#making-mods-general
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jus the ones in the other folders
which cant be used as tilesheets anyway
that said i believe the stuff in those tilesheets is all accounted for in other sheets? i think? im not sure
Well, some of the map ones were 64x64 instead of 16x16 lol
And yeah, they probably have equivalent tiles on the main sheets
i mean if theyve been there since 1.0 and presumably before 1.0 id assume they were safe by this point too to be honest
Yeah, they probably should have gotten chopped way sooner
Runway to ending updates I guess
AHHHHHHHHHHHHHHHHH it worksss
:SOB:
gdi it was just the tilesheet
thnnk you ๐ญ i thought i was gonna mald again lol
proving once again that i really dont get maps bc idk why thats the error you get for a missing tilesheet entirely
Yeah, I thought there was an error specifically for missing tilesheets
Ah, that's only for when you're replacing vanilla maps and only for the expected tilesheets
feels like the kind of thing where it should say "hey we cant find that png lol" not "hey we looked at the nonexistent png and couldnt find tile #2148 sorry"
Yeah the problem is more like it just accepts that you meant to load a png with no tiles on it and then screws up every GID after that
shoutout to all the people loading 0x0 tilesheets out there, this soft failure is for you
So if it was the last tileset you ever put on a map, it would only cause an issue of those tiles just not being on your map lol
Anyone have the patience to tell me in a short but easy to understand manner, what each files' purpose is?
the first one is just a neat and clean way to tell the mod which properties should have the config.json file when generated by SMAPI.
the second one I am not sure, but seems like it's telling the mod to generate three blocks/files of config.json with that properties. Never saw it like that.
The third one is the project file. It tells VS how and what it needs to consider when compiling and generating a release version of the mod.
I see. Thank you. I've seen the config menu of the mod and it makes sense now why it looks like that and it's because of the 1st and 2nd pictures.
on .cs files, the important thing to notice is the namespace.
everything under the same namespace could be in the same file. They are just in different ones for clean coding, but the compiler will take them together at the end.
So if these first 2 files are non-existent, there wouldn't be a config menu for the mod?
I see, just to set things in order then.
Basically, yeap. but would also cause errors since probably these properties are used in the main code
Yep. Thanks!
as an example, if these files goes non existant, anything that goes like Mine.StoneChanceMultiplier will lose its definition on the main code. so would need to be substituted for it to compile.
I need to find a way to make the main code set the values to a permanent setting and I don't need any config menu besides turning it on or off.
To be honest, idk how to start
but yeah, without a class named ModConfig, the Smapi will not generate any config.json
But understanding what the files do is a good jump start
Thank you
For this one, is the float value at the end of the line the set default value?
on the ModEntry.cs, look for something like config = helper.ReadConfig<ModConfig>(this.ModManifest). This is usually the way to get the mod to read what is in the config.json and load the values to the properties
exactly
calls for the loaded properties may look like config.Mine.StoneChanceMultiplier
learning C# for less than 2 months, I am yet surprised how much heavy lifting it does by itself in comparison to python, ever needing more knowledge of the coding internals than python
it is a strange but neat mix of high to mid coding level
And here I am, a newbie fumbling around ๐
don't worry. if you have any previous coding experience, you will get it fast.
if you don't have, it is a nice language to start with
most of the heavy lifting is done by the compiler and the SMAPI. modding is also a nice way to get true coding skills.
'high level' in coding means 'lots of the heavy lifiting is already done by the machine, so you mainly need to focus on the logic'
Say, after I'm done working on it, how do I compile it in a way that it can now be usable as a mod?
Or what's the process before doing any of this?
I have VS 2022
is there any particular reason you're editing the mod the way you do?
Hello Shockah
hey
and .NET 6. SDK?
and already patched the SDK to the VS so you can compile using it?
if yes, you just need to open the project on VS, check for errors, install the nuget packages it asks for, and compile.
for reference, you will need the stardew nuget and newsofts.json
Well, firstly, I'm trying to learn a bit on how to use C#. Your mod page on Nexus has it's source code link and monster spawn chances are an interesting thing to play with and so I decided to start with this one.
Lemme check
Is that okay?
Oh yeah I already do
This one, I'm not sure
If it's here on the steps here, then I already did
If not, then probably not
well, so try to open the project on the VS and see if it explodes
yeap, it is there 
if you can create a new bib class to compile with .net 6, you are fine to go
it's all good. i'd just like to ask you not to release the mod on NexusMods if what it does is essentially what my mod does, using its code even. unless my mod is somehow broken lol, then carry on
I should had pinged Shocka when this started, but I am more concerned in giving the bomb instructions than why someone needs them
ngl I am a bit overwhelmed
I'm new to VS even
Just learning the UI is something already
if you downloaded the mod from github on a zip and extracted it, there is a .proj file among it's files
this is the file you would need to open for VS to get what it needs
On that note, no, your mod is not broken at all. And I have read your conditions on when someone can release an update of your mod.
