#making-mods-general

1 messages · Page 113 of 1

tiny zealot
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i'm hoping i can just define something that will make the class type convertible, since it barfs trying to convert it right now

lucid iron
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do u need to make a interface to do that bolbthinking

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well, not ichor but button i mean

uncut viper
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i was about to say i suppose its been long enough for me putting off the api

calm nebula
#

Have the Thanksgiving mods showed up this year

next plaza
#

Yeah I think you'd need to inject a custom json converter into SMAPI

calm nebula
#

It's super rare I would say the right answer is dynamic

next plaza
#

Or you could do something fancy with [OnDeserialized] and a class that is convertible I guess

calm nebula
#

But this is one of them

next plaza
tiny zealot
calm nebula
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Otherwise it's a bitch with makegenericmethod and frends

next plaza
#

Wait

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I missed the original question

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Welp, ignore me

calm nebula
#

Never

teal bridge
next plaza
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(I thought this was for an asset you were making)

calm nebula
#

I will never ignore you and also do you have cat pictures

next plaza
#

I don't have a cat so no

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But I can send you a cat video I saw a few minutes ago

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(Sent)

uncut viper
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admittedly as new to modding as i was on the time i didnt think as much as i should have about how a C# mod could use the asset bc at the time i thought they could just do the assetrequested thing like ichor was trying to

tiny zealot
uncut viper
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🤝

next plaza
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Yeah, it's kind of a problem with C# provided data models in general... Had that problem with SpaceCore data assets once.

tardy adder
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Thanky all >< MrQi is no longer asking for phones :3

uncut viper
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would it work if you just turned it all into JObjects

lucid iron
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can pintail do enums

tiny zealot
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i'll do that if i have to. i'm only setting like three fields

calm nebula
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Hi fellow mathperson!

tender bloom
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Is Jobjects what happens when the Jnames mod is installed

calm nebula
#

How are the maths

tender bloom
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Hello fellow math person 😛

brave fable
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oh, those were phones? i thought they were slices of strawberry shortcake

calm nebula
uncut viper
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so without an API to help facilitate things is dynamic really the only way for a C# mod to do the equivalent of editdata into another mods assets? how does CP do it

tender bloom
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The maths are going ok

lucid iron
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i am face same problem as button for trinkets i think blobcatgooglyblep

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didnt make interface or api for any of em

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w/e ill do it once someone ask

calm nebula
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Which is why I suggest dynamic

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Dynamic is just less painful to write reflection

uncut viper
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how does CP know what to reflect

calm nebula
#

Pathos is magic and knows all

next plaza
tender bloom
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I showered at long last

next plaza
#

So, what CP does

tender bloom
#

The junimos stole my jam

next plaza
#

It also has specific support for like IDictionary and stuff

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Like it checks for it, if I remember correctly

tiny zealot
tender bloom
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I dropped the jam and it covered you instead but because it was on the floor it’s a different color now

next plaza
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But for the most part Newtonsoft handles it

rare orbit
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hey? what's the command for free to use pixel art?

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idk which channel is better to ask

tender bloom
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I don’t know of such a command

uncut viper
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why cant ichor also use newtonsoft to handle it then?

calm nebula
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Dictionary and List specifically

tender bloom
calm nebula
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I recall this because I wanted SortedList for something once, looked into it, then decided to make sweaters insteas

calm nebula
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Like it's not involved

tender bloom
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Then it probably doesn’t exist

calm nebula
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!software

ocean sailBOT
rare orbit
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i thought someone linked free to use sprites??

tender bloom
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Maybe they posted it but didn’t make a command??

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You could try discord search

uncut viper
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i think im still confused then, but i think understanding is beyond my current knowledge, so i will simply take your words for it

rare orbit
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true i just am looking since the first content patcher mod i wanna try to make is a recipe mod

tender bloom
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I don’t personally know of places to get free pixel art, most people make their own

calm nebula
rare orbit
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and as much as i like the look of christmas sweets i am pretty sure that using the assets will get me in trouble.

tender bloom
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Yep, you’ll definitely want to check asset permissions

rare orbit
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i was gonna use like open source sprites until i can make my own

calm nebula
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Someone please make these into a mod

tender bloom
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Check out what quantum math person said

rare orbit
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still working on learning how

tender bloom
tardy adder
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Like plushies furniture?

tender bloom
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Or food mod SDVkrobusnaughty eat the plushies

tardy adder
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I am tempted to make a christmas catalog for christmas-y time... if I stop scope creeping myself to oblivion

tardy adder
uncut viper
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atra if you havent stopped lurking already i have a question. would it work if i just made my asset a <string,object> dictionary instead of a <string,CustomClass> dictionary. this is just a question for curiosity's sake not a long term plan

rare orbit
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cause i am not at a point where making the items required for the recipes as a standalone.

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ex. many holiday treats in the usa have chocolate. one of the recipes imma do is hot-cocoa since it's my fav

teal bridge
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Are you trying to avoid an assembly reference? If the actual object is still a CustomClass (even if the dictionary is not typed that way) then that won't really make a difference.

lucid iron
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look into crop mods then

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like cornucopia

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u can also go for more general category/context tag (spacecore) recipes

rare orbit
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true i wanna keep the required mods low so everyone can use em

uncut viper
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which. i gues is in a way avoiding an assembly reference

teal bridge
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Right, I'm aware of the context but wasn't sure what the question could have meant otherwise. Is the issue you're trying to work around the specific fact that the user doesn't have CustomClass?

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Because if so, and if you expose your asset as a Dictionary<string, object>, then your own mod has to handle any object that gets stuffed in that dictionary, even it's not a CustomClass, and the user still can't edit entries that are already in it (except using Reflection or dynamic).

uncut viper
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ichors mod doesnt know what a CustomClass is so cant edit it on the smapi pipeline, yteah

lucid iron
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can u just add api to do the data edit

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on ichor behalf

uncut viper
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i mean the plan is to make a proper api for it. as said it was just a curiositys sake question

lucid iron
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but hm would it work if u just make a IButtonPowersAsset for ButtonPowersAsset

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and ichor copy that

teal bridge
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Asset pipeline doesn't do Pintail stuff.

uncut viper
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i dont know. ive never had to think about doing that before or what it means to do that. i thought thats basically what an api was, in half at least

teal bridge
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If you use a dictionary with an interface, the user has to put items with that exact interface, not an interface with the same name.

lucid iron
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aww

teal bridge
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Pintail only works over APIs.

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(Unless something changed that I'm not aware of...)

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Basically if you want to be patchable via the normal asset pipeline and without having to declare an API for it, then you'd have to use a Dictionary<string, SomeTypeThatEveryoneKnows>

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You might be able to cheat and use a Dictionary<string, JObject> or something like that.

tiny zealot
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that's irritating

teal bridge
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Or, just have ichor (and any other user) use dynamic to modify the properties, like Atra said.

uncut viper
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fair enough

teal bridge
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Dynamic is super slow, but it probably won't happen too often.

uncut viper
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is there a guide for Making an API For Dummies on a wiki somewhere

tiny zealot
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need to figure out what dynamic is and how to use it for this

teal bridge
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Dynamic is JavaScript for .NET.

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(Not really, but it's a good analogy to start with)

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You just declare a type as dynamic and assign whatever the hell properties you want, there are no compile time checks, only runtime.

teal bridge
uncut viper
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that is what i was looking for, thank you! the wiki is not loading very cooperatively for me right now 8')

wheat finch
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Where'd the debug commands page go? 😭

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Found them. They got renamed.

tiny zealot
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ok so typically, to add to a dictionary-type asset like Button's, i do something like this inside the Edit call:
var dict = asset.AsDictionary<string, Whatever>(); <- this is the line that barfs because it cannot convert button's thing to... anything, including object

calm nebula
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Right

tiny zealot
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maybe i'm dense but where do i make a dynamic to get around this problem?

calm nebula
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I'm dumb

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This is the makegenericmethod part then

lucid iron
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we shud add whatever ichor end up doing to the making framework guide

teal bridge
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Looks like no, just AsMap, AsImage, AsDictionary, so pretty weak.

tiny zealot
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for this, i'd also accept a way to add to it without snarfing it into the dictionary, although i expect it would have the same problem (but maybe a dynamic would work better there)

calm nebula
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No there is a way around this

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I forgot how

teal bridge
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Oh wait, maybe if you try GetData<dynamic>()? Not sure if that works.

tiny zealot
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it must be doable somehow, since CP does it

teal bridge
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If it does, that would give you a dynamic for the entire dictionary.

calm nebula
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I have 12% phone though so see y'all on the other side

teal bridge
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CP is... different. I wouldn't really try to copy what CP does into a C# SMAPI mod.

