#making-mods-general
1 messages · Page 112 of 1
Are those 59 bug reports all old, or are most of them "plz updet 1.6 thzx"
can i use RuntimeReflectionExtensions.GetMethodInfo on a instance method
the lang seaver dislikes RuntimeReflectionExtensions.GetMethodInfo(FishPond.draw)
You probably have to reference it like you reference nameof
(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)
Oh, I see, RuntimeReflectionExtensions wants a Delegate.
So you can pass in a reference to any method with any args, but it has to be callable.
huh, it's weird
it's much worse in net 6, and better in net 7
and my dumb ass did benchmarks by net 7

...
this is weird
apparently it's just taking up a full gig less of ram in the mines
also why the fuck is my computer doing benchmarks in net 7
why wouldf my benchmarks be giving me like, almost exactly equal performance between all of them tho then
it should be doing latest
no idea, i gave up on reading them sometime around the 1.6 alpha
do I need to update linqpad
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. 🤦♀️
so you're saying i should replace my AccessTools calls 📝
You shouldn't actually becasue my dumb ass did that in net 7
..yeah, it's over night processing.I wonder if one of the mods has aleak
(+600 MB is a bit much!)
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
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.
904? I dont see a 904 in your code?
194 is fried egg?
LOL. TY. It's always something stupid and silly.
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.
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
So is lumisteria tilesheets have a vibrant pastoral version?
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.
Vibrant Pastoral has an additional download for Lumisteria Tilesheet.
Oh
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)
Oh
#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.
you can just use ForEachItem and count them if you're looking for a specific item
that will search the whole world
int count = 0;
Utility.ForEachItem(delegate (Item item)
{
if (item.QualifiedItemId == itemId)
{
count += item.Stack;
}
}
i dont know where ForEachItem typically starts but theres also ForEachItemInLocation if you really need to guarantee you check the farm first
There is also a variation that only looks at player items
So not say random ass weeds on thr ground
Also
Levels of evil: reflecting into the standard lib to make a seeded xoshiro
ForEachItem goes by ForEachLocation, which apparently uses the default order of Game1.locations
Look at the code that like
Checks your tools iirc
Maybe that shit is internal who knows
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 🥳
that is handy to know
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
absolutely no change in duration 🥳 incredible
the power of parallel computation...
Even over 200 ms? That's kind of surprising, I saw a pretty significant change for a similar scenario.
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
Maybe if u just get a quantum computer
simply install a build of the game where the functions are already patched, so your load completes in 0ms
Prepatching the game so it doesn't requre harmony patching, simple!
{
"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.
looks fine to me
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.
(is that a hidden cry for help?)
Running some bench tests and it seems you're right, the parallel version actually runs slower - but I also have a lot of trouble reproing even fairly large reflection loops that take more than a few milliseconds, so the results are very hard to interpret.
it's reassuring that it wasn't just me doing things wrong, then
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.
Not at the moment. I really do need to go to bed. Got a wall of red text when I tried to load the game with a test version of just the CP conversion of one rule to see if I was on the right track.
is there no way of checking nut count directly? It seems like a clearer (maybe not simpler) way to do it if I understand the goal correctly
you can use a GSQ to check walnut count but maybe players are using a mod that lowers the count requirement
😅 i struggled with trying to add something to a vanilla machine, but figured it out eventually...
The wiki compatibility table is now dead, long live the mod compatibility repo! The public mod compatibility list page now gets its data from the repo.
(See the earlier [discussion about why we needed to move it](#making-mods-general message).)
🤔 what happens when a dynamic token for context tags is left valueless
Proceeds to implode the items because I forgot to add the other value
As a string, I would kind of expect it to be null and get removed by CP
Hahaha yeah, I was wondering what I did
Then realized I put the token with a when condition
And no other value for when its not
Interesting enough it appears, just error sprite with all its info
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?
Not seeing anywhere where it checks if you already have a mail flag
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
Just a sometimes NRE as a treat
I think I did this for the billing mod, perpetual mail
God fucking damnit
SDV locked up and it won't go in the background so I can't crash it
mothman didn't have a chance
none of the dialogue was working
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.
https://smapi.io/json/content-patcher/e4dd7127af0e4f588ff8b494e1ad2a28 Maybe someone smart can spot the issue. But I'm going to bed for real this time.
