#making-mods-general
1 messages · Page 104 of 1
Hmm I will play around with the Custom TV Channels mod
looks interesting and I crave more channels
Did Pathos ever fix the farmer base sprites loading properly after edited?
interesting, when did that happen? the main file still uses the original ID, so this is kind of a head scratcher
it was an issue?
Though, if you use a token, it will only update as fast as UpdateRate (or whatever CP calls it). So if the token value changes, it won't update until the next time the update rate is triggered.
Though for skin tone on save loaded, that shouldn't be a big concern
At some point, not sure if it still is
I'm not totally sure either
hell yeah, we cookin
(i used ApplyMapOverrides(force:true) to clear the list instead of using reflection, and i also had to call loadMap with force_reload:true, but mission accomplished)
I am using a mod that currently changes it through cp, and it is working correctly
How well does it work in multiplayer? Did u try it yet
nope at all. I don't play multiplayer, and I think most that use this doesn't use in multiplayer as well
Oh I was asking ichor
Oh for map overrides? You need to do it on each client too
But generally I try to make sure multiplayer at least doesn't explod my mods even if I also never play multiplayer
Source: Me doing the set piece stuff for spacecore spawnables
I think, I could be misremembering, let me check some code
did Lacey check VPR's config? that would make sense, since it changed entirely
Ah, yeah, you do. For SpaceCore set pieces, I have a net field for all applied set pieces (since it's controlled by trigger actions), and then in resetLocalState apply the proper ones. (The clear set pieces trigger action does some trickery to unapply the set pieces: https://github.com/spacechase0/StardewValleyMods/blob/develop/SpaceCore/Dungeons/SpawnableImpl.cs#L181 )
Unapplying map overrides is kinda annoying
You have to have a new patch to put the map back to normal. Vanilla just uses a new map override that looks like the map before, but as you can see in the link I did something different - I reloaded the map from the content pipeline, and used that for the override
(Which may not work well if there's another map override in the same spot, but there's not another good way of doing this)
i haven't actually tested my most recent shenanigans in multiplayer yet but i'm already syncing state with smapi events and each client already handles the locations on their own so it should work
yes. i didn't write careful enough code for it so i get a null somewhere
I just realized I have a DM request on Discord that is just "You missed a call from X that lasted 1 minute." and... uh... was that someone trying to report that my mods were broken from the update? lol Because they're from this server.
I wish calling had a confirmation step
I would hope it's not someone reporting mods but tbf you never know
I've also accidentally put "notes" in as a DM once
it might have been person who attempted to dm you, clicked call, and got too embarssed to continue the interaction
"Sorry, I meant to google this"
I did that with Pathos once
I also accidentally dialed a Junimo once
I've accidentally joined voice channels when trying to click to a text channel, does that count?
did you put it on Back
this has happened way too many times to me
instead of Back1 or whatever
and then scrambling to leave the channel and the interface is so complicated
I've done this a bunch too, but never on this server
is it possible to make a placable building open up a menu like the minecart's?
mercifully i've never had a hot mic on my accidental trips into vc
Anything is possible with the power of C#
(In this case a custom tile action)
building as in farm buildings or big craftables?
hi everyone, i hope you're all ok
(especially you casey, i saw a bit what happened on your mod page and i'm sorry you had to deal with that)
also what kind of menu are you thinking of?
I counted, over 140 comments 
a warp menu to preset locations, the farm one would go to the normal warp totem spot
That will definitely require C#
that's horrible. some people are very entitled on nexus
You can do that with CP
Unless... hmm. Custom minecart system?
that is impressive and not in the good way
that's why I mentioned the minecart
I'm not used to the minecarts being unhardcoded 😅
Though accounting for custom farm types would be tricky without c#
I thought of it only because of the frontier farm's own custom minecart
There's already a mod for custom minecart networks isn't there? So you could just combine that + CP probably and not need a custom C# component?
(i hope pathos is ok too, i imagine it was quite a lot of messages too)
that's why I'd make a farm warp just go to the normal totem spot
custom minecart networks is vanilla now
Ah. Just CP then.
Since you can absolutely trigger a map tile action with a building.
and if you only want to care about your own custom farm then yeah CP is fine
(what exactly happened? I don't have complete context)
You'd also have to account for a few of the vanilla farm types that use different spots
Yeah, the farm warp totem is the tricky part. Could always account for vanilla farms and then add a config setting for the coordinates I guess
actually i dont think u need C# for minecart right
Yeah I spoke too quickly
it's a tile action which should work on building data?
wouldn't I just make it act like a farm totem?
kinda like obelisk warp
I only saw around 10 on the SMAPI page, though I didn't check all his other mods
There's special c# code to handle farm totems
javalin!
I could always just put it on the bus stop map and patch in a little spot there
That would work
yeah i suppose the main impact is on having to update smapi rather than directly having message
but i wish people would see "oh, this mod already has 5 messages about the issue, i should just move on"
the worse is, there are likely a lot of people that did not publish message, but still, a lot that decided that a "+1" was really an important info to post
Yeah...
is there something in object data we can set so an item doesn't show up as a quest request?
<flashbacks to the GMCM Chinese requests for a translation, where most of the comments were just "squat" in Chinese on a single thread>
The amount of comments that I get on my FAQ article where someone asks a question that gets answered in the faq is almost 100%
Uh, speaking of GMCM
Stardew Valley 1.6.14 was released overnight, which broke a number of mods until SMAPI was updated.
Where did the comments go
Did I accidentally turn off comments when I disabled user tagging
Apparently!
Weird
i remember something for perfection and something for random sale, i don't know if it exists also for quests
I just re-enabled it, though it seems to take a few minutes to show back up
Are there any other accidental changes I made?
I don't know where to see that log
It's the "Logs" tab on the mod page:
hey uh is there any sort of informational directory in making like clothing mods in stardew valley?
level of tired :
dl smapi
unpack smapi
???
profit actually have to remember to also update smapi
[[Modding:Items]] right?
What's weird is it isn't showing my new change to enable it either 
awesome ty!!!
Alright. Time to decomp the new patch that broke everyone's stuff
yeah, I have the perfection and random ssale turned off. Mainly since I don't want people having to ship.... 200ish artifacts for perfection 
But I have noticed a big issue in quest spam with artifacts on displays. Kind of want to fix that.
(it's just a new param in a class
)
update: the map overrides part does not work yet in multiplayer 😔
(everything else does, though!)
grumble grumble something shadow dimension
I think Nexus is struggling; the notifications started returning errors for me a little while ago, and now comment notifications are lagging up to 15-20 minutes.
(Maybe Stardew Valley is so powerful that even a patch release can cause Nexus server issues. (But it's probably unrelated.))
