#making-mods-general

1 messages · Page 112 of 1

tight rivet
#

I suspect the leak is at night processing.

teal bridge
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Are those 59 bug reports all old, or are most of them "plz updet 1.6 thzx"

lucid iron
#

can i use RuntimeReflectionExtensions.GetMethodInfo on a instance method

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the lang seaver dislikes RuntimeReflectionExtensions.GetMethodInfo(FishPond.draw)

teal bridge
#

You probably have to reference it like you reference nameof

uncut viper
#

(i did some more basic stopwatch benchmarking and between accesstools.method, typeof.GetMethod, RuntimeReflectionExtensions, and SymbolExtensions, they all had... basically exactly the same average time to harmony patch)

teal bridge
#

Oh, I see, RuntimeReflectionExtensions wants a Delegate.

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So you can pass in a reference to any method with any args, but it has to be callable.

calm nebula
#

huh, it's weird

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it's much worse in net 6, and better in net 7

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and my dumb ass did benchmarks by net 7

uncut viper
tight rivet
#

...

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this is weird

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apparently it's just taking up a full gig less of ram in the mines

calm nebula
#

also why the fuck is my computer doing benchmarks in net 7

uncut viper
#

why wouldf my benchmarks be giving me like, almost exactly equal performance between all of them tho then

calm nebula
#

it should be doing latest

brave fable
calm nebula
#

do I need to update linqpad

wheat finch
#

ROFL. I was about to go crazy trying to figure out why my mod didn't load. Discovered I put it in the unpacked contents folder not the mods folder. 🤦‍♀️

brave fable
#

so you're saying i should replace my AccessTools calls 📝

calm nebula
#

You shouldn't actually becasue my dumb ass did that in net 7

tight rivet
#

..yeah, it's over night processing.I wonder if one of the mods has aleak

#

(+600 MB is a bit much!)

old edge
#

Hmm my blue diamond shows up in the collections tabs now. I went to the museum to my surprise Gunther actually accepted the minerals seems authentic to Gunther

wheat finch
#

Not sure why the banana pudding recipe won't show up in Gus's shop. I've fixed the recipes, seeds, and saplings in Pierre's and by all accounts it should populate. 904 is the item # for banana pudding and it's in object data so should be (O) for the qualifier. https://smapi.io/json/content-patcher/6aaa8194a66a4eaeb985d25887e0d460 Comparing it to the recipe block in Pierre's shop, it's set up correctly. I don't see any misspellings and the validator found no issues in the syntax so it's gotta be a content thing.

drowsy pewter
#

904? I dont see a 904 in your code?

uncut viper
#

194 is fried egg?

wheat finch
#

LOL. TY. It's always something stupid and silly.

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Yay that's fixed! Now to figure out the issue with the furniture item that keeps populating as an error in Robin's shop menu.

tiny zealot
#

phew, that might be the last required feature finally working on this cursed mod.
now i get to do everyone's favorite part of modding, which is setting up the danged mod page and gearing up for release

old edge
#

So is lumisteria tilesheets have a vibrant pastoral version?

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Also not sure which recolor is messing with the town but I'm seeing black voids. I have alvadea's, daisyniko's and lumisteria tilesheets being utilized in my custom farm residence.

devout otter
#

Vibrant Pastoral has an additional download for Lumisteria Tilesheet.

old edge
#

Oh

tiny zealot
#

VPR will leave black holes and uncolored tiles around if you don't have mixedbag's tilesheets (it's listed as required on nexus but not in the manifest)

old edge
#

Oh

shadow pagoda
#

#making-mods-general message bump. I was able to get the count of a certain item using Game1.player.Items.CountId(), but I'm still looking for a way to do so for chests. I'm assuming that chests also derive from the inventory class, but I first need to find a way to look for chests. I want to find all chests around the game, and then check their content. I want to start with the checking the farm first.

brave fable
#

hi, try Utility.doesItemExistAnywhere(itemId);

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ah err the count

uncut viper
#

you can just use ForEachItem and count them if you're looking for a specific item

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that will search the whole world

brave fable
#
int count = 0;
Utility.ForEachItem(delegate (Item item)
{
  if (item.QualifiedItemId == itemId)
  {
    count += item.Stack;
  }
}
uncut viper
#

i dont know where ForEachItem typically starts but theres also ForEachItemInLocation if you really need to guarantee you check the farm first

calm nebula
#

There is also a variation that only looks at player items

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So not say random ass weeds on thr ground

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Also

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Levels of evil: reflecting into the standard lib to make a seeded xoshiro

brave fable
#

ForEachItem goes by ForEachLocation, which apparently uses the default order of Game1.locations

calm nebula
#

Look at the code that like

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Checks your tools iirc

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Maybe that shit is internal who knows

brave fable
#

from Game1:

locations.Clear();
Farm farm = new Farm("Maps\\" + Farm.getMapNameFromTypeInt(whichFarm), "Farm");
locations.Add(farm);
AddLocations();

so the farm is checked first in all foreach operations 🥳

uncut viper
#

that is handy to know

brave fable
#

i really have no idea how i'd format assigning locals for arbitrary harmony patches in a list but hey i'll look at parallel.invoke

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absolutely no change in duration 🥳 incredible

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the power of parallel computation...

teal bridge
#

Even over 200 ms? That's kind of surprising, I saw a pretty significant change for a similar scenario.

brave fable
#

well it's possible i was just doing it wrong ofc, but unless someone sends a PR to try and make this run faster i'm not going to bother chasing milliseconds

#

fun exercise, but if i'm not losing seconds of load time i'm not bothered

lucid iron
#

Maybe if u just get a quantum computer

tiny zealot
#

simply install a build of the game where the functions are already patched, so your load completes in 0ms

tight rivet
#

Prepatching the game so it doesn't requre harmony patching, simple!

wheat finch
#
            {
                "HasVisitedLocation": "QiNutRoom"
            }```That look right to anyone who knows? For balance purposes I'm adding a when condition to my No Qi Required mod so that the items don't show up until you've unlocked the walnut room at least since this doesn't replace walnuts, just gives a different method for obtaining some of the stuff for those who don't like to do quests.
brittle pasture
#

looks fine to me

wheat finch
#

Thought I'd try my hand at editing vanilla machines using CP but failing spectacularly. Might just keep the PFM component for ease even if it makes the mod less stable.

brittle pasture
#

(is that a hidden cry for help?)

teal bridge
brave fable
#

it's reassuring that it wasn't just me doing things wrong, then

teal bridge
#

What's surprising me a little bit is that the higher the DOP, the slower the parallel version runs, so I'm starting to suspect there must be some hidden locking going on.

wheat finch
woeful lintel
uncut viper
#

you can use a GSQ to check walnut count but maybe players are using a mod that lowers the count requirement

hard fern
#

😅 i struggled with trying to add something to a vanilla machine, but figured it out eventually...

ivory plume
tardy adder
#

🤔 what happens when a dynamic token for context tags is left valueless

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Proceeds to implode the items because I forgot to add the other value

rancid temple
#

As a string, I would kind of expect it to be null and get removed by CP

tardy adder
#

Hahaha yeah, I was wondering what I did

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Then realized I put the token with a when condition

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And no other value for when its not

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Interesting enough it appears, just error sprite with all its info

velvet narwhal
#

my brain is fry, i forget what the interaction is when i have a mail in a trigger action set for tomorrow on a repeating trigger action, it still gives the mail doesn't it?

rancid temple
#

Not seeing anywhere where it checks if you already have a mail flag

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I'm gonna lose my mind, another mod that I tested a lot this time and never got any errors, now kicking back errors occasionally

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Just a sometimes NRE as a treat

velvet narwhal
#

honestly i feel that, for some reason my npc is no longer being social

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oh

tardy adder
velvet narwhal
#

......my dynamic token was wrong the entire time

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that's good to know

rancid temple
#

God fucking damnit

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SDV locked up and it won't go in the background so I can't crash it

velvet narwhal
#

mothman didn't have a chance KEK none of the dialogue was working

wheat finch
#

Found a mod that uses CP to modify a vanilla machine. Modeled my json after it. Used CJB cheats to get enough golden walnuts to enter the walnut room. Can't put the item in the deconstructor. * tears hair out * I really should be in bed and asleep. Instead, I'm up and modding at 1 AM.

bronze jungle
#

I just got a new weird way someone posted a log. they sent a link to a shared conversation on chatgpt

velvet narwhal
rancid temple
#

God, worse

bronze jungle
#

note on this, it's not like a conversation asking chatgpt how to fix, it's just the errors in the log (and obviously some random response from chatgpt)

rancid temple
#

Though maybe you can add stuff to this, I'll have to check more in the decompile

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Closed it because VS was being a memory hog for no reason

velvet narwhal
bronze jungle
rancid temple
#

I am jealous, despite the weird way of doing it, at least they sent a log

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When I asked for a log, that's when I got a link to a 2 hour youtube video with 2 timestamps showing the problem, which wasn't related to my mod at all