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Not that there's anything wrong with it, it's just not going to be the most convenient.

lucid iron
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well maybe u just use spacecore content

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cus u can embed that one into C# mod

teal bridge
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Try GetData<dynamic>(), if that works then you're set.

lucid iron
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or u know, just CP component blobcatgooglyblep

tiny zealot
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CP is a large and complex codebase that i know little about, so i don't relish digging into it, which is why i asked here first (assuming someone would know the trick)

uncut viper
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i am sorry for it being more trouble than you expected,

tiny zealot
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(it's not your fault)

next plaza
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Isn't there just IAssetData.Data

calm nebula
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Does the field Data exist?

teal bridge
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Oh... yeah, there is, for some reason VS was not autocompleting it.

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So you could also do dynamic dict = e.Data and then hack away.

tiny zealot
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hmm that sounds fun. i'll try it

teal bridge
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It'll work, just pretend you're writing JavaScript. Or Python.

rare orbit
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wonder what the permissions for christmas sweets are??? i thankfully got the green light to use cornucopia's mod as a dependency!

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but the 2nd issue is the whole making all the assets ;-; for now? i'll likely use free to use resources

tiny zealot
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alright, i'm giving up on this for tonight, since i was hoping to release and i can't spend more time on this. people can have a random icon on their powers tab for now and i'll figure it out later

uncut viper
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did you want me to hardcode a specific icon in for you—

tiny zealot
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no, i'll use my own icon when the time is right SDVpufferheart

drowsy pewter
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and author is MIA, so effectively no permission

wheat finch
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You know that Gandalf meme "I have no memory of this place"? That's me staring at my mod trying to figure out why my wizard mail thanks the player for materials but there's no special order for providing new materials to him to make the letter and crafting recipe delivery make sense.

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I mean, it kind of makes sense to not have any idea why the wizard is sending you something but still.

twilit spire
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Could i ask for some advice here? I am playing on a modded farm map that wasn't updated for 1.6 yet. So far everything works smoothly except for the fact that i can't move the farmhouse over it's original location. I assume it has something to do with the tiledata and would like to try fixing it myself with Tiled, but i don't actually know how to...

brave fable
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bbbbuuuggggsssss

gaunt orbit
twilit spire
gaunt orbit
twilit spire
twilit spire
hard fern
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Ooooh bugs

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👀 im interested

wheat finch
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Had to put down the modding for the night. Trying to mod while watching a movie is a recipe for disaster.

brave fable
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i think what bugs need. is a box to live in. some kind of bug tank, if you will

unique sigil
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bugs?!?!!?!? 👀

twilit spire
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Bug house

lucid iron
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A jar

unique sigil
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aw no millipedes

lucid iron
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Are you having fun with the feature creep

brave fable
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feature creep has evolved into feature creepy-crawly

wheat finch
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Scope creep is so real.

brave fable
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while i do love millipedes, we have woodlouse and centipede rep

lucid iron
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What about grasshopper

brave fable
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bottom-left and top-right 😌

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not that i have anything interesting to say about grasshoppers for their flavour text tho

uncut viper
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steal the clam flavour text

brave fable
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i am not stealing the clam favour text, incredible as it may be

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maybe a challenger to Rice Pudding for best flavour text

uncut viper
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There's a chewy little grasshopper in that pudding...

teal bridge
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Anyone remember if Pintail works with events?

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Never mind, ran a quick test and determined that it does.

long jungle
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Hello! Can anyone here give me a tip or hint on how to modify monster spawn chance?

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Even just on Vanilla Monsters would be enough

uncut viper
hard fern
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SDVpuffersweats I havent actually touched the new stuff at all, but what are these smaller, cuter looking book textures of the ones right above them used for?

tender bloom
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It’s possible one is collections menu?

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And one is the actual objects?

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Could we see the two kinds side by side?

hard fern
tender bloom
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Yeah I’m not sure, since thise ones are the ones that don’t show in collections menu

hard fern
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🤔 i guess they're just unused and leftover...

rancid musk
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Something I like about 1.6: I have been blessed with so much book pixel art for Almanac Next.

finite ginkgo
# hard fern

Used or unused it annoys me so much that the smaller book of stars is 1 pixel thinner than the other small skillbooks KrobusSad

hard fern
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ugh there's actually a bunch of unused ones in here

velvet narwhal
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Smol ones are unused and it makes me sad

hard fern
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😔 the pain of springobjects 2 electrib boogaloo

velvet narwhal
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Very cute, very edible

hard fern
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apparently this one is unused? i can't find the actual ID of it so i assume its unused

swift vessel
#

GREETINGS. i am here with a specific request for guidance! in short,

  • my roomie's birthday is december 1st
  • roomie loves sebastian
  • i want to make a dialogue-based mod to surprise them
  • i dont know where to even begin and i have maybe two weeks to find out

im most interested in creating extra dialogue for characters upon interacting/interacting under specific conditions. are there any tools that story modders use that u can recommend? thank you!!!

uncut viper
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!startmodding

ocean sailBOT
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Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

uncut viper
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you can do dialogue with just Content Patcher and it's pretty easy

swift vessel
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whoa hi

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ohhh phew ok ok. ill dive in

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oh wow its just text files that rules

uncut viper
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if you want certain conditions you'll wanna make sure you read up on the Tokens stuff in the Content Patcher documentation

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(those arent the only way to do condition-specific dialogue but they can do a lot of it)

swift vessel
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gotcha gotcha . tbank you ;;

i would specifically like to make a character's name accessible via the Telephone call list after 12am in-game. so u can have one of those deep late-night "do pigeons have feelings" type conversations

uncut viper
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i think you chose like one of the few dialogue related things i think you Can't do with content patcher

swift vessel
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help

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im a genius

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#winning

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well. we'll see if i can figure it out

uncut viper
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you can add incoming phone calls but those are still kinda random and not exactly the same

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but i dont know of a way to add an outgoing phone call without C#

swift vessel
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true...so id have to do C# to gey the

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yeahhh

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hmm. well

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if it's for a very specific thing, maybe i can do it
ive done a little python before...

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thank you for the advice however!

uncut viper
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!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!

uncut viper
#

!decompile

ocean sailBOT
uncut viper
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These will also be necessary

swift vessel
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ohhh

uncut viper
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the former to get to things like dialogue and internal npc data and schedules and whatnot to know what to use for content patcher

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the latter for looking at the games C# code

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fair warning ive no idea how to add an outgoing phone call and ive only personally seen one other mod that did it and talked about it in here and they had to make their own IPhoneHandler class or something and it was a bit of an ordeal

swift vessel
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in theory if i can find the code for telephone calls in there, i could copypasta and jerryrig it to do what i want

uncut viper
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so i cant provide much more input on it than that and pointing you at IPhoneHandler

swift vessel
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oh wow

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i will take a look at that! glad at least one other person tried this

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well, maybe for the short term i should pick something easier to do .. the phone seemed good because i wouldnt need to like, script a whole cutscene or something. but i suppose its more complex than it looks

uncut viper
#

this is the mod i was referring to

swift vessel
#

OHH nice!! thank you for finding it!

uncut viper
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its source isnt available but you can decompile it with ILSpy same way you can do with the game itself and see how they did it

swift vessel
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true... ill credit them if i succeed for sure

uncut viper
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obv you cant just wholesale copy it since its not MIT licensed or anything but you can see the process for adding an outgoing call with C#

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more or less, accounting for decompilation inaccuracies

swift vessel
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yeah exactly

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seeing how it works will help

uncut viper
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event script writing can be a lot of work too but also probably much easier than the phone call thing

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mostly bc theres very good documentation for it all bc its so common, theres good guides and tutorials, and plenty of people in here know how to help with them

hard fern
#

😔

uncut viper
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and regular daily dialogue itself is ezpz

swift vessel
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ohhh i see..

