible to like have a pool of 15 items but have only 5 of them randomly show on shop daily?
https://stardewvalleywiki.com/Modding:Item_queries#Item_spawn_fields
I am pretty tired but maybe MaxItems?
thatd be the MaxItems field for an item spawn query
Aah, so put all the 15 IDs of the items in RandomItemID and set MaxItems to 5?
Nah, it would need to be in ItemId, you'd use the item query stuff up higher
You can check Emily the Mixologist as an example for that if you want, Dolphin!
@inner harbor Did you ever find a way for a player to sell clothing/boots to a shop? I'm trying to do something similar. Thanks!
lmao i just found out it's possible to have your game window exactly wide enough that a shop's portrait appears but the dialogue doesn't fit and isn't shown
got quite a jumpscare thinking 1.6.14 broke my shop dialogue somehow but it was just the perfect wrong window size
I remember someone telling me a command to cnange your multiplayer ID but I forgor it and wiki is not showing it
hey chat how difficult would it be to reskin the horse into an electric wheelchair? I'd have to change the look, the noise, and stop the character from bobbing when moving. ||i think i'd have to keep the feature of feeding your wheelchair carrots though /hj|| < 1.6
there's currently one wheelchair mod for stardew and it's a faulty beta thats not been touched in months
Good day everyone, how hard would it be to try and mod a single new crop into the game? I have some bases in C and wondered how hard getting into C# will be
pretty easy with cp
Adding a new crop is very easy, but you don't need C# for that, you can just add it via Content Patcher
i see the halfjoking but someone recently reskinned the horse into a flying broomstick and ||they kept the feature of feeding it carrots, too||
alrighty, ill look into its documentation!
incredible
ah, here we go https://www.nexusmods.com/stardewvalley/mods/29007
(it was voltaek who made it)
You need a C# component or other mod to handle the following:
- Stopping the farmer from bobbing
- Removing the sound (the horse sound is the same sound as footsteps, just sped up, so you cant simply remove the audio track from the whole game)
- Potentially changing layering so the legs dont appear over the side the chair/on top of the wheels
I'd def suggest checking out the broom mod and other similar mods to see whats possible and if anyone has solved the above issues
well theres a Mute Horse Sounds mod that could help me...
but I have no idea about 1 and 3
related to 1, the farmer would also sit very high up and its possible the horse sprite dimensions dont allow for a very high backed chair. But some other mods like sprites in detail can be potentially used to extend the sprite frame
The horse sprite is 32x32, so that aspect should be fine at least
You can alwwys start by making the retexture part and seeing if anyone else here has solutions for the remainder
oh thats the one aspect ratio of pixel art i'm good at
that'd be good... i am completely lost when it comes to the technical stuff tbh...
using this as an excuse to show off my latest 32x32 pixel arts because i can
anyway
hey guys I'm making a CP mod and I'm currently developing a test mod to develop my skills for each expansion component to make a full expansion to the game. so far I have:
- added a custom node
- added a custom donateable mineral from the node
- added a custom craft
- added a custom cooking recipe
- added a custom seed and crop and added the seed to Pierre's shop
- added a custom forageable
- added a custom fish
- added custom items to gift tastes for villagers
- added a mail to give a cooking recipe
- added a custom machine which changes texture when active
when I do an NPC and a custom map that's going to be part of the final expansion as it's far too much effort to waste on a test mod, but bearing that in mind is there anything else I should try and do before I jump in?
(sorry for the chat fill)
dialogue and events but tbh its more important to just get comfortable with the format of CP and it seems like you've done that already. Anything else you need you can just teach yourself as you need it
They all use very similar principles
I'll see if I can make a simple heart event or something for an existing villager (nothing too crazy)
thank you!
and you know how to use the i18n system too?
sees 5 emails about nexus messages
Huh, did SpaceCore break with the 1.6.14?