I just got a new weird way someone posted a log. they sent a link to a shared conversation on chatgpt
is this better or worse than the twitch clip @rancid temple
God, worse
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)
Kinda looks like the deconstructor recipes are hardcoded
Though maybe you can add stuff to this, I'll have to check more in the decompile
Closed it because VS was being a memory hog for no reason
is it all in english? i wonder if they don't understand english so they then used whatever chatgpt said and put it into google translate? but even then...
actually no, chatgpt sent something random and weird in I believe chinese (maybe japanese, or korean or something) and parts of the errors. but after the link they just post the whole log as plain text (but actually trying not to, they used at the start ```terminal). which did mean I was able to help them
I am jealous, despite the weird way of doing it, at least they sent a log
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
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
Non-English, part of the problem I guess
Is this not a good enough explanation?
No apparently not
They say they used "{{token}}" but keep telling me their context tag appears as the name not value
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
Woof
Maybe send them an example of a working dynamic token
Not sure why they're using dynamic tokens in context tags though
Is to deal with a mod compat
Well sending them the CP example didn't work
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
Imma throw DSVO tokens at them
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
Add combat spells (/j)
Throw ninja stars
Honestly, I have been super interested in the idea of spells in general
you can add all you want, it's still the same combat system
make a combo system
bombs and spells are just throwing things at it so you dont have to get involved
Yeah, that's really the problem, would only be changing the time to kill
I mean, a fancy enough spell could at least make it interesting
If I fill the screen with enough effects, you'll forget how boring it is right
may i interest you in S&S, the sorcery skill has 4 combat spells, totally not shilling cause I did the code for those 4 spells :p
If I tank your FPS enough, who cares that combat sucks, you have a new complaint
add Magicka controls. i want to cast edf + qfsefsr + qfqfsss
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
A good excuse to add an enemy that shouts "Shrubbery!" as well
No yeah that’s fair, maybe once Final Mix is out in the undetermined future
I think ES is probably the expansion I'm most interested in playing with next
Especially because of S&S lol
does anyone know any mods that prevents you from skipping any Heart Events?
nothing stopping you from turning stardew into a pokemon-tall-grass-encounter esque turn based combat game
#modded-stardew would probably be a better place to ask, only way I can think of is to patch every heart event to require the previous one seen lol
Technically an easy feat, but very time consuming
ngl i might consider ur suggestion lol, but also thanks
I mean I think it will actually be pretty easy to do it globally with code
until you wanna account for other mods changing the heart events or adding more of them
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
Especially with them all having goofy strings as the preconditions
Still trying to avoid events though, so I'm probably missing some super simple helper function lol
so in order to see any 4 heart events onwards u have to see 2 heart event first? like that?
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
it has the difficulty of parsing events and getting them but still
remind me in 5 hours to look into making this
ehhhhhhhh ok (#6368590) (5h | <t:1731938114>)
Sorry, for the screenshot
But would these dynamic tokens work
Like it wouldn't just be true all the time
They wouldn't work because there's no option for if Soybean Meats isn't installed
Ah wait, no, I'm misreading 
I mean, I think that's technically correct because none of them are named the same
The two at the top has the false soybean meats
It's kinda confusing to read because you've separated the matching tokens 😆
Are there matching tokens? They all look different to me
sigh I am trying to help my friend
And yeah, was about to mention they've all got different names
And I have resorted to drastic measures
whats the intent with these tokens?
This is for Uni, right? It's nice of you to help her, but she really needs to learn things for herself
Oh this is for Uni? I'm out
Airyn so on point
Ahahahaha Rokugin
More like I know how its done, but they kinda don't wanna believe me
Color me absolutely surprised
Honestly, if she doesn't want to believe you, then let her fail
Doing it for her won't help anyone
I mean... I gots dynamic tokens in two of my mods
Not surprised that you've done it
Like sarcastic not surprised at all that Uni won't listen to you when you're telling her how to do it
More like dem my fren so I was trying
I feel like this comes from experience
Too much in fact
I sees
Also thanky again Airyn for showing me the wonders on Query which I am abusing in my weather mod
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
(totally off topic but it has been such a game changer)
Glad it's been helpful for you! 
Yeah I get it, I usually do exceptions for some of my friends that are DENSE
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
Me eyes are dying looking at it in phone
Prolly missing commas
Yeah, aside from them being split, that is what I'd expect to see from a dynamic token lol
That'd work (although it's tref, not teryf)
I'd also double check those are the context tags that are used, since I don't know the mod in question
you also dont need the false conditions, if you didnt want them, though i can understand wanting them for consistency
I personally do them for consistency otherwise I forget what I was doing
Unless its like one token or two
you can leave // comments about what you're doing in your json files
food_haram and food_tref are correct (they're shared tags created by 6480 for Cornucopia, DSV, and any other food mods that want to use them) but food_halalkosher is separate
The Melting Pot but yesh, context tags
or even ```/*
long paragraphs
if you're describing something important
*/
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
Oh yeah that was my attempts at saying put a different value
Kath, not to bring up old drama, but are you aware of how racist & colonialist Uni was when creating that mod?