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good point

hard fern
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if you wanted to do something simpler, you could have like an event trigger upon waking up

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on winter 1st

swift vessel
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oHHHHH

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youre so smart

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but. . hm
i dont know if my roomie's game file is anywhere near that date

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maybe i could- well idk how Saves work

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if i could hijack a save file i could get it set up for winter 1st or sth

uncut viper
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it would be easy to set up any save to be on that day or close to it though theyd need to load it of course

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you'll want this too

swift vessel
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thank you!!

uncut viper
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dont get intimidated by how big the page is

swift vessel
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i will be strong.

uncut viper
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theres just a lot of things you can do in events

swift vessel
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right right

hard fern
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you could even get Fancy TM and have it be multiple parts, p1 of the event in the morning, and p2 of it late at night

swift vessel
#

ooooh

uncut viper
#

im mostly just sending that link now for you to keep in your back pocket though, if you've never modded anything before at all, i would definitely start with a very simple dialogue edit with content patcher first

velvet narwhal
uncut viper
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because you'll need to know how to use Content Patcher itself first and foremost

velvet narwhal
#

!makeevents

ocean sailBOT
swift vessel
#

right right..

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whoaaaa

uncut viper
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if you have some python experience that should get you past some basic hurdles

velvet narwhal
#

We got a lot of em SDVpufferlurk

hard fern
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yup, u could give seb a line of dialogue specifically for winter 1st

uncut viper
#

not bc its similar to python but bc it helps to have like, general programming knowledge of how to understand syntax and stuff

swift vessel
#

u guys are the best holy shit. so glad i found this spot

uncut viper
#

and hopefully read error codes SDVpuffersquee though if you dont understand those still, you can ask for help in here

swift vessel
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thank you ;; i definitely will

uncut viper
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if you do ever need help, use the smapi.io website

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!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

uncut viper
#

theres also a link on the left side of that same site for error logs i just dont wanna clutter the chat with another governor

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if you ask for help in here you'll wanna make sure you provide people your error log (even if you might not think theres an error) and your relevant json files uploaded to that site

swift vessel
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gotcha..

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okay. well. much to think about
i am definitely more of a writer than a programmer, but i like the game enough to give it a try

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thank u guys for the advice and guidance

uncut viper
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luckily for events its mostly just writing in preset commands in the right order and less so logic you have to come up with on your own and the rest is all writing
and for other general dialogue its like. 95% your writing and 5% making the json

hard fern
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😔 writing is the hard part

uncut viper
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be glad you are simply editing an existing NPC and not trying to create a new one

hard fern
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yeaah....

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looks away

swift vessel
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phew. yeah thatd be a whole new bucket o worms

swift vessel
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ohh yknow. it could be eben easier
ive seen people add extra dialogue upon gifting certain items to characters

hard fern
#

yep, thats a new thing in game u can do...

swift vessel
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so instead of event tied to date, i could preload a save file with the item in question in rhe toolbar. and tell roomie to give it to seb

hard fern
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*not exactly in-game but

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*there's dialogue in-game for characters now

swift vessel
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yippeeee

hard fern
#

so you can easily set up your own

uncut viper
#

this is also just a general warning i give to new people in general and not so exactly related to modding itself, but if you do ask for help in here along the way, dont be disheartened or feel ignored if no one responds. half the time its bc the people around dont know the answer and the other half of the time its bc they didnt see it. as long as your polite and provide the logs/jsons people generally want to help.
also dont be afraid to interrupt people, simultaneous convos happen in here all the time

swift vessel
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gotcha! nah i get it, ive been in many big servers, i dont take it personally

uncut viper
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(many new people often say they were waiting for a lull in the conversation to chime in. dont feel like you have to wait!! honestly sometimes we need to be interrupted to get back on topic—)

swift vessel
#

mood,

uncut viper
#

for example once you actually get to the event writing itself i will be completely useless to you bc i dont know shit about events SDVpuffersquee

swift vessel
swift vessel
#

shoutout to PrincessFelicie if youre in here . i owe u my life

uncut viper
#

they havent been around for a few months, though theyre still active on nexus somewhat

swift vessel
#

oh right also

im an editor, and id love to help give people feedback on their dialogue mods! i may not be able to do much on the coding side, but id love to proofread . so u can always bug me for that!

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ahh real

uncut viper
#

you're best bet there then is to watch for people asking for feedback in #making-mods-art ! or sometimes the #making-mods-creative-writing thread in this channel, though less so after creative writing was officially allowed in the art channel

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probably

swift vessel
#

nice nice

uncut viper
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idk i havent looked in there ina bit.

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just make sure you understand the rules of the channel and only give feedback when specifically asked for

swift vessel
#

aye aye capn

hard fern
#

😅 ahaha... im supposed to be sleeping

swift vessel
#

bookes..

brave fable
#

boonks

unique sigil
#

@royal stump heya esca, i have a question - i'm trying to use FTM to spawn ores and unique forage for specific farm caves (Quarry and Cove, respectively) in my farm caves pack.

i wanted to use the CPConditions field to prevent these spawns from appearing when the active farm cave is NOT the relevant farm cave map (i.e. if the user sets the Farm Cave Type to Cove, the ores for Quarry cave will not spawn). i've tried putting in "FromFile": "FarmCavesPack_(insert type here).tmx" and "Farm Cave Type": "(insert type here)" which is the config token, but neither worked, so how should i format this? Not sure if HasFile will work because all the farm cave assets are compiled into one mod. thanks in advance!

late mica
#

i would greatly appreciate it if someone wouldnt mind helping me figure out how to convert CPA to Spacecore that'd be great

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i do not understand how to code and the instructions on the github page, while very straight forward, are too vague for me

lost brook
#

What's the difference between a #C mod and a Json mod?
Sorry im new to modding ;^;

fossil osprey
uncut viper
#

json mods are often* content patcher mods

lost brook
#

Oooo nice thank you

uncut viper
#

but json is not specific to content patcher. other frameworks may also ask for jsons, like Fashion Sense

fossil osprey
late mica
#

i know quite literally nothing about coding

fossil osprey
#

Yes but you don't need to code anything for this conversion

late mica
#

its telling me to clone something without telling me what to clone so im like :?

#

idk what 'this repository' means and its already giving me a headache for CF

fossil osprey
#

Oh, alright I see
I'll try to translate this for you, wait a bit

ornate trellis
#

Ngl i never got the converters to work for me so youre at least not alone in your troubles lol

hard fern
#

ive gotten the FS converter to work for me

#

🙃 i ended up just ditching FS altogether but

#

that's besides the point....

ornate trellis
#

I think in my case it was a lack of space on my main drive tho...had uhh python installed on one drive and the needed package or w/e on another lol

fossil osprey
#

1- install Python by clicking the given link

2- on the GitHub page with the informations, you should have a green "Code" button near the top, click on it then click "Download Zip"
Place the folder you'll get somewhere you know where to find it (your main desktop for example)
Unzip the archive (right-click, there should be a "uncompress/unzip" option. If not, you'll need to install an archive manager like 7Zip)
Once unzip, go inside the folder. Click on the file path (zone at the top telling you where the folder is) then write "cmd" - it will "open" the folder into a terminal
There, try to paste the second command given in the instructions (the "git submodule"). If you have a message like "git is not installed", you'll need to follow this guide: https://www.geeksforgeeks.org/how-to-install-git-on-windows-command-line/ (it's quite lengthy because windows isn't making it easy...), then use the command again
(This is basically to skip the "clone" part, because it's way trickier to explain easily)

3- Enter the few commands given next, still in the opened terminal. Again you may be asked to install things for it to works, but you'll have to look it up yourself.
Don't close the terminal, you'll need it afterwards!

4- put the mod folder you've downloaded in the folder where you can see the file "main.py", and rename the folder "input" (right-click > rename)

5- in the terminal, enter "./main.py". If it doesn't works, enter "python main.py"

6- you'll find a new folder named "output", your converted mod will be there :)

Don't hesitate if you have more questions!

hard fern
#

im using my 1TB hard drive LOLL

#

taking full advantage of the space

#

i dont play enough games to fill it

uncut viper
#

(heads up Mr Duck but unfortunately editing in a ping after the fact does not actually give them a notification to get their attention)

ornate trellis
#

Yeee i recently got a 1TB one too so I could try again but...i dont really have anything to convert left SBVLmaoDog

hard fern
#

cracks knuckles well ive had this CP-A mod sitting in my mods folder for a while

late mica
#

thanksssss

fossil osprey
#

This situation is making me realise these convert guides are not very user-friendly, because most of the time I feel it's random players trying to convert things, and a lot of random player don't have the necessary knowledge...
Well, time to make a github.io

hard fern
#

fascinating, it works

#

lol

long jungle
#

Hello! Can anyone here give me a tip or hint on how to modify monster spawn chance?