And no, I am not skilled enough to fix your mod if it breaks. ๐
you can also open the .slx, but it is just the solution one, without all the dependencies. so you would need to install them manually. what is not hard too
I'll check that out
the .proj tells VS everything it needs.
the .slx just tells the VS which files are part of the solution.
for simple reference
I also like to create a new project with new library class to put a new name on it, close it, and so copy-paste all the .cs files on the new project folder.
Uhm, I'm probably doing something wrong and I cannot find it.
Give me a minute
how you did the alterations in first place?
I open the .csproj file, right?
yeap
you extracted the files? or opened from the zip?
Btw, you don't need to help me all the way through. I really do appreciate the help but you don't need to walk me step by step as you possibly have other things you might wanna do instead ๐
if second, extract the files. if the first, probably it is searching for something that has a different path
you didn't do anything wrong. it usually happens when opening a code in a different environment
I will recheck the project file you sent the print earlier
I extracted the zip file and it seems okay now
ok, nice
also don't worry too much, if someone is hand-holding you its typically a nice/friendly gesture. You don't really get that a lot otherwise
So I make a new Library Class and then copy paste all the .cs files?
I had it once when opening LoC code, because my starcore path and Blueberry ones were different
Yes I know, that's why I am so thankful
you don't need to. you can alter the files directly if you get to open the project file nicely
but if you want to give it another name on the mods, you can. Just be aware that VS will call for changing the namespaces too for standardization
Copy
I am bored and I like to help 
For the record, do you have to use VS2022? or can you use like VSC
you can use VSC. it is in the modding tutorial too
I haven't begun my modding journey yet but I am so much more familiar with VSC in general
Perfect
VS 2022 is the microsoft one for windows, what I kinda hinted what they were using because some windows hints
VSC works on linux also
if you refer to the link I sent earlier it has a nice tutorial to set it, the choosen ide included
Let me have a quick look
I got a bit confused because the IDE tutorial is for VS 2020 or earlier, so the .NET patch was a bit different. Hopefully VSC didn't make changes like that
Yeah, when I tried it with VS I didn't even have the option to create the empty class library
it just kinda threw me in
Does anyone know if there is a mod that divides the rooms of the farmhouse by maps?
#modded-stardew would be the better place to ask
@blissful saddle You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!
I don't remember seeing a mod doing that unfortunately (and I've literally seen them all-)
yay!
So, what I tried to do:
I removed the code related to the stone, gem, and item multipliers
I retained the code for monster chance and monster musk chance
I changed the namespace for the three .cs files
What else do I need to do before it works?
if you created a new project, install the nugets
the original project also makes reference to Kokoro. not sure what it is. maybe a core mode from Shockah.
Hmm, how do I do that?
Yep it is a core mod
on the top menu > tools > nuget manager
go for the search, type Stardew. it is usually the first one that shows up. select your project, on the right side and click install bellow
repeat for newtonsoft.json
and if your project is not giving errors or warning related to it, it's good. else, you will need to edit the project file to include Kokoro, like the original one
if no errors rise, click to compile and hope for the best
the nuget instalation is also pointed at the simple mod tutorial
if you set the SMAPI nuget right and it compiles, it will put a working version straight at your mod folder and start SMAPI by itself
No errors after I replaced the name
oh yeah. you will need to make the manifest.json
Should it auto-launch SMAPI?
Yes. Done ๐๐ผ
yeap. it places a working compiled form of the mod in the mods folder with the new name you gave it
if you go to your VS repo folder (usually in user\source) > (your mod name) > bin, there is also a zip with the name of your mod. it is a zipped release version
it being compiled doesn't mean it will work, so the Stardew nuget launches SMAPI as a last check so you can see if it runs or if SMAPI raises errors
SMAPI didn't raise any errors
nice
strange. check your mods folder
close the game. go to VS and click the play button at the tool bar
I'll check the repo folder
if you created a new project with a new name and put the right name in the manifest, it should had generated a new folder in mods with the mod's name
even if the name in the manifest were wrong, it would just make SMAPI show the wrong name in the console, but the folder would have the new name...
anyway, I would refer you to the basic mod tutorial. once you make it work, everything should work fine from now on
https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started
The files were saved in the wrong folder
The compiler was compiling nothing lol
So the files are in the right place now
This probably wouldn't have happened if I edited it in the unzipped files from Github
Lemme try that
Thank you!