I can tell you about it in DMs if you like
Uh sure, but wait let me add you because discord refuse to open my DMs even when I set it to open
(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)
Uh I know they are very stubborn so the negative is... Not as unexpected
'not to bring up old drama'? maybe don't then 

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}}\"
has anyone gotten publicizer to work on corelib?
specifically, System.Random?
(what I'm trying to do is hijack the corelib's implementation of xoshiro to make basically a seeded xoshiro.)
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
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
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
...ah dammit, just noticed I'm behind a SMAPI version 😆 I'll update that & see if it fixes things
Nope 
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
does anyone know the earliest load stage where helper.Data.ReadSaveData works?
@wheat finch Looks like the Deconstructor only accepts Big Craftables
could this actually fail at runtime?
Extra info on this: the overlays are working fine on the regular seasonals, but aren't working on the festival outfits which are in the same code block 
No, tbh
In Normal Code you would likely use OfType
But OfType doesn't get handled well by smapi rewriters so
task failed successfully 
Meanwhile I'm still trying to hijack system random lol
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
it does have a way nicer format than spritefont but also it looks like it has to run through statics on spritetext so ~lol~
Your notebook looks soooo cute!
thanks! i gave up haha
so many drafts, so many failures. how hard can it be to draw square paper
I don't know that looks like a rectangle to me
maybe that's where i went wrong
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
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
It takes any craftable Object, not just big craftables?
@bronze jungle: look into making this (5h ago)
Figured it out, it was an issue in the filepath 
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
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)
Add the FarmHouseEntry map property
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
See [[Modding:farm_data]]
Well my wish for a 1.7 and the wishlist for it grows. TY. Not sure why I was adding stuff to it anyway but alas.
(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)
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?
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
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).
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
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.
To clarify: 1. Deconstructors automatically work with craftable objects as well as big craftables, as long as they have a crafting recipe
2. If this doesn't work for you (ie the objects you want to deconstruct doesn't have a recipe) you can manually add new recipes to it
yeah thought about mod conflict, but if I do a tilesheet/tileset how do I tell the game/editor were the other 3 sheet for the other seasons are?
Just prefix it with the season like the vanilla sheets, it'll find it automatically
oh great, thx!
Manually meaning C# which I don't know how to do. But what I was trying to add isn't a craftable.
Can't you just add a new machine rule with higher priority lol
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?
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.
Are you using MoveEntries?
This is the validated JSON I was using.
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)
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
Is it craftable, a fruit, forage or a vegetable
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"
]```
if it doesn't have a crafting recipe it's probably fine 
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
👀
(intentionally)
👀
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
SpaceCore has a colored lights feature
i just want to make a simple furniture pack that includes lamps that make colored lighting
if memory serves, furniture framework supports some lighting features. you could check that out too
Ah yeah, I assumed it’d be part of a map for some reason
Would an NPC duplicate if they got the same ID? Trying to figure out a user's error... Without a log 
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
🤔 I remember it being vanilla, but thought that was on the fixed notes, so I thought I broke something
I thought clones were fixed in 1.6 (or at least suppressed)
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?
🤔 time to replicate the conditions
Did they send you a screenshot or any context beyond "there's two"? Like is this possibly at a festival?
i would recommend only doing the barest minimum amount of work to help if the user can't give you a log or any sort of helpful information
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
Wasn't that an error related to UI Info Suite at one point (as far as console spam)?
Or am I misremembering
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?)
Yeah, just want to see if I screwed something up in the recent update since I just got around to doing ze appearances
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)
I don't think so just because this was a 1.5 bug too, iirc, so Home didn't exist in its current form

hi guys, has anyone gotten custom walls working as decorable walls after the 1.6.9 update?
Can someone help me figure out why my Clint portrait mod isn't showing up in-game?
My personal bathroom renovation mod has decoratable walls with "custom" walls and flooring, so yes
Is this available somewhere that I could have a look?
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
I mean if it's no trouble, that would be great. I have tried my map with vanilla walls and they work but as i change them to the custom tiles, nothing
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
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?
Your WallID Tiledata object needs to be placed on the upper part of the wallpaper tile
yes but does the custom wall texture from the sunroom_walls_and_floors need to cover the whole wall?