#

Was from a stream they did with some friends lmao

tardy adder
#

So how do I tell my friend that the way they are using the dynamic token is causing it to just put the name and not value

rancid temple
#

Non-English, part of the problem I guess

rancid temple
tardy adder
#

No apparently not

#

They say they used "{{token}}" but keep telling me their context tag appears as the name not value

bronze jungle
#

the sad thing is that once I got a log technically correctly and via the site and thry even explained the problem, but I still couldn't help because the log was 28 pages

rancid temple
#

Woof

tardy adder
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Woof indeed

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Wait no my pfp is cat, meow

rancid temple
#

Maybe send them an example of a working dynamic token

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Not sure why they're using dynamic tokens in context tags though

tardy adder
#

Is to deal with a mod compat

tardy adder
rancid temple
#

Hm, not sure what else to try lmao, unless you want to do it for them

#

I tend to avoid this solution unless I actually like the person I'm helping lmao

tardy adder
#

Imma throw DSVO tokens at them

rancid temple
#

I keep coming back to wondering if there's a way to make the combat in this game more interesting

#

Having to hit a slime with the most powerful weapon in the game 20-30 times is not what I would typically call fun

finite ginkgo
#

Add combat spells (/j)

tardy adder
#

Throw ninja stars

rancid temple
#

Honestly, I have been super interested in the idea of spells in general

brave fable
#

you can add all you want, it's still the same combat system

bronze jungle
#

make a combo system

brave fable
#

bombs and spells are just throwing things at it so you dont have to get involved

rancid temple
#

Yeah, that's really the problem, would only be changing the time to kill

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I mean, a fancy enough spell could at least make it interesting

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If I fill the screen with enough effects, you'll forget how boring it is right

finite ginkgo
rancid temple
#

If I tank your FPS enough, who cares that combat sucks, you have a new complaint

brave fable
#

add Magicka controls. i want to cast edf + qfsefsr + qfqfsss

rancid temple
#

I am interested in S&S but I wasn't planning on playing ES and SVE at the same time just because I'm already overloaded with SVE

rancid temple
finite ginkgo
rancid temple
#

I think ES is probably the expansion I'm most interested in playing with next

#

Especially because of S&S lol

hallow aurora
#

does anyone know any mods that prevents you from skipping any Heart Events?

uncut viper
rancid temple
#

Technically an easy feat, but very time consuming

hallow aurora
bronze jungle
uncut viper
#

until you wanna account for other mods changing the heart events or adding more of them

rancid temple
#

Would it be though? None of the events are stored in code, they're all in the contents, so finding out what the previous required seems like it would actually be a pain in the ass to me

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Especially with them all having goofy strings as the preconditions

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Still trying to avoid events though, so I'm probably missing some super simple helper function lol

hard fern
#

so in order to see any 4 heart events onwards u have to see 2 heart event first? like that?

bronze jungle
#

at least as in logic it's pretty much:

on trying to do event:
  n = hearts for this event
  for all heart events for this character
  if any are lower hearts needed and didnt see, cancel this event
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it has the difficulty of parsing events and getting them but still

bronze jungle
patent lanceBOT
#

ehhhhhhhh ok (#6368590) (5h | <t:1731938114>)

tardy adder
#

Sorry, for the screenshot

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But would these dynamic tokens work

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Like it wouldn't just be true all the time

slender badger
#

They wouldn't work because there's no option for if Soybean Meats isn't installed

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Ah wait, no, I'm misreading SDVpufferthinkblob

rancid temple
#

I mean, I think that's technically correct because none of them are named the same

tardy adder
#

The two at the top has the false soybean meats

slender badger
#

It's kinda confusing to read because you've separated the matching tokens 😆

rancid temple
#

Are there matching tokens? They all look different to me

tardy adder
#

sigh I am trying to help my friend

slender badger
#

And yeah, was about to mention they've all got different names

tardy adder
#

And I have resorted to drastic measures

uncut viper
#

whats the intent with these tokens?

slender badger
#

This is for Uni, right? It's nice of you to help her, but she really needs to learn things for herself

rancid temple
#

Oh this is for Uni? I'm out

tardy adder
#

Airyn so on point

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Ahahahaha Rokugin

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More like I know how its done, but they kinda don't wanna believe me

rancid temple
#

Color me absolutely surprised

slender badger
#

Honestly, if she doesn't want to believe you, then let her fail KR02Shrug Doing it for her won't help anyone

tardy adder
#

I mean... I gots dynamic tokens in two of my mods

rancid temple
#

Not surprised that you've done it

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Like sarcastic not surprised at all that Uni won't listen to you when you're telling her how to do it

tardy adder
tardy adder
rancid temple
#

Too much in fact

tardy adder
#

I sees

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Also thanky again Airyn for showing me the wonders on Query which I am abusing in my weather mod

rancid temple
#

Airyn's advice really adheres to anyone though, if they don't want to listen when you're telling them how to do a thing, there's not much you can do

tardy adder
#

(totally off topic but it has been such a game changer)

slender badger
#

Glad it's been helpful for you! SDVpufferheart

tardy adder
#

Here the one I wrote

"DynamicTokens": 
    [
        {
            "Name": "TMPHaramTag",
            "Value": "food_haram",
            "When": 
            {
                "HasMod |contains=Aimon111.SoyBeanMeats": false
            }
        },

        {
            "Name": "TMPTeryfTag",
            "Value": "food_tref",
            "When": 
            {
                "HasMod |contains=Aimon111.SoyBeanMeats": false
            }
        },
        
        {
            "Name": "TMPHaramTag",
            "Value": "food_halalkosher",
            "When":
            {
                "HasMod |contains=Aimon111.SoyBeanMeats": true
            }
        },
 {
            "Name": "TMPTeryfTag",
            "Value": "food_halalkosher2",
            "When":
            {
                "HasMod |contains=Aimon111.SoyBeanMeats": true
            }
        }

    ],
#

On the phone

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Me eyes are dying looking at it in phone

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Prolly missing commas

rancid temple
#

Yeah, aside from them being split, that is what I'd expect to see from a dynamic token lol

slender badger
#

That'd work (although it's tref, not teryf)

rancid temple
#

I'd also double check those are the context tags that are used, since I don't know the mod in question

uncut viper
#

you also dont need the false conditions, if you didnt want them, though i can understand wanting them for consistency

tardy adder
#

I personally do them for consistency otherwise I forget what I was doing

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Unless its like one token or two

brave fable
#

you can leave // comments about what you're doing in your json files

slender badger
tardy adder
brave fable
#

or even ```/*
long paragraphs
if you're describing something important
*/

slender badger
#

I'd go with food_halal and food_kosher personally, since people might use those for something but it's unlikely they'd use food_halalkosher

tardy adder
slender badger
#

Kath, not to bring up old drama, but are you aware of how racist & colonialist Uni was when creating that mod?

tardy adder
#

Uh no

#

I wasn't as active in here

slender badger
#

I can tell you about it in DMs if you like

tardy adder
#

Uh sure, but wait let me add you because discord refuse to open my DMs even when I set it to open

slender badger
#

(it's a big part of the reason why a lot of people around here won't have anything to do with Uni, just so that you know why her name's getting a negative reaction)

tardy adder
#

Uh I know they are very stubborn so the negative is... Not as unexpected

brave fable
#

'not to bring up old drama'? maybe don't then SDVpufferfush

tardy adder
subtle saffron
#

I need to take a break... I was listening to music, and in my brain, I was processing the lyrics like event dialogue

#

And it ain't even including the words, my brain processed each line of lyrics like

/speak Laufey \"{{i18n:Falling behind.6}}\"
calm nebula
#

has anyone gotten publicizer to work on corelib?

#

specifically, System.Random?