Even just on Vanilla Monsters would be enough.

velvet narwhal
#

depends on where/with what/how
c#: world's your oyster
json: probably FTM

long jungle
uncut viper
uncut viper
#

each area handles it differently

long jungle
#

Oh sorry, I didn't see this. My bad.

uncut viper
#

in the case of the mines (i know you want all areas, using the mines as an example) its literally just a bunch of sequential random.NextDouble checks with hardcoded pass/fail values

#

buried deep in the populateLevel function

long jungle
#

MineShaft.populateLevel, copy. I'll check that out.

Will this be using FTM?

velvet narwhal
#

that's c#

uncut viper
#

no, this is for affecting things with C# and harmony

long jungle
#

Okay

velvet narwhal
#

FTM just does it for you in the form of json

uncut viper
#

you can copy what the functions do and run them again in your own code as necessary to add even more monsters to the monster list, though that would get pretty messy and ugly, because the original code is also messy and ugly. also you'd need to do it separately for each location

#

dont know how you'd lower the chance without a messy transpiler with harmony, because im not sure if clearing the monsters list to readd them with your own chances would fuck up levels where you need to kill all monsters to proceed and spawn a ladder immediately, or if it'd break them, or what

long jungle
#

I was initially only making a simple mod. Didn't expect that I'd get dragged in this deep.

But I'm not complaining 😆

It's fun making mods.

uncut viper
#

you could prefix skip the original methods with harmony and run your own code with configurable chances, but then you say goodbye to almost all forms of compatibility with any other mod that touches the same code

velvet narwhal
#

i should probably ask esca what "SpawnWeight" means SDVpufferthink

long jungle
#

There is already another mod that does something like this. I believe it's called MineTweaks. But I'm too shy to ask help from the mod author. 😅

velvet narwhal
#

(and maybe spacecore?)

long jungle
#

Thank you for the help Button and Aviroen.

I got some leads now so I can now at least start trying.

uncut viper
#

actually, im wrong

#

i didnt know adjustLevelChances existed

long jungle
rancid temple
#

In fakey fake: weight is an increased chance to choose something, there's a whole math to it, but it's relativly equivalent to having the same entry in a list multiple times to choose from

uncut viper
#

i didnt even see this function when doing mine stuff the other week SDVpufferthinkblob i guess i missed it

#

in that case, its actually really easy

#

also, i found it bc i looked at the source for Mine Tweaks SDVpuffersquee

long jungle
long jungle
#

Now that I think about it, I never tried seeing the code.

#

I'm so dense sometimes 🤦🏼‍♂️

uncut viper
#

its under the Apache License but the source code is linked on its nexus page

late mica
#

ive hit a roadblock

uncut viper
#

that said

#

this function only exists for the mines and the volcano

#

if you want to affect monster spawn chances for things like the secret woods or ginger island west, you'll need to do manual work there most likely

late mica
#

so im nearing the end of getting to the conversion point for my CPA using mod but its not giving me an output folder

uncut viper
#

or for any other location that spawns monsters that isnt a mineshaft or a volcano

rancid temple
#

At least with a base function you have some idea of what'll work in those other places

long jungle
long jungle
#

Like Skull Cavern floor 1 is Mines Floor 121

#

I read that somewhere... I think

uncut viper
#

correct

#
base.temporarySprites.Add(new TemporaryAnimatedSprite("Characters\\asldkfjsquaskutanfsldk", new Rectangle(0, 0, 32, 48), new Vector2(0f, 0f), flipped: false, 0f, Color.White)`

incredible

#

asldkfjsquaskutanfsldk is my favourite NPC

velvet narwhal
#

(i was mistaken about FTM being able to create higher spawns KEK )

long jungle
uncut viper
#

huh... i dont know if i ever noticed that the slimes in the secret woods get stronger in the fall and the winter

velvet narwhal
#

nope, you can do that with just cp

brave fable
unique sigil
long jungle
#

Or do I remember it wrong

unique sigil
#

it does usually end up being used by farm maps, especially Additional Farms maps

long jungle
brave fable
#

(if you're confused by the name, Farm Type Manager used to manage farm types)

velvet narwhal
#

esca's in too deep, can't change it now

blissful saddle
#

or use a better pickaxe

rancid temple
#

You could say it makes the world your farm now

uncut viper
#

There's a chewy little farm in there...

velvet narwhal
#

i definitely have forageable fatigue

#

so uhhh i will not be adding that into my mod KEK

unique sigil
velvet narwhal
#

spacecore will envelop all SMCHellmoBurnitall

brave fable
#

if i ever have to publish a framework i'm going to name it egg

long jungle
#

Y'all I'll be going now. I have learned a lot in the short 30 minutes I have been here.

Saved me a lot of time versus self-study.

Thank you to everyone who gave input!

rancid temple
#

Just download Deluxe Auto-Grabber

brave fable
#

it will not be an acronym

unique sigil
#

ngl i was confused that PIF turned out to be short for "personal indoor farm" because i sure do not use PIF stuff to make indoor farms most of the time

rancid temple
#

Auto-Grab way too much shit instead

uncut viper
#

everything is an acronym

#

the acronym for egg will simply be E

#

anyway oops i have to be awake in 5 hours goodnight y'all

velvet narwhal
#

i gotta shill button in an opposite timeframe now, i got swing/graveyard work shifts SBVPensiveButt

blissful saddle
rancid temple
#

Pretty sure that was a joke

blissful saddle
#

so I missed that entirely

rancid temple
#

Context is hard (personal experience)

blissful saddle
#

I want now to make a framework and name it Overwhelming Overworldly Framework

#

oof for short

brave fable
#

god this mod is out of hand. now there's bugfurniture.cs....

blissful saddle
#

I hope they are one of two: furniture made of bugs or furniture FOR bugs

brave fable
#

oh my god the furniture is going to need a menu

#

save me

woeful lintel
#

furniture
may I help you?

brave fable
#

this is beyond a framework lol

#

into the realm of madness we dig

woeful lintel
#

I don't know what this is about, but there's still a chance I can help

velvet narwhal
#

oh is this why you were screaming at tools, did you make a bugnet

brave fable
#

catching bugs is old news. now keeping bugs. that's new news

drowsy pewter
#

Bugs are known to escape

velvet narwhal
#

do you have mini aquariums

brave fable
#

mite do

velvet narwhal
#

or is the aquarium code also a mess

lucid mulch
#

its quite buggy

velvet narwhal
#

custom aquarium, bugs have that jump/wiggle/move animation inste- 🥁

brave fable
#

it's my own fault for giving u expectations

velvet narwhal
#

ok then one singular animal crossing green box asset, with the standing still bug

blissful saddle
#

We are reaching bug levels that should not be possible

brave fable
#

no no, it's quite possible. i've seen loc

fossil osprey
tiny zealot
brittle ledge
drowsy pewter
#

Hsdhjdjsjf

tepid cloud
#

Hi, I'm making the content.json for a mod, in the documentation it's written that the Load action is for substituting assets, what if I have new assets? do I still use load and point to a nonexistent asset?

drowsy pewter
#

Thats exactly right!

tepid cloud
#

👌 thx

drowsy pewter
#

We recommend prefacing your nonexistent asset name with your unique mod id so that it doesnt conflict with anyone else's assets

tepid cloud
brittle ledge
#

Best practice is modauthorname.modname

drowsy pewter
#

Make one up starting with your username. For example I could make a mod with the id 6480.FishingMod, and hopefully no other person named 6480 also makes a fishing mod

brittle ledge
#

Generally as long as your username/mod author name is reasonably unique, you shouldn't run into issues

drowsy pewter
#

I wonder what one of the least unique names to have as a modder would be. Probably one of those real-names that overlaps with a cute thing, like Cat

brittle ledge
shy heart
#

Hmm I wonder. should I use Fizzie.InsertModHere or FizzieWhizzel.InsertModHere

astral mica
#

on https://stardewvalleywiki.com/Modding:Farmer_sprite#Layers, it says "With the default shirts and pants, it is unnecessary to have a full torso drawn since the shirts cover most of it up. The pants cover up all of where the legs would go on the torso layer too. However, with mods that add more clothing options for shirts and pants, it can be necessary to have more torso drawn and legs added to the base farmer layer. "

how would I make it so that full torso is always drawn?