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
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
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 😄
If you don't want other sections changed and just want the wallpaper to peek through, you can use other drawlayers on top
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
Yeah, I am confused about what you mean by "not a wall" LOL
wall is something you can decorate. mine is not decorable right now
gettinhg into modmaking, should I download smapi for devs? or the regular one
but with vanilla tiles the walls are decorable
SMAPI for devs is just more detailed logging in case you run into issues
Aight
Have you defined your new Walls in Data/AdditionalWallsandFlooring (or whatever the exact json name is)?
Does this not mean it has to be an Object and Big Craftable?
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
if not object and if not big craftable aka if not (object or big craftable)
ah i see. i don't wish my custom tiles to be at the catalogue but if that's the only options i guess that will do
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
thanks for the help in any case!
I'm confused then because I definitely assumed Copper Bar's would already be accepted, since they do have a crafting recipe
..what was the disagreement? O.o
you are thinking of the transmutation recipes, which are only for iron and gold
also just for reference (because I too need it sometimes lol)
https://en.wikipedia.org/wiki/De_Morgan's_laws
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.
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)
.. Huh. I know of one, but it updated last on April. Peculiar.
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
That was probably mine, I just updated it again as it broke with latest patches
ah
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..?
you also definitely can't relicense it under your name?
Thats a fair point, I'll remove it for now. I'll reach out to the author again and see if they don't mind it on github.
Yep it was that one
assuming the license on the github is the original license, its MIT license, and for SDV we typically agree that means people can redistribute on github (but nexus uses different rules)
but if its spawn monsters
that being said, legal and cordial rules are different
Yeah, the Nexus perms say no
the license on the GitHub said cakeymats name, not the original author
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)
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
Yeah I've taken it down for now
Going to reach out again and hopefully we'll get something sorted
does anyone know an easy way of creating your own hairs, super new to the game & have no idea about how modding works
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
What if you make ur own spawn monsters mod 
i would look into Fashion Sense
Personally I want a mod that just teleport me into a infested floor
maybe find a hair mod that uses it and learn by example
gonna make a custom npc as my first project, lets hope it works out
I could start from scratch, but I don't know how much different the look and feel would be to make it distinct enough from the original. The infested floor mod could be interesting...
good luck! it's a difficult place to start, since there is a lot to do
You could give it a bit of "content mod" vibe if u tie the teleport to a totem
I love making characters. And it's a nice side project to offset my regular programming classes
But it'll mainly be used for testing combat stuff 
That could be a cool idea! I'll see what I can do
"spawn monsters" "infested floor" "totem teleport" 
Darkwings 2 the dark continent
!npc you'll want to look at this list as well as scour that wiki.gg, you'll also need to understand content patcher https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md
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:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
Thanks!!
depending on what you mean by programming classes, it should be relatively easy to understand though, it's newtonsoft json
I have C# classes and Java classes
for what its worth, i would consider remaking a mod but with your own code but otherwise mostly the same in concept (+ your improvements) is worthwhile enough on its own if it ends up being open source after
ah good we don't have to ingrain the importance of brackets to you then 
Dear lord- 
Prepare to be surprised just how much Stardew modding can involve zero programming!
Any time I see code incorrectly formatted a part of me dies
(ofc this also goes with the caveat of "a utility mod that spawns monsters" is not a unique idea. i wouldnt just go copying anyones more personal projects just to open source em lol)
This is why I'm starting with a CP project instead of a full mod
Lol yeah that ones on me
For a fun little infographic:
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
those orders come from up top
I wouldn't dare
button has the fancy winner title, i only listen to button and green names
Fizzie has a green name
looks at DH
You listen to atra
atra's retired
I only got into the server like 2 days ago. I listen to everyone LMAO
(sometimes)
technically green imo 
That sometimes is doing double duty, because atra did update an aquarium mod despite being retired 
Before I even make any files, time to brainstorm my character first
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!
Done that!
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?"
(I-, uhh... drink some water?)
You have to do it now
does carbonated water count
Mm not yet, taking a computer break bcuz I am sick
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
Ooh a new custom npc?
Ya bet
Very tempted to base them on a d&d character concept I have, just with changes.
ichor loves non-human npcs, so that's a +1
🥲 im thinking of rewriting some of my dialogue to fit with the events I have planned out
(make that ichor and button at least)
Well my d&d character has a non human companion. So, if I do end up that road you get 2 npcs for the price of one
@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)
i need more than just bird people in mine so i'm also willing to take suggestions, i'm contemplating sharks 

LOL that emote
This is one way to combine hyperfixations- also could give me a new perspective on this character
everyone has the "i'mma make an expansion" dream
if you're an npc creator, most of us get stopped at some point (most likely it's the assets)
I'm starting small for a reason
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
my "roadblock" always ends up being irl getting in the way
That is SO real
the last time i ever tried to make an npc i got horrifically burnt out and actually just disappeared
If I ever make an expansion it would probably contain lore about iridium turtles because I can
😔 lots of stuff was happening at that time
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
Maybe I'm just dumb, but I cannot figure out what stops the deconstructor from considering Iron Bar and Gold Bar as acceptable input
The deconstructor function only considers recipes named after the input
Oh, the second check, of course
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
my true adhd relief, my csproj for my expansion 🙏
A couple weeks later I get a new small idea and the cycle begins anew
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-"
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
@proven spindle You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!