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(what I'm trying to do is hijack the corelib's implementation of xoshiro to make basically a seeded xoshiro.)

slender badger
#

Running into a bizarre issue with DSV if anyone has any thoughts? I'm testing Haley's maternity stuff & compatibility with cptnmatruz's Haley's Pregnancy, and some of the overlays are showing up on the Haley_Maternity Appearance but others aren't SDVpufferthinkblob Here's a log with a patch summary for DSV and a patch summary for the specific asset - everything says all the overlays are applying correctly, but only the hand overlays are actually showing up
https://smapi.io/log/938b1b78a7094295960df9fe51e443c2

ocean sailBOT
#

Log Info: SMAPI 4.1.6 with SDV 1.6.14 build 24317 on Microsoft Windows 10 Home, with 20 C# mods and 11 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

slender badger
#

...ah dammit, just noticed I'm behind a SMAPI version 😆 I'll update that & see if it fixes things

#

Nope SDVpufferflat

brave fable
#

all that talk about optimisations through parallelisation and yet the single best performance improvement to loc is adding a missing check in loadstagechanged that checks to see if it's actually in the loaded stage before reloading all assets

#

on the plus side this'll look great in performance reviews

calm nebula
#

does anyone know the earliest load stage where helper.Data.ReadSaveData works?

rancid temple
#

@wheat finch Looks like the Deconstructor only accepts Big Craftables

calm nebula
#

...ooh, hang on, this is pretty early

#

basically just past None, nice!

brave fable
#

could this actually fail at runtime?

slender badger
calm nebula
#

In Normal Code you would likely use OfType

#

But OfType doesn't get handled well by smapi rewriters so

brave fable
#

task failed successfully SDVpufferthumbsup

calm nebula
#

Meanwhile I'm still trying to hijack system random lol

brave fable
#

god the jp font just works so well for handwriting. wonder if i can load it as the default font for this menu when using any latin charset language

#

the answer is 'jfc'

#

sure haven't looked into FontFile and FontChar before

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it does have a way nicer format than spritefont but also it looks like it has to run through statics on spritetext so ~lol~

drowsy pewter
#

Your notebook looks soooo cute!

brave fable
#

thanks! i gave up haha

#

so many drafts, so many failures. how hard can it be to draw square paper

calm nebula
#

I don't know that looks like a rectangle to me

brave fable
#

maybe that's where i went wrong

drowsy pewter
#

It's okay, you'll get it next time

#

I havent been following this mod progress so sorry if I missed stuff before, but the bug sprites and menu are also so cute and I'm excited to see what this mod is like

brave fable
#

don't hold your breath, it's just another chunk on the heap

#

endless mod

#

really this whole menu-critter-catcher-spawner-orders model was just an idle thought to have a funny event, but it sort of got out of hand after the custom tool and menu

brittle pasture
patent lanceBOT
slender badger
tepid cloud
#

Hi people, I'm editing the Meadowlands map with Tiled and was wondering if there is a way to change the position the house spawns at. I imagine it has something to do with one of the various "TileData" but can't figure it out, or read about

tiny zealot
#

you can definitely change the farmhouse spawn location for a custom map, but you can't change where meadowlands spawns the starting coop. that's hardcoded (last i checked)

gaunt orbit
tepid cloud
#

That's not a problem, the house is because I gathered all the lakes in a BIG lake in front of the house, but make the lake thinking of a better location for the house, so now if you spawn in you spawn in the lake lol

gaunt orbit
#

See [[Modding:farm_data]]

wheat finch
gaunt orbit
#

(please note that changing the spawn position of the farmhouse will not modify existing saves, you'll have to create a new save to test your changes)

tepid cloud
#

Thx, other question, I started with an old guide I guess so I just unpacked the game map data in a folder and started with a .tbin file, then saw that it didn't save tile rotation so went in .tmx. Can I juse repack the tmx to .xnb and will be allright? because the .tbin came with a .yaml file that I don't know what it does. Or Should I go get Content Patcher and copy over my changes?

gaunt orbit
#

CP supports tbin, xnb, and tmx. You can convert tbin to tmx by just using save as in Tiled.

The yaml file is an artifact of xnbnode and can be ignored. Stardewxnbhack is the recommended way to unpack the game files, as it works properly with data assets.

You do not need to repack maps as xnb if you're using content patcher. Content patcher is recommended over old-fashioned xnb replacement mods for a number of reasons

#

!xnbzola

ocean sailBOT
#

XNB mods often break the game and are not recommended. See Modding:Using XNB mods for more info (and a list of Content Patcher alternatives), and you can reset your content files to fix problems caused by XNB mods.

For mod creators, see Modding:Editing XNB mods for help unpacking & editing them (including for use with Content Patcher).

tepid cloud
#

Understood thx

#

Last question, for now, I had to change a tile, there is a dirt path (the one that connects to your sell bin in the base map) that ends in grass, only ended in dark grass instead of normal grass so it looked wrong, so i recolored it.

#

Now I added it to an empty space in an existing sheet, and did so for all seasons

#

is it good or is it better to just add another sheet altogether

gaunt orbit
#

That will work just fine, but you may end up with conflicts with other mods, since other people might do the same thing you did.

Adding it as a new sheet will prevent mod conflicts from happening, and is considered best practice.

If you're just making it for yourself, though, with no intent to publish, either is probably fine.

brittle pasture
tepid cloud
gaunt orbit
tepid cloud
#

oh great, thx!

wheat finch
calm nebula
#

Can't you just add a new machine rule with higher priority lol

brittle pasture
#

and as mentioned if it's a (O) it can be put in a machine

#

(well I think other types that dont inherit from Object works, but ehh that's technical stuff)

#

What recipe do you want to add?

wheat finch
#

My test was to make the deconstructor accept a copper bar and spit out 3 copper ore.

#

The original mod used PFM to add to the deconstructor and I would have tested it before launching the mod. Just converting off of PFM to CP.

brittle pasture
#

Are you using MoveEntries?

wheat finch
brittle pasture
#

Yep, you need MoveEntries to move your entry to the top of the OutputRules field
Machine rules evaluate from top to bottom, and what's happening is that your copper bar is triggering the game's default "generic deconstructor" rule (which in your case will give nothing) instead of your custom rule

#

(this seems like such a common snag for machine data in particular I wonder if we need a command lol)

tiny zealot
#

well it turns out that it takes one extra map load for the different lights layout (paths layer) to load correctly when i switch backing maps for my shenanigans location. i don't want to fix this right now, and nobody will notice unless they have read this post, so i think i'll put it off or maybe throw it in a "known issues"

#

it seems i should check whether or not players can (accidentally or otherwise) put my item into a machine and thereby lose it

brittle pasture
#

Is it craftable, a fruit, forage or a vegetable

tiny zealot
#

it's, uh, this

    "Type": "Crafting",
    "Category": 0,
    "Texture": "Mods/{{ModId}}/ObjectSpriteSheet",
    "SpriteIndex": 0,
    "Price": 150000,
    "Edibility": -300,
    "CanBeGivenAsGift": false,
    "CanBeTrashed": false,
    "ContextTags": [
      "prevent_loss_on_death"
    ]```
brittle pasture
#

if it doesn't have a crafting recipe it's probably fine SDVpufferclueless

tiny zealot
#

so far i haven't been able to machine it, so that's good

#

my other items go poof as soon as you buy them or they enter your inventory, so i'm not worried about those

calm nebula
#

👀

tiny zealot
#

(intentionally)

calm nebula
#

👀

tropic lichen
#

Hello, lets say I want to make an indoor lamp that gives off a different color of light (blue, red, etc) is that possible using content patcher?

#

i want to know before i start trying to make it lol

finite ginkgo
#

SpaceCore has a colored lights feature

brittle pasture
#

that's for maps right

#

not objects

tropic lichen
#

i just want to make a simple furniture pack that includes lamps that make colored lighting

tiny zealot
#

if memory serves, furniture framework supports some lighting features. you could check that out too

finite ginkgo
tardy adder
#

Would an NPC duplicate if they got the same ID? Trying to figure out a user's error... Without a log qiqi_done

tiny zealot
#

NPCs having the same internal name would cause problems with overwriting and competition, but not a duplicate NPC

#

duplicate NPCs is a vanilla bug (there's a console command to address it). i'm not sure whether it's been fixed by now

tardy adder
#

🤔 I remember it being vanilla, but thought that was on the fixed notes, so I thought I broke something

brittle ledge
#

I thought clones were fixed in 1.6 (or at least suppressed)

latent mauve
#

I mean, they still try to respawn if the game thinks they are missing for some reason, so it's possible there is still something that can cause dupes there?

tardy adder
#

🤔 time to replicate the conditions

brittle ledge
#

Did they send you a screenshot or any context beyond "there's two"? Like is this possibly at a festival?

tiny zealot
tardy adder
#

The social page found conflicting NPCs with name Mike (one at Saloon {X:42 Y:9}, the other at Saloon {X:42 Y:9}); only the first will be shown.

#

Just that it happens in the usual schedule

#

Mike will take over the valley soon

latent mauve
#

Wasn't that an error related to UI Info Suite at one point (as far as console spam)?

#

Or am I misremembering

brittle ledge
#

Atra and Casey are both familiar with the cloning bug, they'd probably have more info iirc (I think Spacecore might've been where the clone suppression happened?)

tardy adder
brittle ledge
#

I don't think Appearances would affect that at all

#

(There was some factor making it more likely an NPC would be closed but I don't remember what)

tardy adder
#

🤔 spawn home?