(to be fair at the moment the state of nexus servers make it looks like a strong wind can cause server issue, so... )
Ah, GMCM comments are showing now
Here's the chinese thread
Oh, and a new one might be starting as of a few days ago
big sigh
I've been having issues with nexus on and off for a couple weeks
(Pathos, careful with nesting too many parentheses. We don't want to accidentally start speaking in Lisp!)
If I start nesting too many parenthesis I start using [] and sometimes {} if it gets really bad
I don't think you mute comment threads. You can lock or delete them I guess
But there's nothing wrong with asking for a chinese translation in itself
All the comments just saying "squat" are kinda odd though - I assume it's the equivalent of "bump"
(Wait, how long has this move to bugs option been here on the posts page?)
Good question - I disable bug trackers on my pages so I don't know 😛
Yeah it's chinese net lingo
Inherited from how forums worked I think, when op starts ongoing thread and people have to keep it alive
aww none of StardewValley.Mods exists in the switch version - not that I could use it anyway but interesting
Sounds like a variant of "bump".
yea
How can you tell????
Like, I thought it was native code on switch
all the class methods exist as strings
Ah
and none of the class methods exist
and neither does any reference to the class/namespace itself
(Meanwhile on the other side of the world: "I'm getting a bunch of comments from English users but all they're doing is commenting 'small hit'. I don't understand it at all.")
I mean, I knew they didn't exist on consoles. I was just surprised you could tell
lmfao
+1 is clearly superior because math transcend language
btw casey since you're here, do you mind if I make a console command PR for spacecore that resets a skill back to 0? Kind of sucks in testing when you level up to max, do some changes, and then need to start a new save to just relevel to max for more tests.
Having access to the original source code lets you see conditional compilation symbols 😛
that is true
Yeah, because it's a bit trickier to conditionally compile implementing an interface probably (you can but it looks ugly). The interface is empty on platforms without mods though
ah
Hmm, yeah that's fine I guess, though I do wonder how stuff like undoing DoLevelPerk should be handled 
Wait
Nevermind
The profession statue is different
I guess you can just add a ResetToLevel0 method or something
With a default implementation so it doesn't break existing mods
btw casey, did you contribute code to 1.6 and is that why you have the 1.6 Dev Role
Pass in the old level as a parameter
Yes
Nice!~
I've been getting bug reports of people using the statue and keeping both professions. I should see if it's removing professions correctly I guess
I'm a contractor for CA, though I don't have as much time as the others since I have a full time job. (Pathos does too, I don't know how he manages that and contract work and all the mod stuff)
Yeah Pathos is insanely efficient
and have time to make pretty graphs to post on SDV discord about monthly stats
I imagine the graph making is automated at this point
I will continue to link this where relevant: #making-mods-general message
Rookies link the message every time
New quote added by kittycatcasey as #6252 (https://discordapp.com/channels/137344473976799233/156109690059751424/1224743287110242424)
Pros quote things
You're not thinking with the times. Forward those messages!
.6252
As a large language model, I can't answer questions about my own implementation since it's not part of my training data.
- @ivory plume (Jump)
FINE
would it be helpful or harmful if I put together a mediocre one for you? 😛
Does pathos perform junimo duties too?
yeah he green
Or is the role just for power to mask links
pathos has been green for forever
*since I've been here, which is forever in my book
far longer than masked links
Yeah Pathos has been one of the OG Junimos
I mean, I certainly wouldn't say no
mediocre because my chinese is bad, not mediocre on purpose
i think pathos junimo duties are mainly dealing with modding stuff and the occasional reminder to keep the discussion in topic here
but it's gotta be like what, 10 lines of i18n?
I can't recall if Pathos was green when I joined or not 
My .userinfo doesn't show my join date properly since I've left and rejoined a time or two
I was one of the first 1000 members, back in 2016
(Or maybe I only joined the SMAPI discord at first and I joined the SDV discord in 2017)
Oats
sorry, didn't mean to quote you
I wonder if the people asking for Chinese tl is actually like
how do you say keybind
(Workaholicism and lack of sleep.)
Asking for chinese tl on mod added menus lol
键位
thank you!!!
you just wanted to say "oats" out of nowhere then?
Swear there is a zhn gmcm tl tho
Oh there is? huh
Yeah, I remembered one of the earlier members being Oats and him winning a copy of the game... nevermind
Looks like this is the case, unless I lurked for 4+ months. (My first message in this discord seems to be April 2017)
I mean there's 1 line that's untranslated
Instead of gmcm itself 
also "mod" is just "MOD" in the zh.json
Alright, my fork of the decomp is now up to date with 1.6.14. So... anyone who uses the decomp, enjoy
"Editable from the title screen:" is the only untranslated line
I wish u could localize the mod name and description though, but that would be a smapi change
I don't mean to be a pain in the ass, I am just genuinely curious -- is that legal?
I would translate that as idk, 可以在title screen上改變
It's a fork of Pathos's repo. shrug
It's a fork of the "official" one hosted by Pathos, and I'm entirely certain he has permission.
link? 👀
I assume Pathos would've said "Knock it off." instead of accepting a PR from me if it was a problem, lol
life saver,. ty 
The fork also isn't public
that's awesome, cool~
You can only see it if you can see Pathos's repo I believe
but maybe that should be 需要 instead of 可以
Yeah, the fork should have the same access permissions as the original.
oh that makes sense
Yeah, if you have access to the original you can see it: https://github.com/KhloeLeclair/StardewValley
My access was removed for the 1000th time because I left the server for the 1001th time
I'm looking at my old messages... Apparently I changed the unique ID of a few mods before. (This was back before dependencies were part of SMAPI, or content packs, so there weren't really any consequences)
thanks khloe :3
The first commit of makeshift multiplayer had the unique ID as "StardewValleyMP"
I might end up redoing everything since 1.6.9 depending on how Pathos rules on the ILSpy update, though I personally think it was worth a noisy commit.
需要从主菜单设置
hm idk I cant wurd the words here
Casey: if you replace this with "需要在标题屏幕上改變" in zh.json, that should be the only thing that needs translation
I've got these waiting in my local copy of the repo just in case. lol
Thanks! (Using chu's)
I have no aptitude for chinese gaming terms
I'll make a comment explaining that mods need to translate themselves on the most recent thread in the comments
I can ask for food, tell people not to kill me, and make basic conversation lol
I wonder if that person who wanted bilingual mod got anywhere
It was a cool idea just difficult
I've thought about something similar
I mean technically the game is already bilingual
the dwarf speaks Dwarvish
The idea was to have a button that switch between language on the fly
ohhh that sounds trickier
my idea was to have some NPCs that speak a different language
much like the dwarf
In a an objects.json, if it says {{ModId}}_Blahblah: is ModId the Unique Id from the manifest?