Is this doable with just a ContentPatcher mod, or do I have to turn it into a full C# mod?

Stardew Valley Wiki

← Modding:Index

tepid cloud
drowsy pewter
#

I don't know, so I didnt answer your question

#

it depends on the situation anyways

tepid cloud
#

oh ok

#

experimentation time

hard fern
#

the reason why "its not necessary for the torso to be drawn" is because default clothes cover up the torso, thus making it so that you never see it (Aside from like, bathing suits)

snow ore
#

Hey I'm making stuff with Jelle, the issue is that we'd like to have no clothes show up at all over the base sprite, but replacing the clothing sprites with transparent pixels doesn't show the base underneath

hard fern
#

? what is this even for

snow ore
#

Essentially we'd like to just draw a character sprite that's always shown with no clothes going over it

drowsy pewter
#

I havent looked into it but undare made a topless farmer with muscular farmer body (a cp mod)

astral mica
#

we'll look into that, thanks!

drowsy pewter
#

its possible they just retextured the default shirt to be a torso though

astral mica
#

I suppose we could do that too if needed

#

change all shirts to the required torso

snow ore
#

IIRC those shirts have like, limitations on shape that we'd bump into

gaunt orbit
#

But you can still use the id after that, Like spring_mycoolmod_mytilesheet

astral mica
tardy adder
#

When testing the CTs and the poor townsfolk just went through a tornado, earthquake, volcano eruption and hurricane... all at once

velvet narwhal
eternal mortar
#

ok so how do i have tiles switch on maps during night and day? for example windows or street lights, and also how do i have indoor maps change time from night to day lol... (please ping me!)

velvet narwhal
#

[[Modding:Maps]]

velvet narwhal
#

Ctrl + f for nighttiles

#

It'll need to be a map property and it uses only the default spring_outdoorsTilesheet (named untitled tile sheet)

eternal mortar
#

can you explain it like im stupid? like tell me the specifics and each step to take? sorry

velvet narwhal
#

Index for windows/lamps can be find by clicking on the tile and seeing the ID, or at the bottom left of tiled in the [] next to x y coords

#

In Tiled, top menus, click map properties
Go to custom... and add new(? Going off memory)

#

Keep it as a string, name it NightTiles

#

Follow the instructions on the wiki for the formatting

#

The tile index is what I said from above, either the click-> tile-> top left properties -> ID#

eternal mortar
#

Tysm

velvet narwhal
#

Same process for DayTiles

#

Make a new string, and it'll be a different index than nighttiles cause they won't be "lit up"

#

Or was it the other way around, "lit up" = day, darkened = night for windows usually

velvet narwhal
twilit spire
velvet narwhal
#

Uhhh is it...

#

[[Modding:Farm_data]]

velvet narwhal
#

NICE

#

The farmhouse map property I like to overestimate, so the tiles behind the farmhouse clear as well?

royal stump
eternal mortar
velvet narwhal
eternal mortar
velvet narwhal
#

The ID

#

I cannot for the life of me remember what the lamp post is but it's something like 538

eternal mortar
#

oh wait last question how do i find the set night tiles for like windows

velvet narwhal
#

Those are townInterior iirc

eternal mortar
#

iirc?

rare orbit
velvet narwhal
#

Be aware that some windows are secretly 2 tiles tall, you'll want to only use the lit up/dark ones for the map property

#

If I recall correctly*

eternal mortar
#

oh ok found it

velvet narwhal
#

Windows I for sure don't remember the # for SMCKekLmaoDog

eternal mortar
#

ok last LAST question, as i figured out the rest, is <string layerName> just like back, front, ect?

rare orbit
drowsy pewter
#

It says on the mod page

rare orbit
#

it says "All the assets in this file belong to the author, or are from free-to-use modder's resources" and idk if it means it's ok

#

i don't wanna get in trouble ;-;

drowsy pewter
#

Read all the permissions in that section please

velvet narwhal
rare orbit
drowsy pewter
#

Exactly

rare orbit
#

is there a way to contact em?

drowsy pewter
#

No, like I said the author is gone

rare orbit
#

ffffffff

#

how do i ask permission then?

drowsy pewter
#

You cant. You cannot get permission to use those assets.

rare orbit
#

son of a biscut eater ;-;

drowsy pewter
#

Its not that serious...

rare orbit
#

sorry

#

i am still learning how to do this

#

im not trying to be rude

#

i just need help in making this mod ;-;

royal stump
# unique sigil <@125370989780533248> heya esca, i have a question - i'm trying to use FTM to sp...

Okay, so aside from setting up a trigger action (or using separate mod IDs for each farm cave, etc), you could edit location data to give FTM something to check. Start with this in your CP content pack somewhere:

{
  "Action": "EditData",
  "Target": "Data/Locations",
  "Fields": {
    "FarmCave": {
      "CustomFields": {
        "{{ModId}}/FarmCaveType": "{{FarmCaveType}}"
      }
    }
  }
}

That would add a custom field in the farm cave's data with your config token text. In FTM, you could then use GSQs to check the current type, like this:

"GameStateQueries": ["LOCATION_HAS_CUSTOM_FIELD FarmCave YOUR_CP_PACK_ID_HERE/FarmCaveType cave_type_A"]

Replace the ID part with your actual mod ID, since FTM can't use the mod ID token, and cave_type_A with whatever text your farm cave type uses for those spawns.

round dock
rare orbit
#

i probably asked this but any tutorials on making cooking recipe mods for content patcher?

round dock
#

Tutorials none I could specifically think of, but we do have a lot of food modders here

rare orbit
#

ok! i definitely need help with it! i did get a link to a tutorial but it didn't explain how to add new recipes

eternal mortar
#

how do i create a barrier around my map so i cant walk off it ALSO HOW DO I MAKE THE DOORS INSIDE THE HOUSES ABLE TO OPEN

rare orbit
#

honestly i do wish there were youtube tutorials for content patcher mod making tho ;-;

iron ridge
#

add tiles on the buildings layer

iron ridge
#

you don't need a quikcly oudated youtube video

rare orbit
#

true i guess i have an easier time with video tutorials

round dock
#

There are lots of documentation as well as wikis provided for by mod authors in regards to CP. The modding wiki is also a great start. Or even studying people’s assets.

fiery falcon
#

can anyone help me, I wanna make an fs hair mod

iron ridge
#

wow
that's a lot of topics

swift vessel
eternal mortar
#

how do i make my indoor map rotate through night and day? cause whenever i enter the indoor map its night. like its always dark

fiery falcon
velvet narwhal
iron ridge
#

it's less typing than having to coyp down a yt tutorial

eternal mortar
velvet narwhal
eternal mortar
#

yeah it is, but its still dark inside. ill get a screenshot one sec

velvet narwhal
#

Screenshot your map properties as well, (and did you make sure to copy over your new map to your mod's folder if you're not working in your base stardew folder)

eternal mortar
stable grotto
#

@ivory plume I don't think the github compatibility list is fully functional yet, at least overrideModData clearly isn't
got reports on people seeing [SMAPI] Vibrant Pastoral C# 2.0.1: https://www.nexusmods.com/stardewvalley/mods/6367 (you have 1.0.0-c)but you already added the code that should fix it "overrideModData": [ { "type": "localVersion", "from": "1.0.0-c", "to": "2.0.1", "reason": "manifest has wrong version" // last checked: 2.0.1 }

velvet narwhal
eternal mortar
#

right this is what it looks like

eternal mortar
velvet narwhal
#

Oh you mean DARK

eternal mortar
#

and the properties

velvet narwhal
#

You need the paths layer

#

The little light bulb icon

eternal mortar
#

do i have to put that everywhere 😟

velvet narwhal
#

I like to space them out every 4 tiles or so

#

But yeah SBVPensiveButt

eternal mortar
#

alrught thank you!

tiny zealot
#

i'm fairly sure you can use AmbientLight to make your map brighter too, without using the Paths lightbulbs.
i did that for my NPC's house and no one has complained, although who knows if it's subtly broken

narrow vault
#

regarding custom maps, on the vanilla farms all the NoSpawn: All are individual objects for each tile, does it have to be done this way or can i just use one object per bigger rectangle of tiles?

eternal mortar
late mica
ivory plume
eternal mortar
tiny zealot
narrow vault
#

ah, i see

#

thx for the info

tiny zealot
#

(disclaimer: i have been told this, but haven't done it myself)

narrow vault
#

first time i'm making my own map from scratch (using two of the vanilla ones as reference for what i need)

velvet narwhal
#

I am now being driven around and I get carsick so apologies my replies will be slower SMCKekLmaoDog #1277457201077813280 if you need me to check later

tepid cloud
#

When you're seeing a map in tiled, is there a way to see how it would look if it were another season?...does changing the file the tileset is pointing to work?

ivory plume
stable grotto
#

Pathos, I saw you typing
it's fixed for me now

late mica
#

besides the python guide online, is there like a python for dummies

iron ridge
#

as in to learn everything at once?