#

Well time to ask for the log nicely SDVpufferknife /j

brittle ledge
tardy adder
floral canyon
#

hi guys, has anyone gotten custom walls working as decorable walls after the 1.6.9 update?

sullen rain
#

Can someone help me figure out why my Clint portrait mod isn't showing up in-game?

latent mauve
floral canyon
latent mauve
#

I'm on my lunch break and not at my PC right now, but when my work day is over, I might be able to at least grab the code for you

#

It's also possible it's somewhere in here already, since it got used as the repro pack to fix custom renovations not using decoratable walls and flooring

floral canyon
latent mauve
#

You have to make sure you've named your tilesheet ID to use the walls_and_floors naming convention in 1.6.9 or later so it gets picked up as a decorateable starting place.

#

In Tiled

#

so mine are things like zFireredlily_walls_and_floors

floral canyon
#

Mine is sunroom_walls_and_floors

#

hmm

#

does the custom tile need to cover the wall up and down or only the upper part with the wallid?

latent mauve
#

Your WallID Tiledata object needs to be placed on the upper part of the wallpaper tile

floral canyon
#

yes but does the custom wall texture from the sunroom_walls_and_floors need to cover the whole wall?

latent mauve
#

Trying to replace the wallpaper should ignore any tiles that aren't from walls_and_floors or an equivalent, if that's your question.

#

so you can have dividers that are untouched

floral canyon
#

my question is that if i only use custom wall tiles on upper part, could that explain why i can't place anything on the wall

#

i'm making walls only for decoration, not wallpaper

latent mauve
#

I'm not sure on that one

#

My use case is for actual walls

floral canyon
#

okay. so with vanilla i got it working but i used the whole wall. i will test this

#

i'm not sure what is actual wall 😄

latent mauve
#

If you don't want other sections changed and just want the wallpaper to peek through, you can use other drawlayers on top

floral canyon
#

no that's not the problem. the problem is that the wall is not actually wall right now

#

okay i tested it and it's not about that

#

but yeah i guess i will wait for your file, if you have time to upload it but no pressure or anything

latent mauve
#

Yeah, I am confused about what you mean by "not a wall" LOL

floral canyon
#

wall is something you can decorate. mine is not decorable right now

shy heart
#

gettinhg into modmaking, should I download smapi for devs? or the regular one

floral canyon
#

but with vanilla tiles the walls are decorable

latent mauve
#

SMAPI for devs is just more detailed logging in case you run into issues

shy heart
#

Aight

latent mauve
#

Have you defined your new Walls in Data/AdditionalWallsandFlooring (or whatever the exact json name is)?

floral canyon
#

no i haven't, i didn't see any documentation for that?

#

but that must be it

rancid temple
latent mauve
#

I want to say that's the only extra step I did and I have no idea if it's required for what you are doing specifically

#

But I did it to be safe and bring them into the catalog

brittle pasture
floral canyon
mint pewter
#

For anyone looking for an updated monster spawner mod, I updated the older mod and added some QOL adjustments to it. You can also view/download the full code to make further adjustments if needed:
https://github.com/vincecoscia/monster_spawner/releases/tag/Stable

GitHub

Adding releases here as I can't post this to Nexus Mods (Disagreement with OG creator). This has been updated to work with the new patch to Stardew Valley. Just download the zip file and extrac...

floral canyon
rancid temple
#

I'm confused then because I definitely assumed Copper Bar's would already be accepted, since they do have a crafting recipe

tight rivet
brittle pasture
rancid temple
#

Oh, that's true

#

I always forget that there's no backwards for those

brittle pasture
mint pewter
# tight rivet ..what was the disagreement? O.o

I wanted to help them update as they were gone for 2 years without updating. Didn't get a response until I published the mod to Nexus where they reported and took it down. We messaged for a bit (I shared my full code with them), but never settled on how to proceed from there so I just publish on github now.

latent mauve
# floral canyon thanks for the help in any case!

I have a few minutes before I have to jump into my work meeting now that I'm done eating, I'll send my mod over real quick (please note that it requires HxW's tileset for the bathroom furniture, so if you test in game, you'll need to snag that too)

tight rivet
sullen rain
#

Can someone take a look at this and see if they can figure out why it's not showing up in the game? I can't figure out what I'm doing wrong

mint pewter
tight rivet
#

ah

whole raptor
#

Well... if you took the author's code and just updated it and they didn't agree to you publishing it... I don't think you should publish it..?

uncut viper
#

you also definitely can't relicense it under your name?

brittle ledge
mint pewter
mint pewter
drowsy pewter
iron ridge
#

but if its spawn monsters

drowsy pewter
#

that being said, legal and cordial rules are different

brittle ledge
#

Yeah, the Nexus perms say no

uncut viper
#

the license on the GitHub said cakeymats name, not the original author

drowsy pewter
#

Ah the spawn monsters github repo has no license

#

Then that's definitely not right (I thought it was MIT previously but with the name changed)

uncut viper
#

i coulda worded what I said better too my bad, just meant you can't give a license to one that didn't have it without permission from the author

mint pewter
#

Yeah I've taken it down for now

#

Going to reach out again and hopefully we'll get something sorted

kindred nacelle
#

does anyone know an easy way of creating your own hairs, super new to the game & have no idea about how modding works

uncut viper
#

if they let you post it on GitHub you'll still need permission for the license thing ftr so do make sure you ask about that, though if they disagree with the posting in the first place I wouldn't expect much

lucid iron
#

What if you make ur own spawn monsters mod Bolb

lucid iron
#

Personally I want a mod that just teleport me into a infested floor

uncut viper
#

maybe find a hair mod that uses it and learn by example

shy heart
#

gonna make a custom npc as my first project, lets hope it works out

mint pewter
tiny zealot
lucid iron
#

You could give it a bit of "content mod" vibe if u tie the teleport to a totem

shy heart
lucid iron
#

But it'll mainly be used for testing combat stuff blobcatgooglyblep

mint pewter
#

That could be a cool idea! I'll see what I can do

brittle pasture
#

"spawn monsters" "infested floor" "totem teleport" SDVpufferwoke

lucid iron
#

Darkwings 2 the dark continent

velvet narwhal
ocean sailBOT
#
Creating a Custom NPC

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

velvet narwhal
#

depending on what you mean by programming classes, it should be relatively easy to understand though, it's newtonsoft json

shy heart
#

I have C# classes and Java classes

uncut viper
velvet narwhal
#

ah good we don't have to ingrain the importance of brackets to you then painful_laugh

shy heart
#

Dear lord- SDVpufferflat

blissful panther
#

Prepare to be surprised just how much Stardew modding can involve zero programming!

shy heart
#

Any time I see code incorrectly formatted a part of me dies

uncut viper
shy heart
blissful panther
velvet narwhal
#

tbh though you learn the intricacies of smapi events and the world is your oyster, still don't suggest making a full npc in c# though, button's orders

uncut viper
#

those orders come from up top

shy heart
#

I wouldn't dare

velvet narwhal
#

button has the fancy winner title, i only listen to button and green names

uncut viper
#

Fizzie has a green name

velvet narwhal
#

looks at DH

rancid temple
#

You listen to atra

velvet narwhal
#

atra's retired

shy heart
#

I only got into the server like 2 days ago. I listen to everyone LMAO

rancid temple
#

(sometimes)

velvet narwhal
#

technically green imo SBVPensiveButt

rancid temple
#

That sometimes is doing double duty, because atra did update an aquarium mod despite being retired SDVkrobusgiggle

shy heart
#

Before I even make any files, time to brainstorm my character first

velvet narwhal
#

oh right you should probably do these too

#

!unpack

ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

shy heart
#

Done that!

velvet narwhal
#

did you do the decompile too, a lot of fun things in there to look at like totemWarpForReal

#

not necessary for cp, but it is fun to look at and be like "is this hardcoded?"

blissful panther
rancid temple
#

You have to do it now

velvet narwhal
#

does carbonated water count

shy heart
#

And it is not helping my headache oof

#

@narrow dew gave me a lot of pointers on CP tho ^^

#

I'm gonna do a deep dive into the game files later

hard fern
#

Ooh a new custom npc?

shy heart
#

Ya bet

#

Very tempted to base them on a d&d character concept I have, just with changes.