Failing that, have all chat boxes display 2 languages at once
yes, CP replaces it
it's a CP token
So if I wanted to learn French with sdv
oooh that would be cool
I would be able to get French and eng display
That's neat for learning languages 
Alas the localize system rn is not very conductive to this
Danke! I'm making some item bags and I wanted to make a misc bag for some smol mods!
So it's a neat but Hard idea
For a clumsier version, maybe just double-stacking dialogue? like play the full French dialogue and then the full English?
I mean still requires work
Yeah but that is similar problem in the end
but maybe you can swap and swap back
Need to reload i18n on the fly correctly
Atm the debug language swap menu, when used with a save loaded, doesn't do smapi i18n properly
just call i18n_reload /s
And I think event scripts r fixed when loaded so that is additional can o worm
oh boy events no fun
there was the one that prints the language directly to smapi console and then re-> manually copying it into google translate but considering you'd have to do the bluebs thing and transpile the dialogue it'd probably be painful to do the language on the fly
unless you were talking about the other one that had a keybind to swap mid-gameplay, but i think we found out some strings stay cached
tools as well, those ones were cached and gave funny symbols if the original(?) language didn't have them
there could also be discrepancies between localizations so i think the conclusion was, you'd basically already have to be bilingual (or more), make a custom language that had all the symbols you wanted to do the learning tool with, and just double up on the dialogue strings
My dum idea is
i wonder if that dubbed thai mod has it in english and the voices are all in thai 
Obtain a second Game1.content
or if i can swap it over to english dialogue with the thai dubbing, that'd be so nice
For the alt lang
I don't understand, why do people like Random Cats in Events more than Angry Seagulls /s
ugh as far as i can tell the code is running to apply map overrides for farmhands, but it has no effect. grimacing
You can do that
as the cat connoisseur yourself, do you really prefer seagulls over cats
(same thing for setting the tile property i need, fwiw)
You mean people don't want their food stolen every time they go to the beach??? (Or from every bat ever in early versions)
needs cuter seagulls
if seagulls were as cute as cats
Wow, you don't like my spritework? 
Seagulls are cute
wait did you draw seagulls? I assumed you would use the ones that hang out on the beach
And the framework mods only get negative comments!
is sending a PR like a positive comment
Do these look like the vanilla seagulls to you
Okay fair those are sea-bats
i love them but they definitely look like baby chicks with swimming floaties, in a good way
but they're not as cute as cats
I wasn't about to code up a full custom monster for a silly joke mod
because cats are really cute
or just be selph
Like Blahaj Blast
I thought those were winged pizzas
💯 solid joke as a contest mod
This is true
They stole the pizza from my inventory
nothing beats this https://www.nexusmods.com/stardewvalley/mods/2755. And I love casey's description for all their mods too
while mapping maps the property type dirt/drass/etc. on the tilesheet isnt working for me? any ideas why? Like when i walk on the imported map in game, the sounds of the dirt or grass or something arent working. Idrk (Please ping me if you know what i need to do)
can i take casey's likeness to turn all of the villagers to have casey's pfp in appreciation/april fools joke
i once watched a seagull steal a kid's lunch 😭
You don't know my likeness Oh, profile picture
I asked earlier, but make sure the properties are on Back layer
My profile picture is a commission, not my own art, so I'm not inclined to grant permission for that 😛
And make sure you named it TileData
What about an april fools that just makes every NPC upside down has someone done that yet
valid, i'll just turn all the villagers into cats instead then
i'll make the re-broadcast of Cats™️
draws a legally distinct version of caseys pfp
Hope you didn't miss out on https://www.nexusmods.com/stardewvalley/mods/14984 and https://www.nexusmods.com/stardewvalley/mods/17326 (the latter of which is one of my few CP mods)
kk ty
i never noticed how odd abby's feet were
i feel like i've seen this one
Clearly I need to add MC nametags to stardew and just implement the dinnerbone functionality
Also let us make prismatic animals by naming them jeb
is that on the left a magic mod? 👀
That's Sword and Sorcery 😛
oh :
So yes
its on my to-play list 
i'm gonna be fighting demons on my actual next play, i'm gonna probably be doing vmv and s&s at the same time 
VMV doesnt have many demons 😉
hi quantum mathperson!
threatening aura
no
ah sheku my comrade in arms, that apparently we're the same mod author, so i should proclaim you as the actual lance modder /lh
Which mathperson is which?
S&S has a lot of fun content.
well, if you consider the metal heads demons maybe!
you'll never know
I'll have you know I was being 200% serious when I devised the ||dimension of infinite suffering by pixelated jpegs||
And 13k lines of C# code for the mechanics
S&S seems great
if you're red/orange colorblind, that is
We need to find a general relativity
yeah my 'solid joke' was that you were serious about it, in the wholesale that you meant it 
look at their little horns
That's also not counting the SpaceCore features I ended up writing mainly because of S&S - like the dungeon/spawnable system, and the guidebooks
For now, a non-ES version with more content is being worked on
(i just noticed i never used my blue moon monster)
(Or will be once things stabilize)
time to change that--
I'm not working on it anymore, but I expect good things out of it
hmm
maybe then! but i should spawn them on other places once in a ... well, at least once in a season 😄
Yeah, here was my initial test: #making-mods-general message
S&S has much more in depth now though
I did in fact miss these. I'm glad this exists
However, S&S is a complex example to look at. Like blueberry said: #making-mods-general message
For future s&s things who should we contact 
oh neat 😄
Here's the test data: https://gist.github.com/spacechase0/18743e1ead1c33fadc807040fdb3626c
I thought that a guidebook for the major quests of SVE/RSV would be super neat recently
Or direct whatever that comes up in support to
S&S has a NPC profiles, event guides, information about the new mechanics and skills introduced, etc.
There's a lot to it
lots hardcoded? or everything done with a framework?
See you'll around. Gotta go work on some hackathon related stuff. Have a good day/evening/night!!
Uh, I guess the best place would be the thread for bugs on the ES server? A few members of the team are on this server too, but desty isn't
Nothing is hardcoded for S&S, or it wouldn't be part of SpaceCore 😛
Check out the gist I linked, it has the CP patch and corresponding i18n
The formatting used for guidebook pages is similar to bbcode
ah thought the gist is the example from the vid
I think it is, but that's what I was testing with
(Those guidebooks are basically a simpler version of what Almanac Next has, but I am not sharing screenshots until I get further along / happier with my data format.)
It's not the full S&S guiedbook at all
Oh, were you planning on content pack driven books like that? Oops
It's fine. We can both have data driven books.
Almanac sorta slipped my mind, and I didn't realize it could do custom books (or was planned)
It's fine, it won't be out for a while still.
I'm being all perfectionist on it, lol
Patchouli-inspired custom books are absolutely on my list of things to do. Along with data driven books + templating.