#

or just the very very basics

late mica
#

id say the former, since im having extreme difficulties with vagueness

narrow vault
late mica
#

so im currently trying to get a CSA mod to convert to SpaceCore and at the point that i am at in the guide, its telling me to run the main.py file and it'll spit out an output folder (after i put the CSA mod into the converter file and rename it to input) however, when i do run the main.py file from the file itself it flashes up on the screen and does nothing at all

#

ive tried inputting the run command on both git, Python, and PowerShell (windows user) and its telling me that im doing it wrong

narrow vault
iron ridge
#

do you mean cpa

#

also jsut use sdvconvertergui2

late mica
#

^ ill do that, thank you vm

#

and yeah, sorry, dyslexic

late mica
narrow vault
tardy adder
#

Hewo, I just want to make sure I am not mixing this up... Am I understanding this correct?

$d joja#joja in business part|joja not in business part
late mica
#

having a heck of a time getting my pc to take a ss sorry

fiery falcon
#

how do I use the fashion sense example pack, i'm sorry, I'm really dumb when it comes to coding

#

the website told me to download node idk how to do that

narrow vault
late mica
#

PS C:\Users----> /main.py
/main.py : The term '/main.py' is not recognized as the name of a cmdlet, function, script file, or operable program.
Check the spelling of the name, or if a path was included, verify that the path is correct and try again.
At line:1 char:1

  • /main.py
  •   + CategoryInfo          : ObjectNotFound: (/main.py:String) [], CommandNotFoundException
      + FullyQualifiedErrorId : CommandNotFoundException
#

now i could just be stupid

narrow vault
#

ah, that explains it, you need to run it as a python program, as it is not a standalone executable, usually the command will look something like python3 <path-to-main.py>

late mica
#

ooooh

#

thank you!

narrow vault
#

also if the python program is supposed to work with existing files and uses relative file paths make sure to put the program in the intended directory and cd into the intended directory (usually the latter is the one that main.py is in)

#

btw, anyone know how to edit the tile properties of specific tiles? i want to add a custom property to specific tiles only

iron ridge
#

the big download button on node's site I linked earlier

fiery falcon
#

wait gimme a sec

#

I was sketching

#

sorry last time I was tasked to code a calculator and I had a mental breakdown

#

are all hair.json file the same?

fiery falcon
iron ridge
iron ridge
fiery falcon
#

this one

fiery falcon
#

how what?

brittle ledge
#

There are also a number of ESL folk doing EN mods that often want a native speaker's help, too.

iron ridge
# fiery falcon how what?

well given you opened the REPL, use it
if you didn't mean to open the REPL, then run whatever you meant to

narrow vault
#

i am trying to make certain tiles buildable/diggable on a custom farm map and other not buildable/diggable, how can i do this with tiled?

fiery falcon
#

what's a unique id in manifest.json file?

brittle pasture
#

the unique identifier for your mod. Put something like yourusername.yourmodname there

fiery falcon
#

okay got it

royal stump
fiery falcon
#

is this right? currently wrote this on notes

#

I wanna figure out the coding before starting thye pixel art

narrow vault
#

ok, found out how to remove the default diggable/buildable/etc properties, now i just need to know where/how to add my own on the map

royal stump
#

it just needs to be a TileData property on the Back layer, so afaik, you can copy an existing TileData and move/edit it, or create new ones with the "Insert Rectangle" option on the upper bar

narrow vault
#

oh, so those work for that too, good to know

#

btw, do they all need to have the name "TileData" or can i leave the name empty?

royal stump
#

the wiki says to name it that, so I imagine Stardew only looks at them if they have that name

#

(I don't see the game's code ever looking at the name, though, so it might just be matching SDV's convention)

uncut viper
swift vessel
narrow vault
#

anybody know what the BrookSounds property is? (taken from the map properties of the new farm)

lucid iron
#

It plays water sounds at those spots

narrow vault
#

thx

lucid iron
#

I think wiki has this one

iron ridge
#

it does [[Modding:Maps]]

forest moat
#

Hey friends, sorry I dropped off the face of the earth. I burned myself out super bad trying to get my last mod published and now I'm struggling with irl stuff. I wanted to know if anyone would consider updating my 2 mods to the new version of SDV (and the upcoming AIO build of Wildflour) in exchange for some monetary compensation lol?

drowsy pewter
#

can you remind me what two mods those are? Most content mods dont need anything beyond maybe tiny tweaks

forest moat
#

Honey Creek Farm and Culinary Delight

drowsy pewter
#

off the top of my head i think the only thing would be updating the item ids for WAG

forest moat
#

I already fixed one issue with HC thanks to Aba's help, but I don't know if now things need doing. And yeah CD needs all those done, plus the Oil tag is borked. I am sick atm so using my laptop is difficult.

brittle ledge
#

Yeah, the vanilla game version probably doesn't have anything you need to update for. Could ask someone like Logo or Avi to test it in 1.6.14?

forest moat
#

Well that's a relief, I have been super anxious because I just haven't been able to make any updates. I don't want people to lose their playthrough or anything

drowsy pewter
#

Oh not at all, if you just need more time I'm sure it wont be a big deal

forest moat
#

That makes me feel better. I don't know when I'll be able to get to them, though. I have several markets irl and then the holidays, and then I'm moving house finally (hopefully). But I'll do my best to not worry in the meantime

lament shell
#

hello! trying to get better at condensing parts of stuff, curious if when loading assets for furniture, is there a way to load it all in one without having to repeat this over n over for each piece?

brittle pasture
#

I'm playing with CD in my current 1.6.14 save and everything is fine so far. I do use Cornucopoa ingredients though, and yeah if you use WAG item ids those need updating
I can look into doing that some hours from now

drowsy pewter
lament shell
#

ooh alright i see! thank you so much :o)!!!! ratboingboing

brittle ledge
#

You can also load a single combined asset sheet and point it at the index, though I don't know the exact syntax.

knotty phoenix
#

Is there a way I can make a custom item to make an NPC a roommate- like the one you give Krobus- that will only work on that NPC, and prevent that NPC from also being roommate proposable with the item for Krobus?

brittle ledge
#

Yes, just make a custom item and have the roommate-ness be tied to that. Juna does that, as an example.

#

Other roommateable NPCs will not be able to roommate with your items by default.

drowsy pewter
#

The idea of roommate proposals was the best thing to ever be added to the game

#

It's just cute

narrow vault
#

krobus roomate > marrying someone

hard fern
#

I gotta rifle through jumin's files

#

..OMG

#

No

#

😭

#

*juna

#

....