Sees over 140 Nexus comments this morning, maybe more, I stopped couting accurately after a while
...Yeah I'd say so
But wow, I have never received so many comments in such a short period of time.
Seriously people, do you think every single one of you comments makes it update faster
It reaches a point where I'm aware it's not just one or two people having it
And why so many, SpaceCore has broken before but I have never received so many comments
Probably because .13 was stable long enough for people to update all their mods.
unless curse forge did another stupid contest since gmcm did get trolls
And I got a grand total of one log in all those comments. What. The. Heck.
I was literally just coming here to look for known issues with spacecore. SMAPI log is telling me it's no longer compatible but I'm on current version. Finally diving in to updating my mods for 1.6 so my mod loadout is super small for testing. I can get you a log. One sec.
140 though like, do people not understand that it'd only 8am at the latest in the connected US
casey, it seems ItemQueryContext constructor got a new mandatory argument
So many "+1" or "same" comments 
Yeah, 140 comments in 8 hours is a new record
Ah, that explains it.
If you need a simple log https://smapi.io/log/63fbe10e4b6d48faa6694ef580968f46
Log Info: SMAPI 4.1.6 with SDV 1.6.14 build 24317 on macOS Unix 12.7.6, with 14 C# mods and 5 content packs.
i think they feel like theyre supposed to leave a comment once they see a million other people are doing it lmfao
The hive mind is a powerful thing. Or maybe it's FOMO.
casey, you should turn off the computer for the day, they can deal lol
yea just let smapi rewriter deal with it
I have access to the game source so I probably should've looked at the changes closer to see if anything would break... but, like, I wasn't expecting Pathos to break anything major again
Assuming it was Pathos
...Yeah it was Pathos
I don't think the mod I'm testing needs spacecore to work fortunately. I'll just pull it from my loadout for now and go to my meeting I'm supposed to be in. ๐
And risk another 140+ comments?
I'd say turn off comments and block dms, but they'd probably find your address :P
Gives you the pass to turn off comments
i'm sorry, casey, that is an unhinged number of posts to have to deal with
(the most aggravating part to me is the people who feel entitled to dm you about a clearly common and obvious bug)
LOL I was coming to check if anyone actually gave you logs, so have some hugs instead, casey. 
Tbh my life has been a lot better without the swathes of the masses commenting 
@ivory plume I'd like you to know that this is your fault
Is it 140 on spacecore alone or is it because of JA/IE
i went to check rq and found soooooo many +1
wth
So close to self awareness, so close
Kinda wanna go back to beta

"Go tf to sleep"
Beyond 12am pst
...oh no, what broke?
I got comments on every of my mod when I was eeping lol
new string arg to ItemQueryContext constructor
2:05 AM my time zome apparently (according to steamdb)
And the comments started around 2:30
the mini-modpocalypse, but for mods that spawn items
Wow, nice of them to give you a whole half hour twenty-five mins to fix things
I've uploaded updates slightly early before to avoid this... but I never expected such a gargantuan amount of comments from not doing that
There's a rewriter in SMAPI for that change... but I wasn't aware that 1.6.14 was going out this morning.
I guess I'll release a SMAPI update right after this meeting.
smh Pathos, were you asleep or something at 2 AM CST? /s
Can we get a regularly scheduled hotfix release
someone make a calendar so the big names aren't beanboozled like this
...I wonder how many comments the SMAPI page got because of this
i would hope they avoid dropping updates in middle of night in the future
Well, that's when it usually drops for the not default branches
Like when we were doing nightlies
did SMAPI itself break? i thought it just didn't include the rewriter. otherwise how else would people even load spacecore to see that it's broken
Hears the angry footstomps of Casey in rhetorical CA office, "How could you do this to me?!"
hm that is true, maybe there was some automation silliness
People love to complain on any related page
Meanwhile, SMAPI gets... 12 comments
SMAPI gets complaints about literally everything
Brb, banning Pathos.