papyrus "you're blue now"
I'M BLUER
Ah my favorite shade of blue, how I miss it
they'll never approve the despercheeto 
AT LAST I CAN BECOME OFFICIAL CHEETO
Now to figure out how to actually do that lol
Congratulations!
I just have to hope that Discord itself will one day allow color switching for owned roles
Embrace the orange!!!!
Cheetofication where?
send a message to bouncer, depending on the person responding, whether or not you have to edit the wiki first or after
thats for the compat list
yeah we still gotta add our names to the official cheetoificiation
Also, wow, that's a big list too, wonder how long it'll keep going
I like a challenge
the comapt list was some 1700 odd lines long, so probably be a while yet
be the change you wanna see in the world, make the romanceable lewis mod /lh
and that had to include a whole buncha info like github links and whatnot
alternatively: romanceable marnie mod because we don't get enough older women rep 
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

Aw man, I was so happy that the wiki was working last night, slow as hell again now
honestly i'd romance marnie. lewis doesn't treat her right 😔
I have messaged bouncer :D roles says that's the only thing needed, so now I wait 
i assume the old compat on the wiki got thanos snapped so it's just about seeing when the bitrate(?) will settle down
i cant believe im orange
well, that and having released a mod 
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
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
I don't think I ever looked at the compat list when it was on the wiki though
like they were up against the character limit for a wiki page
i think i only ever used smapi's compat list ngl
I'm being asked to add myself the modding wiki, so I guess they just made that the step after messaging now
(The wiki sure is unhappy right now!)
(Now to figure out how to do that part too lol)
It just seems to be generally overloaded, so it might take... a few attempts right now.
The issues are happening after we removed the mod compat list, the answer obviously is to reinstate it post haste
I might just wait till I get home to do it in my pc, my phone isn't being very agreeable either atm
Sweet user asking why Mike is duplicate...
XNBs screaming in the corner and them sending me their txt file... At least its something
removed the mod compat list? 👀
this has historically been different depending on what junimo you asked on any given day 
^ in the pins
also you're orange 
Oh, the jam fell off
who'- WHAT HAPPENED TO ELIZABETH
the two mathpeople plot to become indistinguishable
mathpeople love plots
will it be selph or khloe as the 3rd mathpersons
can you verify that
Maybe we're the same person
Mathhumans
Maybe one day we'll join the same square dance club
Why did the jam fall off
nuh
My headache disagrees
oh.. was the mod jam helper role just removed 
this hikkikomori finally got a job and worked a training 40 hour week, i'm tired brain empy
Base game doesn't show unknown crafting recipes right?
yeah I finally took a shower
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
no more red names ever...
smh zoe are you implying I actually shower regularly

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
Oh, Jaaaade... /j
i always knew it was button with the blinding gold 
Hmm orange variations... metallic bronze, sweet tangerine, fresh carrot.
oh you meant other colors? hahahaha jail
We can have blue pufferchick and void pufferchick and gold pufferchick
Sounds like a good April event lmao
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
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
hey? any idea how to exclude modded items from perfection??
itd also make it a littl easier to guess if the person asking for help wants a C# solution or a CP solution 
yes there's a field for that for shipping and fishing
"ExcludeFromFishingCollection": true,
"ExcludeFromShippingCollection": true,
Set in Data/Objects
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()
well clearly you need to go implement this :///
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
I swear discord needs to change how colors work
others already answered shipping and fishing, but for cooking you need to make your item not a "cooking" item type
(ofc this wont help if it actually has a recipe itself still associated with it)
a cooking recipe i mean
Would be nice if we could pick which role decoration we want from all our available roles.
Yeah
important to note that appearance in the collections page does not one-to-one correlate with whether or not something is needed for perfection
if this is implemented it's definitely going to be discord nitro only lol
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
The fun part of nitro is having nitro classic and basically being down to like 2 features at this point.