velvet narwhal
#

ichor loves non-human npcs, so that's a +1

hard fern
#

🥲 im thinking of rewriting some of my dialogue to fit with the events I have planned out

uncut viper
shy heart
next plaza
#

@brave fable Not sure if you're still looking into font stuff from what you posted earlier, but if you want to use a custom font you could use SpriteFontPlus: https://github.com/rds1983/SpriteFontPlus (I"m using it for my game project)

velvet narwhal
shy heart
hard fern
#

LOL that emote

shy heart
velvet narwhal
#

everyone has the "i'mma make an expansion" dream SBVPensiveButt if you're an npc creator, most of us get stopped at some point (most likely it's the assets)

hard fern
#

SDVpufferflat real

#

but

#

im committed to it

shy heart
#

I'm starting small for a reason

velvet narwhal
#

i mean all of mine is already laid out, i just want some fancier dumb things in c# and i need to actually make the assets

hard fern
#

my "roadblock" always ends up being irl getting in the way

shy heart
#

That is SO real

hard fern
#

the last time i ever tried to make an npc i got horrifically burnt out and actually just disappeared

shy heart
#

If I ever make an expansion it would probably contain lore about iridium turtles because I can

hard fern
#

😔 lots of stuff was happening at that time

proven spindle
#

My ability to work on my expansion comes in waves, but it usually goes best when I begin with something small without the intention of diving too deep lol

rancid temple
#

Maybe I'm just dumb, but I cannot figure out what stops the deconstructor from considering Iron Bar and Gold Bar as acceptable input

brittle pasture
#

The deconstructor function only considers recipes named after the input

rancid temple
#

Oh, the second check, of course

proven spindle
#

Wake up one morning 'hey I should add X gift taste to Y npc' and several hours later I've suddenly got a bunch more events ready for testing

#

Then I come back the next day like 'let's continue that energy' and end up watching random documentaries instead lmao

velvet narwhal
#

my true adhd relief, my csproj for my expansion 🙏

proven spindle
#

A couple weeks later I get a new small idea and the cycle begins anew

shy heart
#

This is literally how 90% of my projects work ^

#

"Oh I have this idea for a character!"

two weeks later

"So... now I have ten-"

proven spindle
#

It's why I can get npc expansions out faster, bc if I can just get into the groove in the morning for one day then I can get 90% of the rough draft done that day and the rest is just testing and tweaking. Whole added and intertwined npcs are an entirely different ball game though

ocean sailBOT
#

@proven spindle You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!

proven spindle
#

GASP

#

IT HAPPENED

brittle pasture
#

papyrus "you're blue now"

proven spindle
#

I'M BLUER

rancid temple
#

Ah my favorite shade of blue, how I miss it

velvet narwhal
#

they'll never approve the despercheeto SBVPensiveButt

proven spindle
#

AT LAST I CAN BECOME OFFICIAL CHEETO

#

Now to figure out how to actually do that lol

calm nebula
#

Congratulations!

rancid temple
#

I just have to hope that Discord itself will one day allow color switching for owned roles

calm nebula
#

Embrace the orange!!!!

rancid temple
tardy adder
#

Cheetofication where?

velvet narwhal
#

send a message to bouncer, depending on the person responding, whether or not you have to edit the wiki first or after

rancid temple
#

Wiki editing is dead

#

Long live github editing

uncut viper
#

thats for the compat list

rancid temple
#

Oh lmao

#

Nevermind then

velvet narwhal
#

yeah we still gotta add our names to the official cheetoificiation

rancid temple
#

Also, wow, that's a big list too, wonder how long it'll keep going

uncut viper
#

the comapt list was some 1700 odd lines long, so probably be a while yet

velvet narwhal
#

be the change you wanna see in the world, make the romanceable lewis mod /lh

uncut viper
#

and that had to include a whole buncha info like github links and whatnot

velvet narwhal
#

alternatively: romanceable marnie mod because we don't get enough older women rep SBVPensiveButt

uncut viper
#

apparently the modding community page also includes github links and i never noticed but its probably still less info per line than the mod compat page

hard fern
#

🫡 on it

#

(jk jk)

rancid temple
#

Aw man, I was so happy that the wiki was working last night, slow as hell again now

hard fern
#

honestly i'd romance marnie. lewis doesn't treat her right 😔

proven spindle
#

I have messaged bouncer :D roles says that's the only thing needed, so now I wait SDVpuffersquee

velvet narwhal
#

i assume the old compat on the wiki got thanos snapped so it's just about seeing when the bitrate(?) will settle down

hard fern
#

i cant believe im orange

uncut viper
#

well, that and having released a mod SDVpuffersquee

rancid temple
#

Honestly, I feel like the modding community page has a lot of links per person lol, up to 3 for mods, possibly a Nexus, Github and Reddit

uncut viper
#

it wasnt like the literal length or number of links for the wiki page afaik but the amount of characters and text it took to write verything in the wikis markdown, multiplied by a lot larger number of things to do it for

rancid temple
#

I don't think I ever looked at the compat list when it was on the wiki though

uncut viper
#

like they were up against the character limit for a wiki page

velvet narwhal
#

i think i only ever used smapi's compat list ngl

proven spindle
#

I'm being asked to add myself the modding wiki, so I guess they just made that the step after messaging now

blissful panther
#

(The wiki sure is unhappy right now!)

proven spindle
#

(Now to figure out how to do that part too lol)

blissful panther
#

It just seems to be generally overloaded, so it might take... a few attempts right now.

brittle pasture
#

The issues are happening after we removed the mod compat list, the answer obviously is to reinstate it post haste

proven spindle
#

I might just wait till I get home to do it in my pc, my phone isn't being very agreeable either atm

tardy adder
#

Sweet user asking why Mike is duplicate...
XNBs screaming in the corner and them sending me their txt file... At least its something

tender bloom
#

removed the mod compat list? 👀

uncut viper
uncut viper
#

its in the pins

uncut viper
#

also you're orange SDVpufferthink

rancid temple
#

Oh, the jam fell off

velvet narwhal
#

who'- WHAT HAPPENED TO ELIZABETH

brittle pasture
#

the two mathpeople plot to become indistinguishable

uncut viper
#

mathpeople love plots

velvet narwhal
#

will it be selph or khloe as the 3rd mathpersons

calm nebula
#

I mean

#

No one has ever seen me and Elizabeth in the same spot

uncut viper
#

can you verify that

calm nebula
#

Maybe we're the same person

lucid iron
#

Mathhumans

calm nebula
#

Maybe one day we'll join the same square dance club

lucid iron
#

Why did the jam fall off

calm nebula
#

Anyways

#

go make mods you fools

velvet narwhal
#

nuh

shy heart
#

My headache disagrees

uncut viper
#

oh.. was the mod jam helper role just removed SDVpufferthinkblob

velvet narwhal
#

this hikkikomori finally got a job and worked a training 40 hour week, i'm tired brain empy

rancid temple
#

Base game doesn't show unknown crafting recipes right?

tender bloom
vapid oak
#

We've retired the role since it didn't really make any sense to still have

#

there isn't an active modjam and our other event coordinators don't keep their roles

uncut viper
#

no more red names ever...

tender bloom
#

smh zoe are you implying I actually shower regularly

vapid oak
lucid iron
#

But can we have more role colors for cheetos in the future

#

The spirit eve event did wonders for readability of this chat I miss it

blissful panther
velvet narwhal
#

i always knew it was button with the blinding gold SBVPensiveButt

brittle pasture
lucid iron
#

We can have blue pufferchick and void pufferchick and gold pufferchick

rancid temple
#

Sounds like a good April event lmao

velvet narwhal
#

idk how we could even determine the role colors for the sub-title cheetos though, cause that'll just imply that they have a ranking system bc of discord's stupid role order

uncut viper
#

i think it would be neat at least if the pixel/content/blacksmith roles were higher to override and had diffrent colours so people could choose one

rare orbit
#

hey? any idea how to exclude modded items from perfection??

uncut viper
#

itd also make it a littl easier to guess if the person asking for help wants a C# solution or a CP solution SDVpuffersquee

hallow prism
#

yes there's a field for that for shipping and fishing

rancid temple
#
    "ExcludeFromFishingCollection": true,
    "ExcludeFromShippingCollection": true,

Set in Data/Objects

rancid musk
#

New weird user unlocked: user who reports an error and uploads their "log" using smapi.io, but they only include the exception in the log and nothing else

Bonus points: the error is System.NotImplementedException: The method or operation is not implemented. at StardewValley.Network.OverlaidDictionary.Clear()

uncut viper
#

well clearly you need to go implement this :///

rancid musk
#

Can't believe I forgot to implement something in StardewValley.Network

#

This happened during a farmhouse upgrade so I'm guessing they have a modded object in their house that does weird stuff

shy heart
brittle pasture
uncut viper
#

a cooking recipe i mean

rancid musk
#

Would be nice if we could pick which role decoration we want from all our available roles.

shy heart
#

Yeah

uncut viper
#

important to note that appearance in the collections page does not one-to-one correlate with whether or not something is needed for perfection

brittle pasture
uncut viper
#

it would also be server opt-in only, i imagine, since i asume theres tons of servers that have their role system made with the "goes with the highest colour" thing in mind

rancid musk
#

The fun part of nitro is having nitro classic and basically being down to like 2 features at this point.