I don't want to have anything hardcoded
Well outside rendering I mean
Can't really data-driven a fishtank into existance or something
Yeah, one of the reasons I asked Pathos about using i18n keys from i18n values in CP was for a templating-lite thing
I need to do that PR still...
coward /lh
Sounds like we're all going to have custom book type things, because MEEP will have those... eventually.
I'm using https://github.com/scriban/scriban for templating since I wanted more powerful stuff like loops and if statements.
Though MEEP ones will be far more "a page is an arbitrary image" style, so not even close to the same thing.
Meanwhile, me, writing my own parser
I seem to have a habit of doing that
I've already gone through my "I want to write my own parser." days. I am beyond that.
Exhibit A: Guidebooks
Exhibit B: Content Engine
Exhibit C: My old XML parser for C++
Exhibit D: My old zip file reader for C++
For my game I'm using my Content Engine for data stuff, Project Fluent for translations, and am gonna use Yarn Spinner for events/dialogue
So I'm not completely addicted to writing my own parsers
Oh, Exhibit E: My UI reader, sorta (just uses C# XML though, but I did those both for SpaceCore UI and my game using Mlem.Ui)
The last time I wrote my own parser it was "I want to write my own dice rolling bot" and it ended up able to handle pretty much any math up to calculus. For... whatever reason.
I would like to roll 4d(log_e^2), please
You're already handling basic numbers, so why not? That's a sensible thought process, right?
whats the d doing there?
That's actually one of the limits. You can only roll a die with an integer number of sides.
No rolling a 0.5 sided die
hope it has physics simulation at least
(That means "roll 4 die with log_e^2 sides")
ah ups
up to calculus has scary connotations imo
It's dice rolling notation - ie. 8d6 is 8 rolls of a 6 sided die (fireball anyone?)
You know, I should add statistics to my dice bot.
Make it a plot a graph of every possible value and the likelyhood of getting it
I don't suppose there's a reference sheet anywhere for what coordinates SVE and RSV use for their custom NPCs at festivals?
There is but it's not been updated for 1.6
Ah, so they'd only be correct for year 1?
Which is mostly a problem for SVE positions since I don't know most other NPCs have changed
But yeah, search the modding wiki for Custom NPC tiles, that's the spreadsheet+info
I mean, at the end of the day, an overlapping NPC isn't the worst thing, but I'm just trying to get ahead of complaints since I don't use either
Yeah, I basically coordinate with all the NPCs I like and throw SVE compat to the winds 
you avoid putting your custom npcs in vanilla festivals altogether and make your own festivals in your expansions
but ik you're working on that gojo mod
Passive ones are safe from that, right? >_>
Hmm... maybe?
Hmm, I can't find the code for this now actually
Ah, there it is
It's not shops
It's LockedDoorWarp tile actions
ah, ig i could do some crimes
If the it's a festival day and it's in the valley location context, actually
So they will work in other location contexts
But not in the valley
Well, I mean, if you have a festival in your location context, it'll close vanilla locked door warps. That's what I mean
Lmao
you just need to update atra's mod for that
committing crimes it is then
Passive festivals don't count
But yeah, passive festivals should avoid that
Oh I guess that is why DTZ adds that prefix, so oops my mod that makes door locks not a thing also does that in Zuzu, oh well that's kind of the point lmao
which one specifically? i still have atra's full list but i haven't checked back on it to see which ones i wanted
Man, some of the game's stuff is in weird places. Why is "canRespec" in GameLocation. (I get it, because that's where the respect statue code is, but it's still kinda weird)
i will never let go of warpTotemForReal
The sheer amount of stuff in Game1 and GameLocation is insane lol
because that is 💯 what i would name a method
It makes it an actual surprise when things aren't in them
Avi, if you decide to go passive festival talk to Max and Sophie - there were a few shenanigans involved with the implementation for Sunberry
Um, actually, it's totemWarpForReal 🤓 (also that makes sense in Object in my opinion)
this is true, i could just set yours as a dependency but what's the fun in that, i commit my own crimes
wait a second... I was wondering why town doors were locking in festivals for me after 1.6.9. I know that doors unlocking in festivals wasn't vanilla and one of the mod in my save was responsible for it, I just couldn't find which mod was it.
Apparently it is (was) DTZ? Lol
That is vanilla though?
That's what we were just talking about
Was it like the first week of spring? They have a block party.
corrected my post
DTZ has a skipping prefix for the method that handles like every action lol
Ah
Intended to add locked doors during festivals to Zuzu
I can't English sometimes
...what
what is the status of dtz dev
Why not just do lockedDoorWarp specifically
I could not for the life of me figure out why it was there
...Maybe that didn't use to exist
But knowing the festival stuff only affects the Valley context makes a lot of sense
I can't because it's not open source
Button ended up finding the issue by decompiling the dll lol
Even if it was open source, a PR before would have been a problem as I didn't know what the intention was, so it would have been an incorrect solution
I did also ping Harvz about it, but never got a response
Try the DTZ Discord server, he's usually there
lockedDoorWarp has existed since 1.0
(That is, the function in GameLocation)
Maybe the prefix did more than just that?
Oof, does it have any good emojis or stickers? Because I'm not too bothered by just nuking his patch at this point
No idea haha
I wasn't thinking at the time, so instead of just unpatching his patch, I made a skipping prefix to his skipping prefix lmao
That's certainly... a solution
I still haven't had to update this mod so I haven't fixed it
In 1.5 I did that with pfm lol
Looking at Unpatch though, that's actually not tremendously different from what it's doing lmao
I wonder if you can unskip it with a new patch
I think there's a variable for telling if it's already been skipped
But can you ref and change it...
Huh, latest harmony lets you put categories for patches, and you can unpatch a particular category
Unpatching is fun.
Now that I know why it exists, maybe I'll fix it correctly when I have some free time lol
I've got code for my mods to force unpatch anything that's patching my methods, though so far I've only used it for one mod that was making things break.
That sounds… bad
__runOriginal:
To learn if the original is/was skipped you can inject **`bool __runOriginal`**. This is a readonly injection to understand if the original will be run (in a Prefix) or was run (in a Postfix).
Anyone know is something is up with custom mayo? I got a comment saying my gem dino mayo isnt sellable anymore and I jsut tested and it is indeed NOT sellable anymore.
RIP unskipping
Like, if a mod author goes so defensive about it, then I may just kinda say screw it and ignore any compatibility for said mod
There's a change with artisan goods, I recall
It's the !important of modding
Trying to remember who was having that issue to search for it lol
Brb patching your force unpatch method to not happen so I can still patch your methods
Everyone loves a good arms race
This was just because people were running an outdated version of some other mod and its patches totally broke Better Crafting.
Found it
So I had to stop it from patching BC as a result.