If we get cheeto colours plus, I just want to be spicy cheeto flavor
gotta be a vanilla dev for spicy cheeto
maybe discord should just take the average RGB values of every role you have
nuuuu the spicy cheeto
Everyone will be brown
I love capitalism /s
You first 😛
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)
custom farm maps did that a lot, i think if you look at older farm maps you'll also have a second petbowl
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)
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
need the npc barrier to stop them from walking outside the map on your warp sections
is that how they get out? cause i only ever see them either inside the farm or outside the farm, never switch in between, so i just assumed they got spawned somewhere at the start of the day
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
well they do wander around on your map as well same with the animals
Yeah, I'm sure they could wander in and out of those spots as well, if the pathing or your pushing were so inclined
but yah without those tiles on the back only way to stop them is building layers
atra did make mods no one said anything about not being allowed to stop
kk! am in the process of making a recipe mod at the moment
@rare orbit You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
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
where do i get the tilesheets for making maps in tiled again?
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
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
you getting a load error?
load error for the tiles (that points to the same folder the map is in)
so i'll just grab the ones it wants from the content folder and put them in there
then yah just dump the sheets in same folder for editing from the content folder
then reopen the map and it should be good
alright, now to extract the xnb files, how does one do that again?
!xnb
XNB mods often break the game and are not recommended. See:
- using XNB mods for more info and a list of Content Patcher alternatives;
- reset your content files to fix problems caused by XNB mods.
For mod creators, see editing XNB files for help unpacking & editing them (including for use with Content Patcher).
welp one sec lol
thx
that's what the page linked in the faq links to, so the faq does still work, but thanks anyway <3
hmm it's a nice thought, but i was really hoping to be able to use the builtin font here if possible, which is neither ttf, bmfont, nor spritefont
good reminder this exists though, since i knew i could load ttfs somehow but forgot the method
I had to check to remember, but no, FTM only has trace-level messages about spawn areas if the map doesn't exist
[16:41:38 TRACE Farm Type Manager] Checking forage settings for this area: "Farm forage area 1" (asdfhkjakjsdf)
[16:41:38 TRACE Farm Type Manager] No map named "asdfhkjakjsdf" could be found. Forage won't be spawned there.
so will show in log but not on the main smapi messages correct?
temptation is almighty to make a duplicate SpriteText just to load the jp font for a single menu
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
)
kk just didnt want to have to load all the maps if there not in use
so, about this, what exactly is the thing i need to add and where do i find it? cause what i have there right now is some tiledata with a nospawn property set for all, i assume that is the warp zone
yeah, i got that, but what needs to be in that tile data to prevent the cat from leaving the farm
its in the pic
NoSpawn is to stop debris and forage and stuff
NPCBarrier T is the property to stop them from being able to walk out
i assume that's a string if the data field needs to be a "T"
make sure you mark it as TileData as the name for it to work
Oh yeah, I never use anything but string, I forget there are other options
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
The value doesn't actually need to be T
coding me tried bool first but got a checkbox vs T/F selection, so i got a little confused and had to ask to make sure
Those things don't actually care if it's T or F, that's just there to make the data valid
i know but for clerity
again you say that, but Water actually cares if it's T or not
and on the back layer (just for clarification), right?
Water dum
Does it?
The hell is I?
yes back layer since its a back tile interaction
Invisible lol

hmm guess for making barriers in the water
nope, it's for hiding the water overlay
ah
if you wanted barriers you'd use Passable T on Back water (one specific water tile has this property in most maps)
the shimmer effects?
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?
Check out the newest vanilla farm map, Meadowlands
they didnt update to a new style
It has the map properties for the farmhouse
Old vanilla maps just rely on the defaults
think new maps do the farmhouse location in properties and for multiplayer you use path and tile data for spawn location and player number
i think i might need a proper map making guide before i make my own farm mod instead of modifying existing ones
i am editing one of those to fix some minor issues i've come across while playing
modifying existing is easier then making one from scratch starting out
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
sorry mines to complicated >.> and still making changes so havent uploaded so no refereces from me
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
Lack of any Back tile will just be black
There's probably some actual black tiles somewhere too
that is displayed differently in tiled tho, they have a back tile that is explicitly black, not just no tile
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
You can use the stamp tool and right click that tile
what map you looking at i can probably find it real fast
oh me stupid, didn't realize the tilesheet in tiled had a horizontal scrollbar, found it
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
the spring outdoors has one too, i was just to stupid to see the horizontal scrollbar at first
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
think the spring one isnt black but dark brown
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
yah thats the one for cave shadeing but for a true black you can find it on mine tilesheets for futre reference
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)
i don't believe you can place mushroom trees in Tiled
at least, not 'functional' ones
also fun fact about the duplicate mailbox:
it's not part of the map, but apparently somehow spawned alongside the house, so that one's good to know
most tree spawning is handled by [[Modding:Maps#Paths_layer]] tiles, but they only support the initial 3 styles of trees
booo
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
I'm surprised it even worked at all lmao
Farm Computer is usually pretty finnicky about those links
oh hello actually
check out Paths SpawnTree
or Trees map property, that sounds perfect too
Ty!