tardy adder
#

If we get cheeto colours plus, I just want to be spicy cheeto flavor

velvet narwhal
#

gotta be a vanilla dev for spicy cheeto

uncut viper
#

maybe discord should just take the average RGB values of every role you have

tardy adder
#

nuuuu the spicy cheeto

uncut viper
#

then they can sell RGB values as nitro features

#

so you can nudge it

shy heart
brittle ledge
narrow vault
#

fun detail i spotted on a 1.5 farm mod that still works in 1.6:
apparently i got a second mailbox through updating the game

#

and yes, both mailboxes do work when interacting with them, altho only the right one will have the new mail icon when you get mail (can still be read from the left one tho)

velvet narwhal
#

custom farm maps did that a lot, i think if you look at older farm maps you'll also have a second petbowl

narrow vault
#

maps have some interesting interactions, i remember manually adjusting this specific one in the past cause it had 0 tiles that can potentially spawn grass (tile id 22 was it i believe) and if your farm had 0 of those in 1.5 it used to cause a lot of whacky behaviour and some crashes

#

guess i will adjust it again at some point to remove the duplicate mailbox

#

(or just make my own custom one at some point, that would work too)

hard fern
#

yep

#

i get double mailboxes on some farm maps XD

narrow vault
#

also this is fun, my cat is apparently outside of my farm xD

#

and i got a sort of doubled tile on the farm cave entrance

#

so a few things that need to be fixed that i could go ahead and try my hand at

rain basalt
narrow vault
rancid temple
#

Without the barrier I think it can choose a tile outside of the area

#

With it they should only start on tiles within the area

rain basalt
#

well they do wander around on your map as well same with the animals

rancid temple
#

Yeah, I'm sure they could wander in and out of those spots as well, if the pathing or your pushing were so inclined

rain basalt
#

but yah without those tiles on the back only way to stop them is building layers

calm nebula
#

retired!

rancid musk
#

atra did make mods no one said anything about not being allowed to stop

rare orbit
ocean sailBOT
#

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

rain basalt
#

if i make a mass FTM file for my maps if a map isnt loaded will it throw errors in smapi just asking before i make a mess of my mod trying to update it with options

narrow vault
#

where do i get the tilesheets for making maps in tiled again?

rain basalt
#

make them or pull them from the content /maps folder

#

easy way to have preloaded / pre done tilesheets is pick a map thats similar to what you want then rename resize and clear it of all layers then start your build with them ready to go and only need to add a few extra sheets if you need extras

narrow vault
#

i already got one i want to start with, which does not have the tilesheets in them, so ig imma pull them out of the content folder

rain basalt
#

you getting a load error?

narrow vault
#

so i'll just grab the ones it wants from the content folder and put them in there

rain basalt
#

then yah just dump the sheets in same folder for editing from the content folder

#

then reopen the map and it should be good

narrow vault
#

alright, now to extract the xnb files, how does one do that again?

rain basalt
#

!xnb

ocean sailBOT
#

XNB mods often break the game and are not recommended. See:

For mod creators, see editing XNB files for help unpacking & editing them (including for use with Content Patcher).

rain basalt
#

welp one sec lol

narrow vault
#

thx

rain basalt
narrow vault
brave fable
#

good reminder this exists though, since i knew i could load ttfs somehow but forgot the method

royal stump
rain basalt
#

so will show in log but not on the main smapi messages correct?

brave fable
#

temptation is almighty to make a duplicate SpriteText just to load the jp font for a single menu

royal stump
#

right, trace-level messages only appear in the SMAPI console if they install the "for developers"* one or edit the config

#

(and FTM makes a lot of those, so even then, players probably wouldn't notice SDVkrobusgiggle)

rain basalt
#

kk just didnt want to have to load all the maps if there not in use

narrow vault
rain basalt
#

back tiledata

#

any area on edge of map not blocked by buildings layer

narrow vault
#

yeah, i got that, but what needs to be in that tile data to prevent the cat from leaving the farm

rain basalt
#

its in the pic

rancid temple
#

NoSpawn is to stop debris and forage and stuff

#

NPCBarrier T is the property to stop them from being able to walk out

rain basalt
#

technicly for cat just need NPCBarrier T set as string

narrow vault
rain basalt
#

make sure you mark it as TileData as the name for it to work

rancid temple
#

Oh yeah, I never use anything but string, I forget there are other options

brave fable
#

i used to use bool for T/non-T but then the Water property was given I as an option so i've given up on that

rancid temple
#

The value doesn't actually need to be T

narrow vault
rancid temple
#

Those things don't actually care if it's T or F, that's just there to make the data valid

rain basalt
brave fable
#

again you say that, but Water actually cares if it's T or not

narrow vault
#

and on the back layer (just for clarification), right?

lucid iron
#

Water dum

rancid temple
#

Does it?

brave fable
#

yep, it takes T or I

#

or null

rancid temple
#

The hell is I?

rain basalt
#

yes back layer since its a back tile interaction

brave fable
#

Invisible lol

rancid temple
rain basalt
brave fable
#

nope, it's for hiding the water overlay

rain basalt
#

ah

brave fable
#

if you wanted barriers you'd use Passable T on Back water (one specific water tile has this property in most maps)

rain basalt
#

the shimmer effects?

narrow vault
#

also i noticed that the custom farm i'm working on has tile data for the farmhouse, but the vanilla farms don't, any explanation available for that?

rancid temple
#

Check out the newest vanilla farm map, Meadowlands

rain basalt
rancid temple
#

It has the map properties for the farmhouse

#

Old vanilla maps just rely on the defaults

rain basalt
#

think new maps do the farmhouse location in properties and for multiplayer you use path and tile data for spawn location and player number

lucid iron
#

You should probably just ref some farm mods

#

Esp ones made as additional farm

narrow vault
#

i think i might need a proper map making guide before i make my own farm mod instead of modifying existing ones

narrow vault
rain basalt
#

modifying existing is easier then making one from scratch starting out

rancid temple
#

I think chu means, find one that's recent/updated to the new systems

#

I don't actually know if there's any specific guide for updating to the new stuff

rain basalt
#

sorry mines to complicated >.> and still making changes so havent uploaded so no refereces from me

narrow vault
#

also how do i get a completely black background tile? the vanilla farms seem to use them for the cave entrance, but i can't find them on the tilesheet

rancid temple
#

Lack of any Back tile will just be black

#

There's probably some actual black tiles somewhere too

narrow vault
brave fable
#

if you ctrl+mouse2 on a tile in the world, it'll select the highest layer with that tile. you may need to use mouse2 again to copy the tile to your Stamp tool, which will highlight that tile in the tileset preview

rancid temple
#

You can use the stamp tool and right click that tile

rain basalt
#

what map you looking at i can probably find it real fast

narrow vault
#

oh me stupid, didn't realize the tilesheet in tiled had a horizontal scrollbar, found it

rain basalt
#

mine tile sheet

#

has one

#

also if you hold CTRL and use scroll wheel on mouse you can zoom in and out on tile sheets and map in tiled

narrow vault
#

so i didn't see half the tiles

#

but all the ones i saw on the map where in the half that i saw

#

so whoever made the map probably did the same mistake leading to the double cave entrance tile in one of the screenshots i posted

rain basalt
#

think the spring one isnt black but dark brown

narrow vault
#

the one on the right next to the tent is pretty black if you ask me

#

at least it lines up perfectly with the cave entrance color from the tile with the last bit of floor, so i'll take it

rain basalt
#

yah thats the one for cave shadeing but for a true black you can find it on mine tilesheets for futre reference

tepid cloud
#

Does anyone knows how to "plant" a mushroom tree in the map editor? I foun the tilesheet and added it as a set but I don't think it changes with winter (doesn't have a winter_ version of the sheet)

brave fable
#

i don't believe you can place mushroom trees in Tiled

#

at least, not 'functional' ones

narrow vault
brave fable
#

most tree spawning is handled by [[Modding:Maps#Paths_layer]] tiles, but they only support the initial 3 styles of trees

brave fable
#

booo

rain basalt
#

there is a Trees map property with x y cord and tree type but i only see 1 maple 2 pine 5 palm 6 mushroom tree and 7 so guess string Trees x y 6

rancid temple
#

I'm surprised it even worked at all lmao

#

Farm Computer is usually pretty finnicky about those links

brave fable
#

oh hello actually

#

check out Paths SpawnTree

#

or Trees map property, that sounds perfect too

tepid cloud
#

Ty!

narrow vault
#

btw, is it still breaking things in 1.6 if you have 0 spawn grass tiles on the path layer?