The new version was already using my API, but... users
I am jsut sittingg here a bit baffled be4cause when i hover over it in my menu then i get the usual info and can check it with LookupAnything but when i am in the shipping bin menu i cant(but any other item)
Turns out that the fields that may have seemed optional before are less optional now lol
(Nevermind trying to figure out why they updated my mod and not that mod)
I’d just tell these users to go away
huh...guess i gotta figure out what fields i need
I’m serious, having an unpatch arms race is never good. What if you suddenly lose interest in modding, or something happens to you
Yeah, agreeing with Shockah here
Without it, you at least give others a way out
wait....which Type is mayo then? I had it like this "Type": "Basic",
artisangood?
Brb patching harmony in my mod constructor (not Entry) to not allow patching my assembly at all
Yeah, definitely wasn't intended to be optional to begin with 😛
Edit all mods’ manifest.json to also have your mod as a dependency, so it loads first for sure
(ah now i remember cuz mayo had basic)
I need to unpack the game again my version is too old by now, hm
Either I completely missed this or it was lost to my bad memory. Thanks 
also just FYI this wont fix existing mayo in game
setting it after the fact i mean
yup
had to use buttons mod to fix all existing items on player saves
BETAS has an action that can take existing items and update their fields to match what a newly spawned item would be
you get to choose which fields to update
I forgot it could do that, such a good mod lol
Hello, all I am currently working on implementing multiplayer compatibility on a custom map with a custom type added with spacecore. However the hardened lava is not showing for both player. So far I got the lava cooling logic to work it's just the missing tile texture for hrdened lava isn't showing for other player. Anyone here wanna help?
a very niche action that became surprisingly useful
Check out how the vanilla volcano does it - while it does use a net field for the cooled tiles so that players who weren't in the location and enter it later can see the old cooled tiles, it uses a net event when it is initially triggered to make the TAS / play the sound / set the tiles for everyone
button says niche, made a trigger action action of adding more dialogue, circumventing all NPC creators woes of "my npcs aren't talkative enough"
i need pathos specifically saying, "Button: 'Let's fix that!'" as a quote 
Is there a way to make a map where the player is able to grow crops from multiple but not all seasons?
i meant the item field updater specifically!
You could patch the crop data, but without C# you can't affect crops already planted
i wouldn't suggest patching IsFarm on a conditional, that will get messy, fast
Unless BETAS also can fix that 
(It seems like it would be fairly complicated to make that so)
hmm maybe the data/location CanPlantHere set on conditional, but i don't know what that'll happen on the saveloaded/daystarted resets regarding what'll happen to crops
Look at what Visit Mount Vapius does for crops that can be planted only in Mount Vapius in some seasons, perhaps
i use the vanilla feature of allow and deny
For example, the ||Galaxy Fruit||, iirc?
which can be added to vanilla crops
(i forbid ancient fruits in VMV for ex)
{
"LogName": "Ancient fruit Editing",
"Action": "EditData",
"Target": "Data/Crops",
"TargetField": [
"499",
"PlantableLocationRules"
],
"Entries": {
"Lumisteria.MtVapius_DenyVMV": {
"Id": "Lumisteria.MtVapius_DenyVMV",
"Condition": "LOCATION_CONTEXT Here Lumisteria_MtVapius_Main",
"PlantedIn": "Any",
"Result": "Deny",
"DeniedMessage": "{{i18n: MtVapiusAncientSeeds_DenyMessage}}"
},
},
},```
I can still not sell my mayo :(
another CP question: if my custom asset png has the exact size of what I want to edit in the target asset I yet need the "FromArea" argument on my content.json?
theres no artisan goods type, the vanilla mayos are all basic. unless I gotta change the category but i did change it to the same as the vanilla mayo got
I am confusion
Should be fine to leave out FromArea if it's the correct size
seems like I gonna test it
You should always test what people tell you anyways 
{
"Changes": [
{
"LogName": "Data for Gem Dinosaur Egg",
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {
"VoidWitchCult.CP.GemDinosaurCoopAnimal_GemDinosaurEgg": {
"Category": -26,
"Description": "{{i18n:VWW.GemDinosaurEgg.Description}}",
"Displayname": "{{i18n:VWW.GemDinosaurEgg.name}}",
"Name": "VoidWitchCult.CP.GemDinosaurCoopAnimal_GemDinosaurEgg",
"Price": 600,
"Texture": "Mods/VoidWitchCult.CP.GemDinosaurCoopAnimal/GemDinosaurEgg",
"Type": "Basic",
"Edibility": 20,
"isDrink": true,
"ContextTags": [
"color_blue",
"mayo_item"
],
}
}
}
]
}
Just to be sure this is with spawning a new item?
yes
Oh yeah, lmao, that is indeed the egg
lol
lmao i am so used looking at object data
ok new try
and AHA type is missing for the mayo
when making a map, how do i register the water as water? Like water you can fish in and stuff.
Water T map property
good thing yall are surely used to my constant state of confusion, right...
Should be a tile property if you look at the property window with the water tile selected
Some of them don't have it
is the property suposed to be on the tile sheet
water dirt diggable need to be on the specified tile properties on the tile sheet
Left is the properties, right is the selected tile
alright thanks sm
You can add it to tilesets by editing it
also passable f for tiles you want to be non walkable on the back layer
i use one water tile with this to stop people from walking off bridges
T² or just T
Should be another one of those where the actual thing put in there doesn't matter
ohh yeah the wiki confuses me sm
Just needs any value to be valid
Putting T or F is mostly just for your own sake of remembering what it does lol
for water yah but passable it is specific
It is not
The only specificity of passable is which layer it's on
Passable on Back becomes impassable, on Buildings it becomes passable
Value doesn't matter
so Passable on back just autos to F and on buildings T regardless of charecter?
hmm interesting
just to register, it works
the T and F could be "Pufferchick"
I am happy
logic depends entirely on which layer u put it on
learn something new lol i always put in T or F based on what im trying to do with it
and I am very proud of my pixel editing just discovered skills
its conventional and useful note to self
It's not a bad idea just to keep track of what you intend for it, just as long as you know how it actually works
last question, I asked earlier but havent figured it out yet. while mapping maps the property type dirt/drass/etc. on the tilesheet isnt working for me? any ideas why? Like when i walk on the imported map in game, the sounds of the dirt or grass or something arent working. Idrk Is the property supposed to be on the tile sheet or the map??
are you placing it on every tile your using for dirt or just one tile
There was something else with that right, like it only works Outdoors or something?
Outdoors only iirc
ill figure it out
On mobile so I can't check but the tilesheet shouldn't have to be messed with if you use a vanilla map
oh yea did u put Outdoors or TreatAsOutdoors
also if your using tiled you can see the properties and all tiles with this icon and hovering over the a tile shows all tiles
Yeah, best advice is still to take a vanilla map as the base, make a copy and build your map from there
Discord say no
lol
heck yeah
is someone knowledgable about the monogame pipeline tool?