Oh shockah mods have a shared lib
You should probably just start from tutorial so you don't have to deal with other ppl's penicular setups
you will also need to enable harmony at the project file. check for the original one
Do you have a particular mod idea you wanna do?
and yeah, if mod has a master/shared lib, ugh...
I know that having most of your often used tools on a shared lib free you from more weight lifting, but I can't agree with it on mod environment.
Are you asking me?
Yeah
Yes!
I simply want to learn to set monster spawn chance to a set value.
Hm like having more kinds of monster musk?
Not exactly monster musk
i'm fine with libraries or their equivalent in the modding space but i don't care for the "personcore" design pattern that has emerged
Hmmm
It's more like I want to set monster spawn chance in the mines to 2x the original value
But not related to any effects on the player
have you decompiled your game yet?
it is good to prevent anyone to just release mild modified version of one of your mods though
but makes unofficial updates so much harder to do...
So true
This is also very true
broadly speaking, i don't care if anyone does this (to my mods specifically). all my mods are MIT licensed
Well in those case just โ๏ธ the bits in core mod u need
But shockah mods r working so this ain't the situation 
maybe studying Shocka mod, understanding how it does what it does, and making a mod from scratch would be better
I think u would have easier time if u look at what monster musk does in vanilla
And how u might apply that all the time
Yes, that is my end-goal. But seems pretty far for now, but I'll eventually get there.
check your decompile and work out what it is you actually need to change. then figure out how to execute that
That's why I'm aiming to learn and understand and not just copy stuff
believe me, it is easier and cleaner than ground down a bigger mod...
To get an idea
Hmm, interesting
I'll try that one
u don't have to ping me if I am still in the convo
Oh sorry, reply pings were turned on
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
Anyways, thank you for the help, especially you @blissful saddle . I learned a lot today.
But that's it for now. I'll take a rest and will continue next time.
Yes thank you. I have the decompiled files already.
as in people developing their own like proprietary libs for their own mods that make it easier for them to dev new things for themselves but barely make any decent documentation so people can use their lib?
more like 'you need to update 2 entire projects to make one work'
i frown on proprietary in general (PSA: please share the things you figure out with the modding community), but what i actually dislike is how the mods become big utility buckets with too many jobs
Honestly after seeing the new updates I do think CP really is the only thing you really need nowadays
unless you're doing like complete overhaul-esque mods that require a bunch of other stuff like SVE does
my principle is that 'Mod' is short for two things in one: Modification and Module
i have a C# component for my NPC, because she does a bunch of nonstandard stuff, but it's part of the zip and isn't a separate framework
Oh so you've built it in so people don't have to add more than they actually need
I guess having it all compiled in with your mod makes things much easier and standalone
but frameworks and all that do help in the heavy lifting for lesser skilled devs
i did also make a framework, which is separate and is an optional dependency, but that framework does one job and i wanted others to be able to use it too
I think frameworks that serve to let content mods get access to C# stuff is worthwhile
My issue is not really being able to find decent tutorials around other than wiki/docs
like I'd absolutely love to watch videos on youtube of people developing mods that aren't just replacing the portrait of an NPC
And there r case where it's better if only 1 mod has to deal with the feature
Abigail mod but with pink hair #20593823432
Like just using spacecore's save serializer instead of rolling your own
I suppose those typically are people's first projects when getting started
Or if it's something rly complex like stardewui which completely change how making ui works
Yeah I get that
stardewui is a great example of a framework with one job (a trait which i think is good and desirable)
Modular 
I think the venn diagram of people who have time to edit youtube videos and people who have time to build large mods are typically two different circles hahaha
Modular is better imo
(with a couple exceptions)
Oh absolutely don't get me wrong
Yeah, I'd love for us to be able to make those too
the CP documentation is very neatly done too
I don't know. I like to read more than watching some videos
not saying that videos would not be good.
I don't know what I want to say at all...
No I get it hahaha
You can't copy paste out of a vid tho
I like people visually showing it off and talking about it. Docs are useful but hard to follow for me
and not everyone that makes tutorial videos are good at teaching with a nice pace...
I may feel differently when I manage to find the time to try and get started
i love text documentation, since it's easy to scroll through and search for keywords and so on.
visual aids are helpful for talking about graphical elements, but for me a video would not likely be more helpful than putting some images (where necessary) in the mostly-text document
start small, like changing Abigail hair to pink
hahahaha
videos are not useful as reference, for me ("where did they say that part about...?")
I think adding a new crop or a new farm animal is pretty good for intro to CP
Are all the CP docs on the github tho?