Yeah, Pathos gets lots of unrelated comments. Like I remember seeing a lot of GMCM comments there
Wow, the mold fights the mold
DH new smapi dev
(SMAPI only has 12 comments because SpaceCore was detected as incompatible. If SpaceCore was causing errors instead, those comment counts would probably be reversed.)
We just need a pathos clone
And a myuu clone and a you clone
Economically sucks, cloning costs too much money
I would say "a me clone to clean my apartment up?" but I don't think either of us would end up doing it
if you clone enough devs, one of them is bound to get bored enough to work on Android SMAPI
Haha, funny joke
I need a me clone
Thank you! 
Then maybe we'll each get two projects at work instead of me getting four
If I had a clone, I could procrastinate twice as hard
don't forget you'll be paid a single salary for both of you
The clone would just be making the other sock wdym
Hopefully this will calm things down (even if it stays broken with the new SMAPI update)
Cool! Thanks
if people would still continue the +1, im reporting each of them๐ซ
searches SpaceCore on discord
Interesting to see that we even got a command for it pretty quickly ๐
A charitable interpretation is that the users legitimately think they are being helpful by letting the authors know. Of course, when 100+ other people have already done that, at that point they're just adding to the spam
Reasonably, you were asleep
(This is partly why I stopped modding Stellaris. Imagine the 1.6.9/1.6.14 comment storm, but every two months, forever)
This is more comments than I got for 1.6
...I think I had it posted early for 1.6 though
I think because of US politics that people picked SDV back up?
begins spiralling again /s
So obviously monkey see monkey do. One major mod breaks and it's as if the whole world comes crumbling down
casey go on that modding break/vacation pls
if anything break too hard we'll just commit harmony crime on spacecore until u comeback
Unpatchall
I mean, Pathos has access to upload files to SpaceCore's page too
Though I wouldn't wish that on him
I added it because people were going mental and I was sick of typing it out after like the fifth time ๐
Honestly, I'm kind of sad. When I got up I saw a bunch of comments and I thought maybe I got some feedback or something, but instead it was just "wah we don't understand the update process fix it fix it" en masse. Entirely on me for sleepily expecting comments to be useful.
I become your secretary for a bit, turn off all the comments on all your mods
Yeah, uh.... SpaceCore almost never gets positive feedback. It's 99% bug reports
Sorry you're going through this, Pathos/Casey. Hopefully CA doesn't surprise you with an update a second time ๐
(Or user error thinking it's one, or things breaking from updates)
Yeah, that's rough.
I mean, i think it's fair to turn off comments for popular mods that are literally required by everything. Easy for me to say though
Did you stop modding after 3.0, or did you soldier on for a while?
I'm pretty lucky that most posts on the FF page are from Furniture modders reporting actual useful issues or asking about features.
I haven't really used it yet, but every time I look through the Spacecore docs, I find something new & cool
You put a lot of hard work into it
The fun part is I saw that an update was being released last night in the dev chat. I just didn't know there was a breaking change for SpaceCore. And even if I did, 140 comments is unprecedented, so I probably would've postponed it anyways
the gap between .13 and .14 lured people into false sense of security 
am I gonna win the bet
"gap"
compared to the once a day updates, yea a gap
Yeah the difference in release dates
0.01 is quite small acutally ๐ค
Anyways, I should probably get some breakfast and continue work since my meeting ended like 30 minutes ago
Breakfast is good. Definitely get some
I forgot that .14 was planned... hope that these ItemQueryContext changes don't break my Random transpiler.
Ah yes factor in, "mod authors have A Real Job"
I'm still surprised that all these patches got new version numbers, I would've called them "patch n"
140+????
(I'm trying to distract myself from tech splosions at work. Tuesday needs to chill the F out)
You should let it be for the meanwhile. You deserve some time after the what has happened. 
You're patching System.Random...?