btw, is it still breaking things in 1.6 if you have 0 spawn grass tiles on the path layer?
darn this wouldve been nice to know before making my own custom tree spawning, but i guess i needed to subclass them anyway lol
smapi just says fixed a tile in map if you forget lol
nice!
in 1.5 it straight up broke the sound engine and any grass/crop collision stuff from day 2
and also crash some times
I made maps with empty paths layers
only map requireing it is farm
But they r not farm so unsure
Grass touching requirement
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
back to my own chaos since esca was nice to answer my question earlier @ me if you need anything
'collide with grass'
can you @ me if you publish your mapping guide that (i think) you hinted at earlier?
lol not a guide a map mod
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
Tbh i think wiki is fairly good
blue posted it earlier lol
It's not quite step by step map from scratch but all the important stuff is documented
You also want to look at location data
A lot of stuff goes there instead of map props
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
delete mailbox properties its now part of the house load
i did, but the wiki still lists them as farm properties
so i guess it hasn't been fully updated yet
ye, but in 1.6 it causes the duplicate mailbox i shared earlier, so needs updating either way, even if it is just with additional info that this is for 1.5 and not 1.6
I mean you can just edit it
it is a wiki lol
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
i wouldn't know how to word it to include all known info
id just add note not needed in 1.6+ for farmhouse
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
If I delete my messages, how will people know I said something wrong 
yup, and everyone can see me replying to a deleted message and nobody will see the context of the convo xD

who were you talking to
doesn't matter

still hate when people do that cause it's always confusing, so i pay attention to just not do it myself
also this apparently did not fix the problem of the cat spawning outside the farm (or not spawning at all) from time to time
you sure the map size is set correctly
maybe i should just create my next map in c# to make things easier
should be, where does it need to be set?
oh, it spawned under the farmhouse this time
wtf, so many things messy with this map
Random question, does anyone know if there's a mod that has robin build multiple things at once?
have you set location data yet?
no idea but you can have her insta build things
not that i'm aware, original map author might've done it
where would i check that?
config should see a editdata data/locations entries section
"Action": "EditData",
"Target": "Data/Locations",
"Entries": {
"map name"
i only have content.json and manifest.json (it's a CP farm if that matters)
yah content sorry lol
i myself am working on configs my mind skipped also check petbowl location
ok, it does not have any location data in there
in map properties
petbowl location is correct
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
does that section need to be there? should i add it at some point?
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
custom map, so i should add it, what is all the stuff that needs to be in there?
that was done by the original author
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
well true custom maps have there own loads on map options like this one
jup, that is how i loaded it, they (original author) even made an icon for it
then yah it would need the locations data to be properly done
ok, but what needs to be included in the locations data?
open the data/locations json in content
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.
copy one of the farm sections replace the default spawn location
since 1.6 has made it easy to add to shops and custom seeds plants it wouldnt be hard just take time
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
(this is only an issue with AT, the CP version is a-ok)
does that "DefaultArrivalTile" also apply to the cat?
not 100% sure but could
you can copy my code for CP from my mod https://www.nexusmods.com/stardewvalley/mods/22932
alright, will include that one if the cat is not normal in a couple days in game then
it does affect warp totems
So CP is working totally fine for me - that part was no probelm (got things loaded into cursors2) - it's just AT 
warp totems are a different location than the default arrival/warp for the farmer tho, as well as the return scepter
or are they done in relative coordinates to the default arrival tile?
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
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)
When in doubt start new save
she dont like you and is hiding
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
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
Effectively not without c#
believe me i'd love to 
changing dialogue font is a whole new level of ridiculous bullshit that even i'm not prepared for
can you detect a right click when theyre hovering over the NPC and invalidate the font asset and change it
does that work
The Font Asset is the problem here
isnt it a png?
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
can you just replace those pngs with the same letters then in the same asset names and spots
maybe? that's a little restrictive and probably godawful to do if replacing a whole font though
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
well theres your problem, thats something best investigated for 1 minute at 5am
Did you mean SpriteText here, or SpriteFont? The former is a bunch of hacks for Stardew's "lighthearted" font, the latter is MonoGame's actual font system.
But why are you trying to use SpriteText and not SpriteFont?
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
They do? SpriteText only has one "font" that I'm aware of.
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)
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.