brave fable
#

darn this wouldve been nice to know before making my own custom tree spawning, but i guess i needed to subclass them anyway lol

rain basalt
narrow vault
#

and also crash some times

lucid iron
#

I made maps with empty paths layers

rain basalt
#

only map requireing it is farm

lucid iron
#

But they r not farm so unsure

brave fable
#

amazing how grass controls all game audio and collisions

#

nature is beautiful

rancid temple
#

Grass touching requirement

narrow vault
# lucid iron But they r not farm so unsure

the farm needs it, cause for some reason that spawn grass tile in path layer initialised the sound engine, and the sound effects of you walking through crops/grass not playing is what messed up the collisions and you would get stuck and/or crash

rain basalt
#

back to my own chaos since esca was nice to answer my question earlier @ me if you need anything

brave fable
#

'collide with grass'

narrow vault
rain basalt
#

lol not a guide a map mod

narrow vault
#

oh, mb, misread that then

#

guess i'll have to continue my serch for an in depth guide at some point (and i really mean in depth, including those details such as the spawn grass tile on path layer and the npc blocker at farm entrances/exits, as well as all other required tiles for a farm and all possible tiles and properties)

#

unless one already exists, but the one i saw on the wiki was barely surface level deep xD

lucid iron
#

Tbh i think wiki is fairly good

rain basalt
#

blue posted it earlier lol

lucid iron
#

It's not quite step by step map from scratch but all the important stuff is documented

rain basalt
lucid iron
#

You also want to look at location data

#

A lot of stuff goes there instead of map props

narrow vault
# rain basalt blue posted it earlier lol

i think that one still needs to be updated tho, cause the mailbox location was set like described on the wiki but a second mailbox at default location was still spawned

rain basalt
#

delete mailbox properties its now part of the house load

narrow vault
#

so i guess it hasn't been fully updated yet

rain basalt
#

cause pre 1.6 its still needed

#

and some people still make maps for older versions

narrow vault
lucid iron
#

I mean you can just edit it

rain basalt
#

it is a wiki lol

lucid iron
#

Tho if the property still works in 1.6 I wouldn't delete

#

Just add note that mailbox is part of house so you don't need this

narrow vault
rain basalt
#

id just add note not needed in 1.6+ for farmhouse

lucid iron
#

Yeah just smth like

#

(no longer needed in 1.6, as farmhouse now include mailbox)

narrow vault
#

also another thing i found with the known tile properties that is missing is the required tile with id 22 on the path layer (at least in 1.5) nvm, that one is included in the fine print

#

ik, but i hate deleted messages bc someone will miss something or wonder why it got deleted so i feel like clarification is the better approach

rancid temple
#

If I delete my messages, how will people know I said something wrong thonk

narrow vault
#

yup, and everyone can see me replying to a deleted message and nobody will see the context of the convo xD

rain basalt
narrow vault
rain basalt
#

who were you talking to

narrow vault
rain basalt
narrow vault
#

still hate when people do that cause it's always confusing, so i pay attention to just not do it myself

narrow vault
rain basalt
#

you sure the map size is set correctly

narrow vault
#

maybe i should just create my next map in c# to make things easier

narrow vault
#

oh, it spawned under the farmhouse this time

#

wtf, so many things messy with this map

vapid dust
#

Random question, does anyone know if there's a mod that has robin build multiple things at once?

rain basalt
#

have you set location data yet?

rain basalt
narrow vault
#

where would i check that?

rain basalt
#

config should see a editdata data/locations entries section

#

"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"map name"

narrow vault
#

i only have content.json and manifest.json (it's a CP farm if that matters)

rain basalt
#

yah content sorry lol

#

i myself am working on configs my mind skipped also check petbowl location

narrow vault
#

ok, it does not have any location data in there

rain basalt
#

in map properties

narrow vault
#

petbowl location is correct

rain basalt
#

no clue lol just wait a few days for the npcs to fix themselves since changes have been made sometimes takes 4 so i hear

narrow vault
rain basalt
#

it should be added or edited based on what your map is doing added for custom maps and edited for replacement maps

#

custom maps would also need to be added to additional farms to show up but replacements dont

narrow vault
narrow vault
#

i only got involved editing the map cause they forgot to include the tile 22 in path layer and i had to edit it to play on it

#

and now i am trying to fix the issues with the cat, the double mailbox and the visual bug on the cave entrance i already took care of

rain basalt
#

well true custom maps have there own loads on map options like this one

narrow vault
rain basalt
#

then yah it would need the locations data to be properly done

narrow vault
#

ok, but what needs to be included in the locations data?

rain basalt
#

open the data/locations json in content

sacred pond
#

Hello! Long time mod user, 0 experience creating mods, but I’m wondering if anyone knows how difficult it would be to update Joja Seeds to 1.6 (https://www.nexusmods.com/stardewvalley/mods/8746). I’m mostly interested in the “seeds you can only buy from Joja” part which seems like it could be CP-only.

rain basalt
#

copy one of the farm sections replace the default spawn location

rain basalt
worn coral
#

Hi all, thought I'd ask here before I give up.. for a Shipping Bin re-texture through Alternative Textures is there a way to also include homf (aka yeet thy produce into the bin) animation? It's the 3 sprites immediately after the lid animation in cursors.

I checked multiple other shipping bin re-textures, searched through discord, read, and re-read the wiki on github, and (probably not very well) tried to read through the c#, but couldn't find anything for yay or nay. Atm when items are being dropped into the bin the vanilla texture pokes through and it looks... very meh SDVpufferchickcry (this is only an issue with AT, the CP version is a-ok)

rain basalt
#

yah its a seperate section

#

i did it for junimo buildings\

narrow vault
rain basalt
rain basalt
narrow vault
rain basalt
#

it does affect warp totems

worn coral
narrow vault
#

or are they done in relative coordinates to the default arrival tile?

rain basalt
#

that would be an AT thing you could ask on there nexus page i just add mine to building skins and gmcm for conflict and dont bother with AT

narrow vault
#

either way gonna have to figure out the cat under farmhouse mystery tomorrow, too tired for today, goodnight (might also just make a map from scratch to go through everything so it's done properly)

lucid iron
#

When in doubt start new save

rain basalt
worn coral
#

Yep, that's exactly what I did for CP (plus gmcm for optional recolors, custom sounds, etc etc) - it's a pretty 50/50 split on downloads between CP and AT so far so wanted to keep the AT version if it works for people (didn't notice the intake anim was borked until the update I'm working on now) - I guess I'll pop a question on the nexus page but will probably add it as a known issues on my page just in case as I don't know when/if I might get a response - thanks though

rain basalt
#

yah it would be an AT load thing unless its based on how the file layout is done for AT you may need to make a seperate folder for just that sheet to load

placid juniper
#

can we change the font of a characters dialogue?

#

for only one character

calm nebula
#

Effectively not without c#

brave fable
#

believe me i'd love to SDVdemetriums

#

changing dialogue font is a whole new level of ridiculous bullshit that even i'm not prepared for

uncut viper
#

can you detect a right click when theyre hovering over the NPC and invalidate the font asset and change it

#

does that work

brave fable
#

The Font Asset is the problem here

uncut viper
#

isnt it a png?

brave fable
#

it's an xml dict mapped to several png files

#

all the data on that dict is static on spritetext

#

and mostly private, not that it matters much

uncut viper
#

can you just replace those pngs with the same letters then in the same asset names and spots

brave fable
#

maybe? that's a little restrictive and probably godawful to do if replacing a whole font though

uncut viper
#

definitely! but it would at least function

#

(presumably)

brave fable
#

assuming fontfile pngs are run through the content pipeline and not obscured similar to tsx pngs

#

i looked but it was for like 5 mins at 1am

uncut viper
#

well theres your problem, thats something best investigated for 1 minute at 5am

teal bridge
brave fable
#

SpriteText specifically

#

again, the bunch of hacks is part of the problem here

teal bridge
#

But why are you trying to use SpriteText and not SpriteFont?

calm nebula
#

Consider maybe the hacks are part of the solution

#

Think positively

brave fable
#

becauseeee a number of fonts only exist in a format that can be used by SpriteText

#

and a number of uses are always routed through SpriteText to use them

teal bridge
#

They do? SpriteText only has one "font" that I'm aware of.

brave fable
#

SpriteText has the main font that you're talking about (that spaceman wants to change at arbitrary times), and all the per-language fonts that i want to use elsewhere without unloading the main font for the current language

#

you can search for Japanese in the file to find where it sets FontFile per-language

#

but since it's all static that makes it hard to say, make a new instance with a different font file (well the class isn't static, but all the important data about the main font is)

teal bridge
#

I see, that was responding to someone asking about dialogue specifically... I thought it had to do with the earlier discussion about custom font assets (for regular text).