I'm also still baffled that out of all those comments, only one included a proper log
I think my mods are released after 3.0 actually
No no, I'm patching ItemQueryContext.TryResolve to use Context.Random instead of going directly to Game1.random, like it's supposed to.
they only came to say "+1", so they didn't think adding a log to the comment would be helpful didn't think
pausing the testing because update, time to sip on tea whilst I tackle ze worse of it (for me) dialogue writing
Time to turn off comments, they've outlived their usefulness
"idk, play stardew unmodded, keep an unmodded save going"
My weather mod is no longer just a weather mod
So you started modding after Paradox went full-blown crazy with their updates. That would be like me starting to do Stardew mods exactly 2 weeks ago.
(Err, not that I'm saying Pathos and CA went crazy, just referring to the, shall we say, lack of stability for a time)
i am reminded by all of this that the official VPR update broke Lacey's mod detection code. i received one (1) comment about it and maybe i'll get to that in a bit
(My favorite part of comment chains like that is when this happens.)
User: the mod broke, please fix
Me: can you upload your SMAPI log (see instructions on that page) and post the link here?
User: me too
User: +1
Me: can you upload your SMAPI log (see instructions on that page) and post the link here?
User: I have the same problem
User: when will this be fixed?
Me: can you upload your SMAPI log (see instructions on that page) and post the link here?
User: why isn't this fixed yet?
It's also funny re: 99% not positive comments - I didn't even realize mods got many positive comments until S&S and seeing comments on there
that's it, i'm love bombing casey
I get some positive comments. Not a lot, some.
Frameworks probably don't get much in the way of positive comments because users have no idea what they even do.
It casey appreciation time
One of my friends basically did that once before. If you see a comment with " โจ " on every single mod of mine, that's why
the most comments i've ever gotten on a mod was 16 ^^
yeah lemme write this 3 paragraph excerpt of how much casey has contributed to the modding community
(This sounds like something that just needs to be fixed in the base game? Have you reported it?)
Fun fact, the most recent occurence of "thank" or "thanks" on SpaceCore is July 2021
the save serializer is great cus i dont have to be frighten of new classes when rotating my ideas and im glad to be able to say "yea that's a feature in spacecore" whenever people come in here with desire for feature that would otherwise take a little bit of C#
I assume framework authors get validation from here instead
๐
I did mention it to Pathos once, though I didn't make a big issue out of it. For all I know it's already been fixed, the transpiler was for version 1.6.8.
i am also look forward to using the content engine, whenever i get to my hypotheoretical mod with birds in it
ornithologist 2 electric boogaloo /lh
Oh, there was also a github issue opened in addition to the nexus comments and DMs
At least there was only one
The real validation is in unique downloads. Either people are using the framework or they aren't.
it might be fixed? latest ItemQueryResolver.cs decompile shows context.Random ?? Game1.random for each of the 5 usages
surprisingly, the venn diagram of people who know how to use github and people who leave "+1" on mod comments has very little overlap
Hmm, true
tbh i feel like they're two circles with at least covid distance apart
(I'm doing my part for StardewUI
)
salute all of the tolerant ones in modded-farmers, i slept my full 8 hours
when i see a mod that went kaboom i just go "oh well." and either look for a temporary fix, unofficial update, or just sit and wait ๐
the cheeto dusting has removed all sense of playing so even if i had the itch i'd probably just play unmodded 
Probably. My concern wasn't so much that the transpiler would be obsolete (and therefore simply be skipped, I don't use ThrowIfNotMatch), as that it would not be able to find the method because of changes to the argument list (which is always an error). But if only the constructor changed, it's OK.
true lol, im so busy either working on my own mod, or downloading more that i go "game? what game?"
Modern humankind (ie. modders) are spoiled by SMAPI and its rewriters. Oh, to return to a simpler time, when people knew to expect things breaking from a game update
anybody know a good, convenient way to un-apply a map override (i.e. one applied by calling GameLocation.ApplyMapOverride directly)?
return to a simpler, more xnb filled time-
I think the key phrase there is "a game update"
"Back in my day, when the game updated, we expected every mod to break every time the game updated. And we liked it!"