I think a video is the most useful for people with very low computer familiarity to understand how things look/use programs/etc. After that, using a video would be inefficient considering theres like 2034054 different things you can do in CP
or is there a more in-depth sort of doc they have
Well, CP doc is very simple because CP only edits the game data files that already exist. Game data file docs are extensive on the wiki
You would end up touching most of cp features with a mod like that
the author guide on there is pretty exhaustive, but you might have to put two and two together from time to time
Yeah that's fair
Maybe I'll make a video on it during my gap year
tosses it on the pile with portrait drawing tutorial video
I would really LOVE this personally
this would be a nice tutorial to make
Feel free to remind me if you're still interested in a month or two!
oh 6480 you sweet summer child. trusting me with such a task? all right ;) (#6374902) (1mo | <t:1734791407>)
cause like don't get me wrong, I'd like to see a practical vid for things that are a little more than just changing a character's portrait or sprite sheet
Oh god
nooooooooooooooooo
You're locked in now

i've never seen marubot pull a reminder that deep out of a post lol
I'll be expecting you
that will be a wild reminder in one month
I do kind of what to make dev logs
But I think my dev process is too scattered brained it'd just be like
I hate code by me from 3 days ago time to yeet this
๐ค
Modpack (kinda) alert: https://www.nexusmods.com/stardewvalley/mods/29598
It doesn't really have any of my mods so not sure I can effectively report it, but thought I'd mention it for anyone who does have mods on there
i've thought dev logs might help force me to be more organized, but i doubt it
I suppose it would be more of a dev post mortem
I should have done X differently or I think Y was a good idea and worked great
How difficult would you say the coding part actually is?
I usually tidy my old code a lot because I use them as future reference
for like a small-scale mod for idk a new farm animal
"here's how i wrote several obviously-wrong versions of this earlier, before putting in this one that more or less works and deleting the bad ones"
or say even a new hairstyle
having to code in 4 different languages makes it to people...
I think it depends on your prior experience
that would be the fun part of a dev log: showing people how much absolute garbage does not make it into my commits
like i do a commit that ends up changing four lines but there's like a hundred aborted changes that no one ever sees
I don't want to speak to difficulty because we all have different backgrounds 
But this channel is here to help if u r lost
Yeah, that's always a fun part...
I suppose I am just trying to gauge things before-hand
yet, coding mods is a nice way to get a hold of more complex coding than just making a calculator and things like that
Hey, it's fun 
Clearly we just need a script to auto commit every minute so people can see most every step of the process
you are kind of participating in a collaborative project, so you will be in contact with lots of different coding approaches when modding
See, that doesn't grab my process at all
Which is to spend two days thinking and then write the code in an hour
if you have any coding experience, it may be easy to start. if you have none, is a nice way to grab the fundamentals
500 commits of removing and rewriting code, cause even though its functional its not up to the dev's standards 
Yeah I tend to do that a lot...
You know what my goal will be
I mean I don't get a living for it yet... I just like to do it...
(Well, sometimes without the thinking part)
If I start making mods
Coding standards? What are those?
(/s)
looking for a job. and sorry for the ping
I will be the change I want to see. Male stardew player focused mods
and finally some good hair styles and clothing

if I can't find any, I'll make my own
Have you seen mushlune's on their kofi?
that's the spider bite that turns you into a modder. "there oughta be a mod that..."
I said it the other day, I was appauled at the lack of "male" focused aesthetic mods
But I have no problem finding 5000 witchy hats
Stardew can be a male game too ๐ญ
ok, nice to know that's what you meant
most 'male player stardew valley focused mods' are just making the female npcs more appealing
seeing male in scare quotes can give one pause
I got a little worried to what you meant at first
Well.. I'm trying my hardest to not step out of line with what I mean
cause I've seen a few reddit threads when I was looking up clothing/hair mods for males of people complaining in one way or another in response
yeah, I also avoided so far to talk straight what my mixed C#/CP mod is about because I am not sure it is permitted to talk about here
As long as it isn't nsfw you can talk about it here lol
but I also don't want to go to more +18 focused mods discord because I know what kind of place these are...
if you're not sure, then good choice to keep it mum
(rule 6 covers several topics in addition to NSFW)
Well if you want me to talk straight. What I'm implying is that while stardew appeals to anyone regardless of gender/sex/ethnicity etc the majority of mods are obviously very "feminine" focused. I was worried about talking straight because I don't want to be accused of not trying to be inclusive or being disrespectful to those communities. But as a straight male, there is very clearly a lack of solely male-based aesthetic mods and the good ones are either XNB mods (and old) or replace the existing hairs and shirts/pants
it's actually really simple when you're half comfortable with CP. I dont have programming experience but I'm experienced enough with CP to make something like that (a new farm animal) in an afternoon
I am just making a true diversity inclusive nudity mod... that's all
and so if I were to start modding that would be my drive, to offer those things
I am not talking more about
Yeah it's okay, I think we understood you. People in #modded-stardew talk a lot about the same issue as well
This reminds me of a new mod that adds event command removeClothes & restoreClothes (for the farmer) for mystery purposes
mystery? lol
and saying this I was worried that I'd be met with angry responses as if I should be happy with androgynous/female-presenting clothings and aesthetics. But I'm happy you guys understood what I meant
I think it would be very welcomed and appreciated
It did make me wonder if there r demand for additional event commands in general
"mistery" <Dr. Evil Meme here>
My knowledge of event is minimal
made me want to revive my shelved event commands mod. but i would have to figure out the stuff
I'm happy to hear people share the same sentiment!