Monogame is the engine stardew valley is build with. Pipeline tool lets you compile it.
ah lol
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
nah im trying to compile an GLSL FX file to MGFXO so Stardew Valley can load it
Ah are you the mgfxo from earlier 
yes i am xD
Im trying to implement shaders to the game. MonoGame lets you do it. I just have to figure out how to actually compile my FX file so SMAPI wont produce errors.
And can actually test my shader.
Uhhh where's ichor
ichor used shaders for nightshade but I don't think they used mgfxo
I wrote instructions on that for Cloudy Skies: https://github.com/KhloeLeclair/StardewMods/blob/main/CloudySkies/author-guide.md#custom-shaders
Basically though you need to install super old stuff because Stardew's monogame is old.
I installed 3.7 MonoGame Pipeline tool. But it handles my FX file as an Asset somehow and compiles it into an XNB.
Im doing that. But somehow its not compiling into the correct fileformat
Oh, I see that's in Khloe's instructions
(I assumed Khloe meant XNA stuff based on "super old stuff")
You need .NET Core 3 that's pretty dang old
It must've been on my old computer that I did shader stuff
But wait. What is CloudySkies?
Weather framework that just so happens to let you use custom shaders
The relevant part for you is the version of tools to install to let you compile your effect files.
But your project is quite interesting. Maybe you can help me:
Im trying to recreate some lighting in SDV.
I want to have smoother transitions and more realistic lighting effects. Also Lanterns emitting more warm colors.
I already wrote the DLL But maybe i can use your framework to handle the shader injection.
"Just so happens" I'm seeing a trend in khloes creations. Dice roller that can do "up to calculus" 
"Wait, why would you need that old of a MG tool for SDV, didn't we update MonoGame at some point."
"Oh, Effect.cs hasn't been updated in 4 years, guess not"
The effect part hasnt been updated in 4 years?!
The mgfx latest version number (in official MG) was updated 6 months after the last update to Effect.cs
Yep, why update MG when the game is relatively stable (and we have a bunch of custom modifications to MG)
Is Casey the reason why we have harmony? Cause of the og multi-player mod?
yeah thats somewhat true. but now you have to use super old net core version to actually modify some effects
I'm sure the modding community would have discovered it otherwise
But uh
Makeshift Multiplayer was the reason SpaceCore had that hijack function
"Very dangerous" I'll take it.
Well sure, but for what it's worth, SDV effects haven't been touched (besides removing unused things) in 3 years
The effects files themselves, 5 years
We also don't even build the effect file every time - we have the .fx file which might be built every time for the compat branch, but for the main branch it's literally an xnb file in the repo
(Why? I don't know)
Is there an easy way to make a section of dirt not diggable?
(We definitely don't use the MG effects builder anywhere)
I assumed diggable F would work, but it didn't.
I still dont understand why i cant just inject an fx file. SMAPI always asks for MGFXO
and the only possible ways to get them is to use the pipeline tool or dotnet-mgfxc
fx is basically source code for the shader, it needs to be compiled like MG understands
Most every game compiles their shaders to some extent as far as I know
I wouldn't suggest Cloudy Skies for general shader injection. It's designed so the shaders only run in the relevant weather conditions. Best to just inject them yourself. Especially if you want to mess with lighting in a more significant way, since you might need to force lighting into a separate render target.
Dang. Quite a challenge then xD
if a property is Diggable T, the game is literally only checking that T is a string that exists
you need to modify the tilesheet to not have diggable on the dirt tile
Thats what I thought I was going to have to end up doing.
If you don't care about recolor compat you can load a custom separate tilesheet tbh
modifying the tilesheet is easier than loading a separate copy
Ig I haven't looked that deeply into modifications cause I use things like grass is tillable
Grass is tillable (one tile) normally
Mod that makes everything tillable
Maybe I'm missing context, but... no?
My brain was thinking of how the game sees the untitled tile sheet on its indexes
Or do you mean only one tile among all the grass tiles is
Thats why i said one tile
Ah
Only one, singular grass tile XD
Oh actually can you just format it with the text ver of the tmx 
Hmm I wish no sprinklers was also map property and not tile
(I'm gonna be honest I spent this whole conversation mistaking the word tillable for tileable.)
Because Imma about to do something wild
I did at first glance too
was there a Type Sand
Sandystep?
i was thinking i should make sand not usable for sprinkler but i forget where to set that 
Wouldn't you have to patch the sprinklers
no like the beach farm
Isn't that also in the tiles
(Does this show how I never use anything but standard)
I think sand just uses Dirt
ah yea the prop was NoSprinklers 
I planned for the IDs to correspond with the text they're associated with, and the last one isn’t working. It automatically triggers another one rather than the one it’s bound to, but if it’s no longer 715, then I'm not sure what the ID is now. Now I’m speculating that none of these are connected to the text they're under.
Giftastes.json https://smapi.io/json/content-patcher/501291ee097e4ac89eaaa8ee63e92781
so I just found that I can't have a c# and a cp mod at the same time (modmanifest is invalid because I have both EntryDll and ContentPackFor).
I want to add a token through CP extensibility API. So I need to make two separate mods, right?
I just zip them together at the end
They have to have separate manifests but they can be in the same parent folder
oh nice
Thats what Ive done yeah, one parent folder two submods
So you'd have
My Mod Folder
- CP Folder
-- content.json
-- manifest.json
- C# Folder
-- dll
-- manifest.json
if you just want to add a cp token for other mods to use
then u just need regular dependency on content patcher
If you want a CP pack too, you may want this as well: https://github.com/Pathoschild/SMAPI/blob/develop/docs/technical/mod-package.md#bundle-content-packs
Meanie
Unless this is the sand of the greenhouse
Looks like you have too many indexes
I would say something about being perfect for ||legend ponds|| if I played on PC at all
yesterday i also tried making smaller ponds as a test
Yeah, smaller ponds would be nice
Also would take approx 30 minutes of work I suspect
20 min of that doing art
the aedernthorn mod of same name is impl in old way (separate fish pond class) and has issues with saving
Poor fish, getting crammed into tiny little puddles
well no it draws funny
has to fix that
But yup. Was just going to make it a fishpond and harmony the draw function lol
Unfortunate there is big gulf between what I can do and what I want to do lol
ah yea i misremember
Same, I'm this close to entering rage mode and (re)port smaller fish ponds myself
but lazy and tired
The smaller fish ponds i remember were 3x3 i think
ah yeah, I don't remember if this was the OG or one of the unofficial ports/fixes, but it used to revert to 5x5 fish ponds on day end to avoid serializing anything, and as a result it will yeet objects around it the next day
it saves so much spaceee
but if we properly impl the new way
I don't remember the original mod doing that 🤔
they should have worked harder then, because I could fill their space with crops/animal house and make 5x money
even with ||golden animal cracker||
at any rate i dun have that much interest in making this happen rn
Was gonna make the pop limit lower lol
But everyone is tired and exhausted these days
excited to con whatever new modder coming in asking for mod idea 
how many 2025 projects you have already, just one more is fine right
well i think i am doing decent on clearing my backlog
I'm doing great at clearing my backlof!
u have -2 backlog
It's called sending all idea to dev/null
I think if I am to solve my gripe with fish ponds unproductivity I'll just make a 5 minute mod that doubles the output of every entry in Data/FishPond
instead of looking at draw code again for smaller fish ponds
The length of my "projects for 2025" list is 2025-me's problem
2025-6480
Pretty sure the 3x3 ponds was called Fish Wells? And yeah, it wasn't Lucy
I want more fish variety, says person who never plays the game
I too love to torment future me, to take off the stress of being tormented by past me
so smapi now needs 1.6.14
and i updated smapi for it
but stardew is 1.6.13 and i dont have an update button?