#

Excuse that typo~

#

I want to see how the roommate stuff was done

drowsy pewter
#

from what i remember all they need is an item name with a context tag corresponding to the npc name

#

(use the shadow pendant as the example)

hard fern
#
      "propose_roommate_krobus"```
#

ah so this part?

drowsy pewter
#

im pretty sure from what i remember

narrow vault
#

ok, my first self created custom farm from scratch is finished, only got a small issue:
the tiles from the path layer seem to have gotten mixed up, and i now see the red placeholder icons everywhere xD

#

nvm, i did a stupid, i accidentally placed everything that was meant to go in the paths layer into the buildings layer

#

that one's on me

#

ok, now i got it in the paths layer, but for some reason none of the debris spawned, did i do an obvious mistake that's easy to fix?

ornate trellis
#

you got the coding part too?

narrow vault
#

do you mean the manifest and content.json? if so yes, if not i don't know what coding part you mean (it's supposed to be a CP farm, constructed it with another modded cp farm as reference)

ornate trellis
#

hm, no I actually meant as in when you define the location where you also define what fishes can becaughed in the water on the farm n stuff(but i only did new locations so far, not farms so idk man)

finite meadow
#

Hello! good afternoon. Any idea why cabins won't appear in custom farm map? Already used path nearby cabins tile and added paths layer custom property ''order'' but still not showing up ingame

ornate trellis
#

looking at another farm map now seems like thers none, weird

narrow vault
#

wait a second, i got an idea, lemme test something

ornate trellis
#

you do have Outdoors T tho, right

narrow vault
#

yes

#

i copied over most of the properties

#

but yk how i accidentally put all paths layer stuff in buildings layer first?
after fixing that, i loaded the save that was created with it in buildings layer, so i might have to create a new save for the debris to actually spawn as debris

ornate trellis
#

ohh yeah!

#

i keep forgetting that

#

happened to me when i tried testing my added grass spots on an existing testsave for my new map lol

narrow vault
#

it's always the stupidest mistakes that take the longest to find

ornate trellis
#

true

#

lowkey wanna try my hand on making a farm again, curse you scope creep

narrow vault
#

i give to you:
smol farm
a very small farm, only a 5x5 area for crops and barely enough space for one farm building (altho it still can fit any of the shed/coop/barn, it's just that you only got space for one of them, and some extra space for a silo, so technically you can do everything on there)

#

that leftmost pink tree needs some fixing with the bush tho

ornate trellis
#

ohh i like how its not just one big flat place but has lil nooks

narrow vault
#

holy hell all of the trees and bushes on the sides need fixing, i made a total mess xD

#

this might be my new favourite abomination

ornate trellis
#

one with the foliage

lament shell
brittle pasture
#

that one is still using Mods\\Black_Bear\\Furniture

tender bloom
#

!rtf

ocean sailBOT
#

Reset Terrain Features (https://smapi.io/mods/#Reset_Terrain_Features) is a mod that lets you reset, clear, or generate everything that spawns on a map using an in-game menu. That's especially useful when changing maps mid-save, as the debris will otherwise use the old layout (causing things like trees in the water or bushes blocking exits).

lament shell
#

where would i load it? does each one need a separate one then? im trying to wrap my head around it

brittle pasture
#

your furniture entry is referencing Mods\\Black_Bear\\Furniture, which is the old asset you were using before

#

switch it to slumberwood.webkinz\\Black_Bear

#

aka what you loaded

#

Using an png file has two steps:

  1. Load it into an asset name
  2. Use that asset in the data
    the asset name in both steps must match
#

(you also need to load the rest of the assets aside from Black Bear, but we will get to that. right now make sure the Black Bear furniture item loads correctly)

lament shell
#

OHH okay i see now!!!! thank you lots for the explanation, that makes a lot more sense to me now! the rest of the assets will need to be changed the exact same of course, just the same process right?

#

it did fix the asset problem ingame!

narrow vault
#

damnit, setting tile properties as tiledata on the appropriate object layer doesn't work, anyone got any idea how i can set the tile properties on individual tiles on the map?
talking about these ones from the wiki

drowsy pewter
finite meadow
#

x:

finite meadow
#

x: halp what am I doing wrong

ornate trellis
#

you didnt name it tiledata

finite meadow
#

tiledata ?

ornate trellis
#

any of those tiles you gotta name that

finite meadow
#

ooooooooh

narrow vault
finite meadow
#

worked perfectly haha 😄

#

learning everyday

ornate trellis
#

mood

ornate trellis
frosty hull
#

Hi, i have question about XNB pack
how can i write code convert file .json & png into XNB file?

ornate trellis
#

we do not do xnb modding anymore

narrow vault
ornate trellis
#

those are for the layer

#

diggable and water i believe is directly on the tilesheet tho

narrow vault
ornate trellis
#

not too sure. might need FTM for that

narrow vault
#

specifically i have a decorative barrel i want to have the water property so the player can refill the watering can there, only a 5x5 area diggable, and 2 buildable areas

ornate trellis
#

hmm

narrow vault
#

imma test a couple things to see if i can figure it out

rancid temple
ornate trellis
#

yeah im not too sure about that. didnt think bout adding anything like that to my maps so far

royal stump
#

(just for reference, FTM can't edit maps directly, it's for spawning objects/monsters)

ornate trellis
#

good to know, never used it myself, was just guessing as it kept being mentioned as "something that can do more stuff that CP with farming stuff" or w/e 🤔

#

gestures yanno

rancid temple
#

If you don't want to add the properties directly to the tileset, you would make a data object with the properties on it for the appropriate tiles (Back/Buildings) depending on what properties you're using, there has to be a tile on that tile layer and the data object has to be named TileData

narrow vault
ornate trellis
#

looks at that simple forest-y farm map that i started No, no...I have enough to do...

rancid temple
#

(unless...)

ornate trellis
rancid temple
#

Greenhouse has TileData with WaterSource on it, so could use that as an example for how it's done

ornate trellis
#

i have two previous tries but i fucked up the uhh map properties so my third try was starting simple with keeping the warps in the same spots SBVLmaoDog at least I could continue that map

rancid temple
#

Seems weird to me that WaterSource is a Back data, dunno if I've ever seen a spot you could collect water be one you would want to walk on lol

narrow vault
#

from what i've seen on the base game maps

rancid temple
#

Yeah, I guess it's probably so you can make a shore a water source but also so you can still fish from it

#

Since I believe Buildings layers interfere with fishing

#

Though, I guess Water must pull double duty as a source

narrow vault
#

also i finally figured out the problem with mine:
it has to be specifically a rectangle object, not another type that is effectively also a tile snapped rectangle that is very clear which tiles it covers and which not

rancid temple
#

Oh yeah, only rectangles allowed, snapped to the right location, but you can make them bigger than a single square and they'll get broken up into individual squares when loaded

ornate trellis
#

if you hold CTRL down while placing the reactangle it will snapp automatically to the grid btw

#

saved my ass multiple times

rancid temple
#

I don't know how you get it to unsnap lmao

narrow vault
#

i had everything grid snappec before, i just didn't have it classified as a rectangle despite it being a rectangle

rancid temple
#

All my shit is snapped to grid and always has been

ornate trellis
#

mines the opposide and idk why I jsut isntalled tiled and thats it

rancid temple
ornate trellis
#

O:

rancid temple
#

I know why mine is, because I followed this when I first set it up

ornate trellis
rancid temple
#

I can't believe you've been dealing with unsnapped this entire time SDVpuffersweats

ornate trellis
#

curse my tiled being german not knowing which one is snap to grid

rancid temple
#

Do you read German?

ornate trellis
#

I am German

#

so windows auto sets rpograms to german for me lol

#

like, on install

narrow vault
# rancid temple Do you read German?

i'm german as well, and lemme tell you, there's a reason i have everything set to english, cause the german translations sometimes make absolutely zero sense

ornate trellis
rancid temple
#

There's a Language dropdown in Tiled settings

#

I'm guessing the positions of tabs and stuff might be the same

ornate trellis
#

oh sweet

#

makes future questions easier to handle when asking in here when i dont get something to work

#

idk why snap to grid is called magnetisches raster...

rancid temple
#

Sounds like a literal translation lol

narrow vault
#

alright, my smol farm is ready for the nexus, time for upload

rancid temple
#

Hm, well at least I don't have to add this to the wiki, just gotta keep it in mind if anyone has issues with getting TileData to work

#

Though I guess this is a little wrong in that it says you can only put it on one tile

#

Maybe it didn't used to work or something, not sure in that regard

fiery falcon
#

how do I test a mod if it works?

brittle pasture
#

uh just start a save with it?

lucid iron
#

You made sure the json is correct yea?

fiery falcon
lucid iron
#

!vscodejsonc

#

!vscjsonc

ocean sailBOT
#
How to make VSCode not scream at json comments

In Visual Studio Code, go to File -> Preferences -> Settings, then search for "associations", and in the "Associations" setting, click the Add Item button to add an item with key *.json and value jsonc (see image).
If you are making a content pack for Content Patcher, you should consider using its json schema so that VSCode can tell you if your patches are valid, you simply have to add