sorry for the ping again. harder to take it out in phone
Oh sorry, if people prefer to have the @ removed in replies just lmk
typically keep it on
also probably not worth doing, since casey already got prototype yarn spinner working for stardew events and that's almost certainly more useful than whatever i would cook up
hey y'all, i have a question, should i use spacecore or FTM (or something entirely different) to spawn monsters into an event i'm making?
yes! please! we need a masculine fashion
For a cutscene event?
btw sorry for the stupid question i have not slept at all
You probably should not use monster AI at all and rather just use temporaryaactors right?
yeas i am aware of this
You summed up all of this with "masculine" ๐ I could've just said masculine and it would've been easier
I thought the yarn spinner thing is more like, alternate to the vanilla event script
Not additional thing u can do
I'm not great with words lol
however i'm being very stupid and i'm gonna do both
make it attainable by all genders and I will be very thankful
That's awesome. I would love to get to that point myself
i think you can mix them, since there's a command for like "run this yarn script".
but without knowing much about it, i just assume it has better capabilities and can do a better version of what i would have implemented
Blame pants
I think there is a huge femme/enby player/modder base, but also I think more people would do masc stuff if pants weren't such a pain.
I just find player base stuff annoying in general. Why do I have to draw the same thing from four angles /j
(i would have implemented some way to do threads/simultaneous processing. but when i checked it out in 1.5, i couldn't work around some of the limitations, so i shelved it)
Yeah and with you saying that I didn't want to potentially upset anyone with what I've said 
but I feel the sentiment on pants
haven't tried modding them but they already look and seem like they'd be a hassle just from trying to dye the base game ones lol
Yeah, you can mix them like that. And you can also run vanilla commands directly from the yarn script.
The thing stopping me is laziness - I need to make it where you can use your own mod's tokens in the script, which means lots of reflection ๐
Short hair has appeal to wide range of ppl tho
The biggest issue I believe is that with all the famee animations, it's like 100 sprites of pants
As opposed to skirts which can get away with as little as four
Yeah and the thing is, even if there were more "masc" aesthetic mods, those who wanted to have that look can easily download it. It's not like I'd get people to show me thier ID and prove they are "a real male" to download my mods 
Threads?
"threads"
Threading? In a stardew?
Bread
Also, for what it's worth, there is BeginSimulatenousCommand and EndSimulatenousCommand in vanilla
Breading?
The last time I did a masc farmer, I think I used the Digimon Survive pack and the Pride shirts, both of which are unisex and don't include pants
i know about those. they don't do what i had in mind, or even what it sounds like they do
Ah
I'm preloading all game assets on a different bread to make toast more efficient
If you preload all the game assets won't your toast have every crop type on it?
Might not taste great...
Make sure you use egg or it won't stick, 6480
Efficiency isnt always glamorous
what I meant is making the new clothes available to ingame female characters too, since some sprites, like pants, has different ones for female and male farmer
what would make your work like twice as would be just to make it for one gender
Tbh you probably don't need to make many pants sprites. Like how many pants types are there that arent covered by the defaults already
and cheese. don't forget the cheese
Maybe if you want high res pants
glances at the custom pants 1/4 done in one of my folders
To go with your high res eyes
P A I N
my pixeled eyes are good with pixeled pants for now
Tbh I've never done a masc farmer
I play the same farmer evry game cus there's only 1 vanilla hairstyle I like 
One day I'll fashion sense, maybe
You joke about this but
A real engine will
Tai drew me a hairstyle once based on my pfp which was very cute. I kinda want to implement it
I always make my non-conformable female farmer
I have a crush for strong female main-characters that doesn't fit in gender roles
Promises?