I guess Aquarism tries to make fish pond choices more diverse? But tbh I kinda disagree with much of its balance changes
Would you like some... sea bass
tbh my bigger concern w/ smaller pond is like
Ah yes, the modder -4455
i like the idea of having fish ponds but yeah, competition with the other stuff is hard
Thanks, I was scratching my head on that one
so they look bad anyways
mathperson for a reason
Could you not make them custom farm buildings in CP? Or is it not that flexible
yea that'd be the only way 
rn it is not, but point of mod would be to make it respect size in draw
so that u can just do it™️
Smol Fish Ponds is right there
Scale max population based on fish size 
Find pond size ym?
8x8 fish pond, whales with 2x2 sprite 
Cause that would be cool
nature i volunteer u to fix the pond draws
{
"Changes": [
{
"Action": "EditData",
"Target": "Data/Buildings",
"TargetField": [
"Fish Pond"
],
"Entries": {
"Size": {
"X": 4,
"Y": 4
}
}
},
]
}
1.6 building data does let me make pond physically smaller without additional help
but some of the draw logic is still hardcoded
need to do a transpiler on a couple of things in FishPond.cs
just do skipping prefix you know you want to
M still stuck on making character jumps carry across multiplayer. Even in the updateAnimation loop farmhands are blind to the hops.
Though the animation works, so thats good
I mean I was and also considering a nine slice
9 slice is genius lol, solves all scaling issues forever*
*probably not, I don't even think the base sprite is neatly slicable 
But clearly we make legendary modder -4455 do it right?
the base sprite aint even symmetrical
ig u do it like this though
retextures still rip i imagine
u cut the bucket in half u monster
the bucket needs special handling anyways
note the double bucket here
but see the edge of rocks dun slice quite right
need to art there
Pond-ering balance again (hah, get it) and it seems even after the nerf ||legendary fish ponds|| are actually really good at making big bucks. maybe I'll just do this for the pleb fish to bring them up to par
I want variety in the fish i raise b/c I want variety in fishies
I don't have an issue with lack of productivity
I'm not that much of a capitalism
Fish pond overhaul that makes it so you can have different kinds of fish living together and you have to keep a good variety to maximize happiness
ah, but one leads to the other, since in vanilla basically any pleb fish but like 2 is not worth raising
Yes!
though VMV+SVE solves that pretty well I think
they both have fish with interesting drops
Selph, you do it
maybe in 2025
Could somebody please tell me what I'm doing wrong here? I'm trying to write an event where Lewis asks a question - there's no actual effect of any of the answers, Lewis is just trying to make smalltalk. I'm copying what I see in Penny's bathhouse event which seems to have a similar kind of thing. Here's what I've got. All Lewis does with this is put up the question - there's no choices for the player here.
speak Lewis "$q -1 null#Ah! @! What brings you to the forest today?#$r -1 0 event_lewismopes1#Hunting mushrooms!#$r -1 0 event_lewismopes2#Catching exotic fish!#$r -1 0 event_lewismopes3#$r -1 0 event_lewismopes4#Just looking for quiet time in the woods."
Here's Penny's from the bathhouse, for comparison:
speak Penny "$q -1 null#Do you know why I asked you here tonight?$8#$r -1 0 event_pool1#You have something to tell me.#$r -1 0 event_pool2#I'm not exactly sure.#$r -1 0 event_pool3#You wanted to see me in my bathing suit."
All seems completely at-odds with what the docs say $q and $r should do: https://stardewvalleywiki.com/Modding:Dialogue#Format
I wonder if this little quirk of QuickQuestions might be the issue?
Note: If quickQuestion is used immediately at the start of an event block (Example: "ExampleEvent": "quickQuestion [rest of the event]"), it will cause a dialogue loop. Adding another command in front of quickQuestion resolves this issue (Example: "ExampleEvent": "pause 1/quickQuestion [rest of the event]").
hard to know without having the entire event block, honestly
quick question is way easier to use, though, than whatever vanilla did there
How would you rephrase that into QuickQuestion?
format is quickQuestion <question>#<answer1>#<answer2>#<answer3>(break)<answer1 script>(break)<answer2 script>(break)<answer3 script> according to the wiki
there are examples somewhere
oh man, I remember this conversation about quickQuestion: #1277457201077813280 message
I use quickQuestion in the Jorts and Jean events that involve the farmer, feel free to use as an example!
The bummer about QuickQuestion is that it doesn't show the speaker's portrait.
I'm new to Stardew modding and playing around with CP, I found the CustomFields and ModData but it throws an error if I try to set those to contain an json or an array, Is it posable to load an array into the content.json file?
You can have them speak the question, then do a quickQuestion with no question, just choices
CustomFields and ModData are a way to provide data from a CP mod that a C# mod can use
You cannot use an array there.
You would put something like
"CustomFieldEntry": "CustomFieldValue",
"CustomFieldEntry2": "CustomFieldValue2"
but you can't do anything with that in CP alone
There are some frameworks that use those fields but they'll make mention if they do
Knowing what you're trying to achieve would help in pointing you in the right direction as well
I'm doing a Harmony patch for tools trying to try to make it extendable through CP (so the new tools don't have to have C code to change them) (One framework mod to change behavior then unlimited CP mods that don't have as many problem)
Here I thought just converting MFM to CP for a mod would be a simple mod to update to 1.6. Sigh.
You could create a custom data asset and then use the CustomField to point the patch in the right place
^^ thats what I did, just that the assets need to have values and I wanted to have them configurable in a nice format. Im guessing im just going to have to do the yee old "CustomFieldEntry-X": "CustomFieldXValue" (where X is the index) for all the fields that I want
No. You can just do an extension data asset
I have a weird question that was itching away at the back of my mind.