"$schema": "https://smapi.io/schemas/content-patcher.json"

at the start of your content.json file.

lucid iron
#

I am not sure if fashion sense has a schema

#

But yeah it's good to check syntax is all correct

fiery falcon
#

how do I use that?

narrow vault
#

btw, do i have to set smapi as requirement for the mod if content patcher is set as requirement? does a cp farm map mod even need smapi?

rancid temple
#

CP requires SMAPI so you would have to have SMAPI installed yes

#

That said, I think it's mostly just a convention/covenience thing to put SMAPI required because I don't even know of anyone making mods outside of SMAPI

drowsy pewter
#

most people dpnt require smapi on the nexus page

narrow vault
#

from what i've seen most do set smapi as requirement

rancid temple
#

Oh lmao, I always do, I feel like I usually see it too

drowsy pewter
#

oh well

#

doesnt matter anyways

lucid iron
rancid temple
#

If they don't have SMAPI installed, they won't have a Mods folder to put it into, and if they make one it won't do anything because the game doesn't load mods itself lol

lucid iron
#

I always require it too

#

Theoretically I could post a xnb mod that doesn't need smapi

#

I wouldn't but u know

rancid temple
#

Oh that's true, the accursed xnb mods don't need SMAPI

#

Though you can use CP to patch xnb's in lmao

lucid iron
#

Well, that actually not that bad right

#

No different than Load of anything else

rancid temple
#

I mean, I think it's less bad than just using an xnb mod, but still probably a compat nightmare

lucid iron
#

Yeah well if u just Load over springobjects then u might as well be making xnb mod

rancid temple
#

If you set super early Priority then it could maybe be less bad

#

Then everyone else should just patch over any patching back to default you'd be doing

ornate trellis
#

i never put smapi as a req because its kinda a giving since you wanna mod the game

fiery falcon
#

well I definitely did something

lucid iron
#

Haired

rancid temple
#

I would agree, but mod stats doesn't

fiery falcon
#

maybe coding is not my calling

rancid temple
#

Looks like your source image is way too big

#

I don't think FS has any HD image handling

ornate trellis
#

it does but idk how it works

rancid temple
#

I am no artist and so I have had no entry point for getting into working with FS

fiery falcon
#

is it too big?

ornate trellis
rancid temple
#

Hm, guessing some combo of the HairSize and Scale fields

fiery falcon
lucid iron
#

This preview image sure is an image

brittle pasture
#

FS definitely supports high res stuff, what's your JSON like

rancid temple
swift vessel
#

heyyy quick q... i forgot to disable the Children toggle when starting my file, i dont want the crib or the wallpaper Or to have a kid's...

  • if i use a save file editor, can i just turn it off somehow without destroying the game?
  • which up-to-date mods do you guys know of that let me Eliminate Decor and Baby?

i found a mod to reduce the baby chance to 0%, so elliot won't ask me. but i am seething that the room is ugly and i cant decorate it,

lucid iron
#

Are there high res body for fs to use with high res clothes

fiery falcon
#

I did not know scaling was involved

brittle pasture
#

you need to edit it some more to change the scaling yeah

#

but otherwise your hair is loading!

lucid iron
#

!gameplayquestion

ocean sailBOT
#

Hi! This is a support channel for issues such as game errors, missing saves, games not launching, and so on. Your question seems to be more gameplay focused, and as such would be better suited for:

swift vessel
#

i love this option but.

lucid iron
#

Use the renovation menu to remove it

#

From Robin's

rancid temple
#

Lol, that command isn't quite right for this channel either

swift vessel
#

oh ok

#

oHHHH

#

THANKS

lucid iron
#

But yes you are lost pls go to gameplay channel

jaunty fossil
fiery falcon
#

how do I scale idk how this works

jaunty fossil
ivory plume
#

(I love the automatic custom validation we can get now that we moved the mod compatibility list to GitHub.)

brave fable
#

community kitchen is compatible? wow, i didn't even look at that one for 1.6 since i figured it'd be broken beyond recognition

ivory plume
#

Nope, it's broken unfortunately; it depends on Custom Community Centre and Custom Music which are both broken.

brave fable
#

well, the good news is i was right, at least

calm nebula
#

Has Pathos put out stats yet or am I still too early

ivory plume
#

You're about two weeks early. (Though it does feel like months since 1.6.9 released.)

silver pelican
#

how do you make the cars move? like the ones in Zuzu pringlemanhmm

narrow vault
calm nebula
#

... that's a no then I assume

#

Anything helpful I could do?

lucid iron
#

can u add convo topics via vanilla mail

ivory plume
#

Currently I'm working on setting up the mod compatibility repo and updating the mod compatibility list for 1.6.9. Once that's done, volunteers would be welcome to help review pull requests to update it.

(A lot of the potential issues will be automatically detected by the PR validation scripts, so it's mainly just checking that the change appears to be correct and follows the guidelines.)

uncut viper
lucid iron
#

yay ok

lucid iron
#

tbh i only ask here cus wiki die rn

calm nebula
rancid temple
#

Got it to load lmao

fiery falcon
#

bruh trying to figure out this scaling thing is hard omg

hard fern
#

how is it hard?

#

what part are you struggling with

fiery falcon
#

I feel like it's this part but I'm not sure

hard fern
#

scale: 1?

fiery falcon
#

idk okay, I never understood coding

#

it's said that that fs has a default value of 4 so I turned it into 1 since I used a 32x32 sprite

half tangle
#

Is there any info about why the wiki is giving a 503? It was doing it yesterday and I was kinda hoping it'd be working today or that someone would know more about it

hard fern
#

uhh

#

wiki is fine

#

might be a you problem

uncut viper
#

wiki is not fine for everyone

hard fern
#

🤔 did something happen?

uncut viper
#

thats what cam is asking

hard fern
#

oh

#

hmm

#

it seems certain pages arent working for whatever reason

lucid iron
#

yea iono

#

i can ping it but i cant get into page

hard fern
#

then maybe a server issue

half tangle
#

yeah, that's why I asked if there was info that just hadn't been announced or something

lucid iron
#

oh its back nice

rancid temple
#

It's just been overloaded for a few days

#

It's to be expected when updates drop for a game

hard fern
#

so too many people accessing the wiki at once?

half tangle
#

maybe a bit heavy with all the console players

#

yeah, the page I wanted finally loaded after a number of tries

hard fern
#

in that case i guess you just gotta give it a second or two ...

lucid iron
#

do u think people would want to have config to make a greenhouse not a greenhouse...

#

and give it certain seasons

hard fern
#

🤔

narrow vault
#

i think that could be interesting if the seasons in the greenhouse are different from the outside farm, maybe a reversal, so summer-winter and spring-fall

lucid iron
#

australia greenhouse bolbpopcornhat

#

i got no intentions of that sort though, it's merely for aesthetics

tender bloom
#

Server issues with the wiki never really get announced

#

They just sort of happen

half tangle
#

this reminds me of conversation about compat between vmv and ui info suite dealing with off season seasonal produce... that sounds like a funny mess

hard fern
#

is this supposed to be an artifact trove on the cover of the book

lucid iron
#

i dunno i alwaysthought its a heart

hard fern
#

cuz i fr thought it was a golden apple 😭

rancid temple
#

Looks kind of like cheese

lucid iron
#

maybe its a gold ore

#

at these scales it's ✨ imagination ✨

half tangle
#

maybe it's one of the artifacts that was stolen before we arrived to the valley

royal stump
#

squints a gold duck from an isometric pov, looking down and right

rancid temple
#

It's the Treasure Appraisal Guide, so I guess it's supposed to be an artifact of some kind, but it looks like yellow blob

uncut viper
#

i always thought it was an artifact trove

calm nebula
#

Hilariously, in Canada, the bases that aren't in service say "sorry"

lucid iron
#

thats 2 votes for artifact trove then

narrow vault
lucid iron
brittle pasture
#

the top right gold "edge" definitely gives the impression it's meant to be an edged object

#

though not sure what's the depress in the middle meant

lucid iron
#

i think if it was trove tho

#

it could use a few pixels for the gems

uncut viper
#

"a few pixels" is 30% of the available width

rancid temple
#

Yeah, being 8 pixels wide doesn't leave a lot of space for detail lmao

hard fern
#

not if i can help it

tender bloom
#

I always thought golden apple too

#

but that looks way more like a trove