Man, all this customization talk is making me actually want to play the game again
It's too bad I've signed a contract to make several modding tutorial videos first ๐
update it, look at all the broken mods, and it may leave you alone again
Exactly ๐ญ

not even that. the idea was to add "thread" commands (let's call them foos) that create a separate command list, evaluated alongside the normal one but still on the main thread. each foo only blocks its own commands and doesn't care about any others, or the main list. main or any foo can "join" a foo, which blocks until it has finished executing (sort of like waitForAllStationary)
this would be so you could do things like "have lewis walk over here, play an animation, walk somewhere else, then warp away" and set that up to run on its own list so you wouldn't have to worry about timing it all out, interleaving it with your main commands, and dealing with dialogue boxes blocking on user input
right? but i couldn't hack it in 1.5 so i threw it away. maybe sometime
I do have an idea of how I would do something like that (it may involve subclassing Event.cs)
anyway yarn can probably do something equivalent or better
still has no idea what yarn is
i tried to do something with either an Event subclass or a different instance or something, but i don't remember super well. either something required me not to do that or i couldn't figure it out
as a result, Lacey has a warp queue command that lets an NPC warp away after they're done with their current movement, which is the minimum thing i needed from it for my purposes
You know, a promise system actually seems very straightforward
That said my flight is boarding
And I'm retired ๐
And wouldn't have a use for it myself so
Flight? More like useful coding time
I want to use the talk/gift spacecore function to add an 'ask about...' so farmer can ask npcs about where other npc's may be
hmm, maybe i'll look into it one of these days 
Yup! Brought my work laptop and not my personal laptop
I didn't look at the functionality yet. just thought the possibility when I saw it in the SpaceCore documentation.
It is frustrating and breaks immersion to look at an npc schedule instead of asking around
tbh, fs HD mods aren't that bad and I really appreciate them since mod authors are willing to take advantage of fs's functionality
It is a little strange to expect the farmer to know everyone's schedules right away, I think the only vanilla comment we really get about schedules is the exercise class and Lewis talking about folks sometimes gathering up at the saloon in the evenings.
And Harvey, who does actually tell you his clinic hours the first time you meet him IIRC
i think the actual expectation is that you won't know where people are, and either run around looking for them, or give up/don't find them today, oh well
Would it be better or worse if we got someone's itinerary as a secret note? LOL
I mean we already canonically get pages of Abby's diary
that's why I thought about making a mod that let's the farmer to ask around and get a response like 'I saw Abigail going to the mountains. She may be playing her flute now.'
of course it would be a very extensive and exhaustive to prepare dialogues to all situations, if npcs saw them or know where they may be or not...
It might make more sense to limit it to planned group outings?
I have a neat idea how to do it. but will end my current mod before doing it
For instance, Sam, Sebastian, or Abigail have a chance to fill you in that they will be at the saloon that night, etc
Sorry to ask again, I asked yesterday but my question has been buried now:
im making a custom Farmhouse. Ive checked the wiki, googled, checked out other farms and I cant figure out how to change the danged Bed start location from 9,8 . I've set the DefaultBedPosition Tile property on the back layer...and nada. Am I missing something?
yeah, for future group things may be a thing and makes more sense. But Caroline or Pierre by instance should know the normal wherrabouts of Abigail, or Jodi knows if Vicent is being tutored my Penny right now
Makes sense
you could ask Marnie at Pierre's about Leah and she answer something like 'I didn't saw her today, but I heard noise from her cabin on my way here. So she may be at home right now'
The default bed position doesn't work for the starter farmhouse, only for the two upgrades as far as I'm aware.
ahhhhhh. Ok. Thank you!
Yes, the starter bed is hardcoded
That said, it's not a good idea to change the shape/position/size of the starter farmhouse anyways (unless you're making it bigger) because otherwise it won't be compatible with custom farm furniture layouts
(and possibly the vanilla ones, which are hardcoded)
(unless you intend to replace all of the renovations with custom made versions of those renovations, changing the area your farmhouse interior occupies leads to tears later on)
Do so very cautiously
It can be done, just gotta be aware of where those land so you avoid the dreaded black boxes
Either way with custom farmhouses you'll have to rearrange the furniture after every update. and if you change the starter one then that's the first thing you have to do in the save
I suppose it's about your mod's goal too
With 1.6.9 you could make extra building that takes beds
My girlfriend likes really big areas to decorate. So just trying to design a bigger farmhouse for her haha
And PIF is also option
You can just slap more rooms in ur house without messing with the map
True. But then I dont get to teach myself all the silly details. and thats half the fun
Could build a custom 'shed' type building for her that can be decorated and multiple rooms ๐
A lot of farmhouse quirks aren't applicable to all maps tho
If you run into issues with the farmhouse option
Sheds got a lot of the bonuses to them in the latest updates
So it's probably good to make a pif room or a shed first to learn what normal maps do
It is also fully doable to make a custom farmhouse with all the renovations, it's a lot of work but I did it for mine
Farmhouse just becomes a mess with the renovation system, but it can definitely be worked around!
Your Cozy Nooks farmhouse is actually one of like 5 I use when i get stuck on something haha
I do quite like what you can do with the renovations, although I wish that some parts of it weren't hardcoded
Feel free to reach out if you have any questions!