#

Right though, the dialogue font is sadly not dialogueFont.

brave fable
#

well the custom font assets is part of this discussion really, since that was a suggestion to use SpriteFont (casey's solution) instead of SpriteText (my pipe dream)

#

but really the solution probably is just to try and repack the JA font into a SpriteFont

#

agony, but survivable

#

i only want the latin characters so it's not like i'm having to repack 2000 chinese characters

lucid iron
#

does chinese use spritetext

brave fable
#

haha hell yea it does

lucid iron
brave fable
#

go to unpacked/fonts and witness

lucid iron
#

but it doesnt look very spritey

brave fable
#

oh ye of little faith

#

even the EN font is upscaled about 4x

#

cn/ja/ko just make full use of their sprite sizes

teal bridge
#

Exactly 4x, not about 4x. Everything draws at 4x.

lucid iron
#

why does korean have 12

brave fable
#

not true: the unpacked SpriteText FontFile fonts are natively 4x and drawn at 1x

#

in fact that's not true either, japanese is drawn at 1.75x for example

#

basically there's no rules

teal bridge
#

Aren't those the SpriteFonts? I thought SpriteText was the font_bold and font_colored assets.

#

Sure looks like them.

hard fern
#

SDVpuffersweats fonts?

teal bridge
#

(in English, anyway, I know in other languages it uses different fonts)

brave fable
#

you're welcome to look over the decompile and correct me if i'm wrong, but SpriteText had the only references to the per-language fonts in the code as far as i saw

#

i hope i'm wrong, but also i tried loading the per-lang fonts with Load<SpriteFont>() and it failed with an error about converting xml to spritefont, so i've not got high hopes

#

(predictably, since there's no single font asset for those ones, just unpacked xml dicts and pngs)

teal bridge
#

Where do you see XML? There are pngs and jsons in data/fonts.

tardy adder
#

Mr Qi doesn't like to add my stuff to his shop :(

brave fable
#

rly gonna make me turn on my pc on my lunchbreak huh

uncut viper
#

lunch...

lucid iron
#

is that phone

#

r u sell me quarter of phone

teal bridge
#

Haha, feel free to finish your lunch first, I'm certainly not in any hurry.

tardy adder
#

He wants 75 quarters of a phone

uncut viper
#

does.. the fertilizer itself show right?

#

how the hell did you break the price display

lucid iron
#

i have a mod that addss stuff to qi shop

#

wonder if that broke

brave fable
#

alright so SpriteText loads up the .fnt files in the fonts folder

#

but now i see those per-lang SmallFont and SpriteFont1 files

tardy adder
teal bridge
#

I do believe those are only for non-English, and the English ones are the font_* files I mentioned earlier.

uncut viper
#

is it supposed to cost Qi gems?

teal bridge
#

Which... I guess makes it more of a pain, not less of a pain. But whatever.

tardy adder
uncut viper
#

what

brave fable
#

ok just for the sake of comparison here's my unpacked fonts folder

#

i don't see any font_ files

teal bridge
#

Yup, and the English SpriteText isn't in there.

#

The font_ files aren't in fonts, they're in LooseSprites

#

Open those up and you'll recognize them instantly.

brave fable
#

of course they are. why wouldn't they be

uncut viper
#

Kath can you post your json

teal bridge
#

Hey, I didn't say it was supposed to make sense.

lucid iron
#

first 2 are qi gem stuff, other 3 are trade for smth else

uncut viper
#

(those font_ files are the ones i thought we were talking abt earlier when i suggested just replacing them tbh)

brave fable
#

oh no i was only talking about the Fonts fonts

uncut viper
#

gonna blame that miscommunication on CA personally

wheat finch
#

I don't remember why I added deconstructor rules for breaking down metal bars in this mod so I guess it's gonna go away as a feature in the 1.6 update.

tardy adder
#
        {
            "Action": "EditData",
            "Target": "Data/Shops",
            "TargetField": [ "QiGemShop", "Items" ],
            "Entries": {
                "ManaFertilizer": {
                    "Id": "ManaFertilizer",
                    "ItemId": "(O)ManaFertilizer",
                    "Currency": 4,
                    "Price": 75,
                    "AvailableStock": 5,
                    "Condition": "PLAYER_HAS_MAIL Current Wizard.FertiStart, DAY_OF_WEEK Monday Friday",
                    "IsRecipe": false,
                        },
    }
}
teal bridge
uncut viper
tight rivet
#

I've edited the Caegory, but lol, that's pretty funny

teal bridge
#

If you do English only then you can ignore all the fonts fonts.

uncut viper
brave fable
#

alright so i can just load Fonts/SpriteFont1.ja-JP and that's exactly what i want

#

thank u for notifying me that im blind

#

saved me about 200 hours

teal bridge
#

Had no idea that's even what you wanted, but... great?

lucid iron
wheat finch
lucid iron
#

why r u ping me

uncut viper
#

huh

#

it does look like that in the shop data

proven spindle
uncut viper
#

it... shouldnt need to though

lucid iron
#

PecoWant yea i dunno

#

maybe its quirk with w/e data packer

wheat finch
#

I wouldn't mind a bug collecting mod. Something else to do in the game. I love stardew aquarium.

uncut viper
#

everything should already cost Qi Gems bc of the shop currency field. i dont think i manually set tradeitemid in my books mod

brave fable
#

it's not really a bug collecting mod, just a little collectathon to keep people coming back to my little map

uncut viper
#

oh no, apparently i did

lucid iron
#

bug ghdfd oulcd always be more bug

tardy adder
uncut viper
#

i didnt think it was the phone issue but wanted to point it out anyway. i guess maybe you do need to set the tradeitemid then??

#

whats the point of the currency field

tardy adder
#

Oki me try with trade item id

uncut viper
#

not in your json i just mean in general

wheat finch
#

As a guess, currency= apply to all items in shop and TradeItemId= item-specific (so like the island trader who has a different trade item for every item he offers in the shop)?

uncut viper
#

i mean thats my point, it should be applying it to the fertilizer

wheat finch
#

Which if that's the case setting Currency to 4 should have done it so 🤷‍♀️

#

It defaults to 0 for money but if you're editing just the items in the walnut room store it shouldn't effect the global currency.

tardy adder
#

😮 tradeitem I see

next plaza
#

Somebody submitted an image for SpaceCore SDVPufferThink

uncut viper
#

approved

brave fable
#

lich-ass grandpa

tardy adder
#

But does that mean I have to always put the tradeitemID even when shop has ze currency set?

uncut viper
#

also yeah looking at the draw code for shops, i think you do

tardy adder
#

asking because me want add into the SDV Fair for startokens >->

uncut viper
#

at least with things that are actual items

#

i dont know about festival tokens

tardy adder
#

Thanky ^^ Imma attempt testing the festival tokens

uncut viper
#

the currently seems to mainly be used for checking whether or not you can afford it, i guess

lucid iron
rancid musk
wheat finch
#

Debating which makes more sense for which NPC to give a special order for blue grass starter. Debating between Marnie, Shane, and Demetrius/Maru. Demetrius and Maru already have 2 special orders in this mod, Marnie has 1, Shane has none. I feel like Marnie makes the most sense because it's animal feed but Demetrius and Maru are the scientists. Marnie's order is more carpentry based which probably would make more sense for Robin.

next plaza
tardy adder
#

blobclipboard I was wondering since ze usual shops don't mind me not putting currency, but MrQi wanted phone until TradeItemID

uncut viper
#

for star tokens you apparently set the tradeitemid to null and the tradeitemamount to 1 lol. and then the price to however many tokens you want it to cost

latent mauve
uncut viper
#

usual shops use money by default so it works fine it doesnt need to do any fancy drawing for that since its the default

latent mauve
#

If it's turning it in, then Marnie makes sense to request it for her animals, and you can say that Demetrius told her about it?

wheat finch
tiny zealot
#

@uncut viper (and other friends who may know) looking to do a little edit for SPU's power tabs asset via SMAPI content API instead of content patcher, but getting conversion failures (when accessing the asset's .Data) between the unexposed ModSectionData and a class i've defined to match the schema.
do i just need to write a method to handle the conversion, or something similar?

tardy adder
latent mauve
uncut viper
tiny zealot
uncut viper
#

last time i tried to load a custom asset like that i think i ran into the same error but gave up bc i realized i could use their API instead, and before that it was to grab SNF's secret notes... which i just turned into a generic object

#

(i dont think thats the right way to do it ftr)

next spoke
#

Where do I post where I'm having trouble with all of my mods so someone can help me with my problems?

uncut viper
#

here, so long as you provide a log and relevant jsons

#

unless you mean mods you installed

#

if its a mod you're making then you want here

next spoke
#

Thank you so much <3

teal bridge
#

The "all my mods" suggests the latter.