What happens to old buff objects? Are they cleared out or do they stick around? Like I use
Buff buff = new(
id: "Bibliocraft:profession:bookworm_buff",
displayName: ModEntry.Instance.I18N.Get("moonslime.Bibliocraft.Profession10b2.buff"),
description: null,
iconTexture: ModEntry.Assets.bookworm_buff,
iconSheetIndex: 0,
duration: 6000 * 10,
effects: null
);
And that's called every time a person reads a book. So the game is making a new buff every time the function runs.
and I know like other temp objects and variables are cleared out when the method/function they are in are done... but like buff stays around since it is applied to the player object.
Or is it like once it runs out from being on the player object, it'll be discarded.
(B)
B?
I think discarded
just wanted to make sure SDV actually clears it. ran into a few other games (yes C# games) that will save any information that gets attached to the player object, even if said object no longer is in use. it got laggy if people spammed buffs. past trauma coming to the surface
that is cus they didnt remove all refs
but hm maybe u should just put it in Data/Buffs?
so that u can access by id
I think the issue with my mod is that I'm using very old CP format to add a crafting recipe for the auto-petter and need to update that but I would think the rewriters would handle that? I know they're not guaranteed to be successful. It's my first guess.
Last log: https://smapi.io/log/a970ede6b5ef45c9ae8bb59371a8c9ed
Validated content json: ttps://smapi.io/json/content-patcher/9f644284b1f74245b715aab02ef496d0
No rush as I am stepping away from the computer for a bit but if anyone has insight they have time/willingness to share I'd appreciate it. The mail didn't trigger when I used CJB cheats to set farming level to 7 and slept a night. No errors in the log but someone might identify something in trace that I am unfamiliar with as being the culprit. Or it's my formatting.
Log Info: SMAPI 4.1.7 with SDV 1.6.14 build 24317 on macOS Unix 12.7.6, with 16 C# mods and 5 content packs.
Rewriters don't work if you use the latest Format
But also, at a glance this crafting recipe looks fine
The data format for crafting recipes is still the old terrible string indexes format
Fair. I had the same issue before I updated the format (which I need b/c of the add item function on letters that was added in 1.6).
You don't need a When on your Data/mail patch though
You've already put the farming level requirement in the crafting recipe, though you run a risk of delayed mail using that method
Okay I looked but can't find it (I think) what's an extension data asset for CP? (https://pastebin.com/jcpN2586) This is the base with "op" inside modData being a problem
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Just define your own asset and key it to something
ahhh, neat. thanks
Oh okay, the When might be fine, your mail is formatted wrong. I would still remove the When though
Should be %item craftingRecipe Auto-Petter %%
Not actually sure what happens if you don't include the [#]Letter Title after that
CP Dynamic Tokens can check other Dynamic Tokens for their own values (not themselves)?
in-mod? not without crimes for outside mods
they can check other tokens from the same content pack
or config.schema items?
pretty sure they can also detect themselves
ok, nice. yeah, the same content pack was what I was aiming for
kicks dirt there goes another CMCT sale
/lh
I am open for sales
and crimes
cmct steals other mod tokens
interesting
Steals sounds like it actually takes them away lmao
I don't think I need it now, but good to know
if u r like
https://www.nexusmods.com/stardewvalley/mods/28284 i am just button's number one salesperson
i got a CP mod and a C# mod but i only want 1 config menu
Then how would I go about fixing it because I'm honestly tired. I'm looking at how other mods are coded in the game and they don't look any different from mine
then just having C# mod expose tokens is sufficient
well, digital art can be stolen and they are not taken away. so for new definitons of 'steal'
remember to invalidate on setValue
yep, I think about it too
Did you check out the link I sent? It shows all the indexes and what they're for
but I also would like to try config.schema thing
is there a tile animation available for an in-use fireplace?
I don't mess with NPC's so I can't give you an example or anything, just can point out syntax/format issues
roku did you finish the fireplace thing
I did, but I'm trying to remember if I actually pushed it out lol
I did... I need to update my stupid Nexus page again lmao
i've been driving around all day so i can look at that gift tastes thing
https://www.nexusmods.com/stardewvalley/mods/26849
If you don't want to actually make use of my mod and you're working in C#, you can check out my source link to see how I did it
welcome to map frameworks gang
I've been slowly adding stuff to this lol
When I first made it, I was doing everything in OnButtonsChanged instead of registering tile actions 
you have 12 indexes, you should only have 10, so you can remove /...Seriously? A lobster$3/715/
they go in order of 0/1/2/3/4/5/6/7/8/9
evens being dialogue, odds being the actual item ID
0 = love
2 = like
4 = dislike
6 = hate
8 = neutral
or wherever it cuts off before the "Seriously?" part, but count every single / you have, that's the "end of an index"
the nice thing about map tile action stuff is the compat
assuming there's not a 2nd rokugin out there ofc
There might be, someone did steal my name in a game once
Got it. Patching out the fog
Oh and instagram lmao, not that that one is a big loss
people are so cruel
Right, if they're gonna steal your identity, the least they could do is some of the work
maybe to what I want to do, make the c# mod do the config and export the tokens will be better
I am getting a bit confused with all the conditions needed 
tell me about it https://github.com/6480
how would I go about making a purple smoke like the green smoke in the Wizard's tower? I can't find the art asset or any info in the locations file or tiled.
that one's c# iirc
x.x
Yeah, just did that with Aba for their Halloween mod lol
agree it's probably C#
It's just a TAS, so it's really simple, but definitely C#
theres a specific function that draws bubbles from one very specific smoke puff in cursors
and overlays it green
Might be a good candidate for map mod...
contemplates i kinda want an activatable campfire...
What about c flat
isn't that just called c
The fireplace stuff I did can actually be easily repurposed to a campfire if I just make use of the offset lol
when I get to that point, could I ask for help setting up the purple smoke for my witch's cauldron? I struggle sometimes when it comes to programming
Here I was actually playing instead of making mods
Alas, the siren song calls to me
it won't be for a while, I'm still working on the exteriors
Probably tomorrow at this point I'll start adding a way to make the cauldron smoke and campfires to my map maker framework mod, at least it'll be an example if not a dependency
map mods have their own section on the frameworks page, their numbers are vast and only growing
only?
Sorry, I forgot my origins for a second, I believe this note is called b natural /lh
are you sure /threat /lh
I need to record the xylobone rickroll
things to do during an actual playthrough
hi yall just wanted to pop a quick question! does anyone know off the top of their head which mod changes dig spots to the green 4 leaf clover looking symbol? I have like… 60+ mods and it’s a lot to sift thru
tia!!
earthy
also #modded-stardew is more helpful for questions like that
~~we don't play SDV in here, only make mods 😛 ~~
ooo okay thanks on both counts!! I haven’t chatted here in a Hot minute so I know nothing anymore 
what r the features of button maps
i thought chue was already planning parallax
yea i will soon™️
i wasnt saying i was gonna make a map framework i was threatening the destruction of one