A quick question regarding "asset" mods
Do people generally prefer bigger packs or smaller scale packs?
To elaborate further: Instead of offering smaller clothing packs, would it be preferred to have a "mega pack" of over like 30+?
I've found them to be very hit or miss
I think it mainly depends. I would love to have a mega fashion pack instead of one hundred smaller with individual items.
one can make a 'complete collection pack' and put the individual standalone versions in the option files in nexus though
That sounds valid honestly
So like lets say I make 10-30 of each individual piece of clothing I could bundle them all together as one mod or have them be individual pieces as optional downloads just incase
that's what you're suggesting?
I like megapacks for things that are just adding "stuff" but smaller mods for things like npcs and new locations
I think the general rule of thumb is "is someone who downloads x also likely to download y and z"
kinda. you can just make 10-30 individual CP mods and so put their folders in one megapack parent folder
Oh right that makes sense
and just zipping it up as a collection and giving that out as the full pack
mods works on path like Stardew directory\Mods\Megapack101\yourmodhere
yeap
Oh now you say it, it makes sense
I've seen a few mods have child folders and smapi still loads it fine
I dislike megapacks that bundle differenr kinds of mods. but for bundle of cosmetics, like custom pants/shirts/dresses/hats, they are awesome
like a complete wardrobe renew
I could technically make a folder called "Alternative Textures Collection" and throw my existing downloaded folders into there and it would still read and load perfectly fine
yeap
better organization than having "[AT] pack 1" "[AT] pack 2"
awesome
Hopefully the fashion sense docs are easy to follow
either that or will need to learn and figure out how 1.6 allows completely new items and working that in with CP without replacing existing assets
the fashion sense idea is to make easier for modders to release custom clothes, so yeah... I would think so
never used it though
pants are hell but thats just generally a pants issue, not FS specifically
I am sure you will find lots of help about fashion sense here and in #making-mods-art
Yeah that's been the sentiment I've gathered
Fashion Sense can do things that regular clothing cannot, but also is not integrated with the dye/tailoring system
Well the thing I love most about fashion sense is that its labeled really nicely
scrolling through hair styles for example it will say the name of the pack at the top
And it has a search, and it doesn't force you to hoard clothing
Yeah absolutely
ok, now I am interested
Fashion Sense is SO nice max
The only caveat within folders is to not nest your folders too deeply. Windows has issues if you get to 6+ folders in before including your actual files.
can search via pack name/author/tags (if any)
Yeah I've encountered that with other things outside of modding/games
really doesn't like super long directory strings
6+ folders inside Mods or 6+ folders inside the drive?
max path limit is 256 characters
๐ Windows specifically has length limits for file paths, not on terms of how deep folders are nested, but in terms of how many letters the full filepath is
so lets say you have C:\Program Files\Blahblah\blahblah\blahblah up to a character limit of over 256, windows doesn't like that
oh, ok. that makes more sense
I've been told it was folder nesting but they are likely causing the same character limit problem at that point depending on your path
I have steam on my root because issues with other modded games because of this
I was not aware of a folder limit. that's what got me startled
Well luckily for fashion sense as far as I've gathered all files typically just go in their clothing item category folder
the path one is very know...
Kokoro mostly exists to solve the problem of loading the same NuGet library twice at different versions by multiple mods
i think nowadays you can solve it a different way
yup then the .json file and sprite for it in the folder
I highly doubt you'll run into max_path limitations
especially if you're sticking to some standards for naming conventions and whatnot
each json and png file is just called "shirt" in each individual folder
Don't worry too much about it, its not really a matter of files or folders, its more so the characters for them
if all your folders are like "THIS_IS_MY_FOLDER_WOOHOO" and every child-folder was named the same then yeah you're more likely to run into that issue, lesser if your folders and files are only a few characters long
TBH I've only run into it once, and that was with npm and the dreaded node_modules
All js frameworks must die
Yuuup
I've mostly experienced it with music production, I have all my music stuff in a "music production" folder then all my samples in a child folder of "samples" then individual folders for each sample pack I have then within those folders are "kick" "snare" hihat" "cymbals" "bass loops" "synth loops" "one shot" folders etc and then the individual wav files themselves typically are like "PACKNAME_Kick_FancyNameForKick_1.wav" and synths are like "PACKNAME_SynthLoop_FancyNameForSynthLoop_BPM_140_C#maj.wav" the list goes on
the directory path gets incredibly long ๐
I kind of want to start making mods. Thinking of a witchcraft mod
Like forming a coven and stuff like that
start small and build slowly
Yeah
I am sure there is some mods that add some witchcraft stuff
if you want to make a coven, you may need to learn how to add npcs, or change the vanilla npcs schedule
it can be a nice flavor
a traditional small coven is formed by at least 3 witches. I can imagine Leah and Abigail going along with it
But crystal witch Emily is such a perfect fit
I was thinking the Wizard, Emily, Abigail and than a new character I have drafted
Through out the story of the mod the wizard and Abigail will find out theyโre daughter/dad
I saw an interesting theory in the farmer chats a while back that it's actually Caroline that's the wizard's daughter and not Abigail.