(Narrator: Nobody liked it)
still itching in the back of my mind, stick us back in beta so we can have peace of mind away from the public eye
thanks, i'll fiddle with this
Everything has to graduate from beta eventually.
(why oh why did i insist on this particular feature, which is causing me no end of grief and problems)
I learned over many years that while a closed beta catches some issues, it will invariably miss over 90% of them.
i feel like this one did a relatively good job, minus the xTile fiasco
that one came out of left field
(This is why major companies love the ability to deploy automatic updates and to deploy them gradually, so they can monitor increases in error rates while still affecting only 1% of users)
Hey guys, are there any guides on adding an npc without content patcher out there? (srry if this is a stupid question and I missed it in my google searches)
why without content patcher?
Because I'm making a seperate NPC class to do some modifications to gifting
No, there are no guides for that
and I've never added an npc without content patcher sadly
You can follow the same principles as a CP guide and apply the asset edits through your C# code
or have two components to your mod
is there a way to revert to 1.6.13 while we wait for mods to get fixed
Alrighty, thanks. I'm just having trouble moving the NPC from 0,0
Because I did get it to appear
it just likes to stay at 0,0
This is not the channel for that question. People already answered that in #modded-stardew
modifications to gifting though, wouldn't it be easier to transpile
if you're not touching any of the other classes
Yeah, patching would probably be better than a new npc class if you can avoid it. Especially since a new npc class would need either a spacecore dependency or manually removing the NPC from everywhere before save and adding them back after (and on load)
you can have content patcher and C# it just has to be secretly 2 mods
fairly common setup though
what are the modifications you desire
...something something SpaceCore content engine embedding inside your C# mod... ๐
If only it were documented
is it in your code though, a good enough brain could infer-- 
Comments starting to roll in. 
Let me know when it reaches 18 comments an hour /s
Eat them all
The SMAPI update will be going out in a few minutes. Hopefully I don't get in trouble for pushing non-work commits during work hours.
Don't get in trouble at your IRL job. Not worth it 
not unless nexus starts paying you the same salary
Risking getting in trouble at your IRL job is serious dedication!
Like Tia said, itโs definitely not worth the possibility of getting in trouble for.
Got some patient comments on my comment on SpaceCore.
(One of which blames CA for... fixing bugs in his own game?)
Boots should be easy - just looka t Adventure Guild. I haven't really loaded the game, since eveything seems a bit unstable atm, i spent the evening making the shop.
(This is doubly funny because the change that broke SpaceCore was made by Pathos... not blaming Pathos, it was a reasonable change, just a funny combination)
there is a way to get a non-tokenied player property with a CP mod directly? For instance I am trying to check Game1.player.skin
No
CP mods can't read any game data unless there's a token for it
ok, so I will need to make a personalized token. I read about it somewhere
ugh, but this will make me need another mod as requirement beyond CP...
Sigh... we are not superhuman and stay awake 24/7 ready to fix bugs in a heartbeat.
I mean, Pathos is an AI, which is close /s
Unfortunately the AI was down for maintenance last night
you can register a custom token with the content patcher api
thanks. I found it at the CP github already and I am happy
Beep?
Beep-boop!
Beep beep, SMAPI 4.1.7 is now released. That should fix mods affected by Stardew Valley 1.6.14 without needing each mod to be updated separately.
You are a gem, Pathos. Thank you. 
You're the best, Pathos
what we would do without you?
Thanks Pathos!
Pathos you are incredible !
I thought you were napping
Thanks so much
I amโฆ.. ๐
if I am making an Edit/Asset change through CP based on a token and the used token changes after game is opened, it dynamically changes the edited asset?
you gave smapi a delegate rather than a string
when the asset is invalidated (usually on day started) it'll get reload
you can also do the invalidation yourself, if u need immediate change
hmmm