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
does chinese use spritetext
haha hell yea it does

go to unpacked/fonts and witness
but it doesnt look very spritey
oh ye of little faith
even the EN font is upscaled about 4x
cn/ja/ko just make full use of their sprite sizes
Exactly 4x, not about 4x. Everything draws at 4x.
why does korean have 12
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
Aren't those the SpriteFonts? I thought SpriteText was the font_bold and font_colored assets.
Sure looks like them.
fonts?
(in English, anyway, I know in other languages it uses different fonts)
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)
Where do you see XML? There are pngs and jsons in data/fonts.
Mr Qi doesn't like to add my stuff to his shop :(
rly gonna make me turn on my pc on my lunchbreak huh
lunch...
Haha, feel free to finish your lunch first, I'm certainly not in any hurry.
no I am selling a fertilizer, but thats the price apparently
He wants 75 quarters of a phone
does.. the fertilizer itself show right?
how the hell did you break the price display
alright so SpriteText loads up the .fnt files in the fonts folder
but now i see those per-lang SmallFont and SpriteFont1 files
yup 😄 thats behaving like a good boi
I do believe those are only for non-English, and the English ones are the font_* files I mentioned earlier.
is it supposed to cost Qi gems?
Which... I guess makes it more of a pain, not less of a pain. But whatever.
apparently adding the entry to his shop, also yesh Qi Gems
what
ok just for the sake of comparison here's my unpacked fonts folder
i don't see any font_ files
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.
of course they are. why wouldn't they be
Kath can you post your json
i checked just now this mod is work fine
Hey, I didn't say it was supposed to make sense.
first 2 are qi gem stuff, other 3 are trade for smth else
(those font_ files are the ones i thought we were talking abt earlier when i suggested just replacing them tbh)
oh no i was only talking about the Fonts fonts
gonna blame that miscommunication on CA personally
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.
{
"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,
},
}
}
Since the non-English fonts already look different, why not just start with an English-only version since those assets are easier anyway?
why are you specifying the trade item ID to be qi gems
I've edited the Caegory, but lol, that's pretty funny
If you do English only then you can ignore all the fonts fonts.
Currency is not a field on a shop entry
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
Had no idea that's even what you wanted, but... great?
it look like that in data i just copy vanilla
https://stardewvalleywiki.com/Modding:Shops You want TradeItemId not currency
why r u ping me
Could it be? A new bug collecting mod?
it... shouldnt need to though
I wouldn't mind a bug collecting mod. Something else to do in the game. I love stardew aquarium.
everything should already cost Qi Gems bc of the shop currency field. i dont think i manually set tradeitemid in my books mod
it's not really a bug collecting mod, just a little collectathon to keep people coming back to my little map
oh no, apparently i did
bug ghdfd oulcd always be more bug
Hmmm removing it keeps the phones there 
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
Oki me try with trade item id
not in your json i just mean in general
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)?
i mean thats my point, it should be applying it to the fertilizer
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.
😮 tradeitem I see
approved
lich-ass grandpa
But does that mean I have to always put the tradeitemID even when shop has ze currency set?
also yeah looking at the draw code for shops, i think you do
asking because me want add into the SDV Fair for startokens >->
Thanky ^^ Imma attempt testing the festival tokens
the currently seems to mainly be used for checking whether or not you can afford it, i guess
this grandpa sprite is beautiful i need it
I should screenshot this message and submit it as an image
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.
Too bad, I deleted it
I was wondering since ze usual shops don't mind me not putting currency, but MrQi wanted phone until TradeItemID
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
Are you intending to have the player turn in blue grass starter, or offering the recipe as a reward?
usual shops use money by default so it works fine it doesnt need to do any fancy drawing for that since its the default
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?
Offering the recipe as reward. This mod is alternate means of getting most of the stuff from the walnut room without needing the walnut room. It's called No Qi Required. I've similar mods for the desert trader and island trader but those don't have special orders.
@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?
oh woah ok, time to add that part
In that case, you COULD still have Marnie hand it out, and still say that Demetrius gave her the recipe for it (from one of his experiments), but it does make sense for it to come from Demetrius directly.
i honestly do not know. but also what specifically are you trying to edit in case i can make it easier
oh, just setting tab icon and name for my mod's category, first section at https://github.com/Spiderbuttons/SpecialPowerUtilities/blob/main/SpecialPowerUtilities/DOCS.md. i'm just not using CP for this mod
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)
Where do I post where I'm having trouble with all of my mods so someone can help me with my problems?
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
if its mods you installed then you want #1272025932932055121
Thank you so much <3
The "all my mods" suggests the latter.
/j
yea i dunno