Be a fun new combat system also instead of just swords and stuff
That would be interesting
Caroline's got a dialogue option in Winter that implies that Abby might still be Pierre's kid: "winter_Sat": "Don't you think Abby would look better with her natural hair color?#$e#She used to have light chestnut-colored hair.",
So it's very much up in the air
Hmmm
Caroline also has dialogue that implies that she moved to the valley and didn't grow up here, though, sooooo
Who even knows at this point
This line from the wizard is promising though, if you wanted to lean into it with your mod: "Sun": "I sometimes observe the local villagers in secret.#$e#I am hoping to find an apprentice. Some day I will leave this mortal plane, but my arcane pursuits must continue."
and who said the wizard didn't moved to the valley too? also we have no idea how old both of them may really be
and if the Abigail natural hair color is kinda normal, it makes Caroline the only one with a strange hair color after all
I mean, the Wizard's wife also started flying about the countryside after their split, was this before or after any potential kid was old enough to be on her own?
Question, my wip PIF door mod has grown considerably due to waiting for the FF update, and now it includes also a bunch of other wall decor and some PIF hallways, do you think it still make sense to release this in one mod?
would Caroline be daughter of the witch, or conceived out of marriage??
That's also a good question
If you were to name a field of study that focuses on the vibrational characteristics of gemstones and the phenomena that result from those vibrations (kinda like String Theory for the macroscopic) what would that name be?
- Vibrolithics
- Crytophonics
- Mineracoustics
- ???
does anybody even call abigail's hair color strange? (hard to swallow with Emily around)
or is it just that it's not her chestnut color from when she was younger?
as a physicist I need to say that all these names are too creative for a physics field
sorry: unexplained strange color
(I like this so so so much better than Abby tbh)
Emily would call it Rock Therapy
Abby does mentioned that she's dyed her hair before at least
school of rock /s
i just wanted to lurk and burst out a chuckle lmfaooo chu
and I am pretty sure everyone considers her color painted as a young adult she is
Emily is a dreamchild though as everyone should know
Emily is embracing her inner parrot coloring, her dress and hair get her most of the way there.
(also, please, somebody give me Leo and Emily friendship after Emily rescues the parrot)
I believe a quarter of the valley vanilla npcs are not humans at all
So I ended up making that infested monster totem mod @lucid iron ! Took me a couple of days, but its in a pretty good spot. Try it out and let me know! https://www.nexusmods.com/stardewvalley/mods/29604
i would like to subscribe to your newsletter (i do not believe this)
โค๏ธ
it should be a little fantastical
Do you want a mod showcase
I am on phone rn tho
Sure! And no worries!
Ooooh this is so cool omg, congrats on the mod release! 
Claire could you 
just saying a physicist would name it 'Gems Oscillating Mechanics' or something like that
Sure!
Is there anything you want me to say on the showcase @mint pewter?
Chu where do u get these blob emotes ๐ญ
Vibrolithics and Mineracoustics sounds awesome though
I swear everytime I see this, it just reminds me of you
I would go for Mineracoustics
Nothing in particular! I guess you could mention it helps out with the monster eradication goals but I canโt think of much else to say
And thanks!
'Gems Oscillating Field Theory'
Gotcha, will post it at #modded-stardew and tag you 
"Did you always dreamed of a skeleton infested mine floor?? Dream no more!"
Ok someone told me to come here so how do I edit the frontier farm to Auto Unlock the bridge? I saw it was somewhere but canโt figure it out
Leah, Abigail and Emily personally
Emily loves her gems and rubs me as an astrology enjoyer
Why Leah?
they said leah so I just added emily onto it, no particular reason haha
Caroline probably fits better, given her... interesting tea cutscene
If you would like a guide to setting up mods for Stardew Valley, check out the getting started guide! https://stardewvalleywiki.com/Modding:Player_Guide
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itโs easier to start with making content packs, since you don't need to learn programming.
Thanks! Iโm working on a sewing project atm but after Iโll look at that more
Right so. Just to narrow down my search results. Clothing and Hair mods using FS as the framework
got the fs docs
would it be easier to just download the example pack from FS's github and then adjust it from there or just start completely from scratch?
Depends on what you're doing, but it's not a bad idea to start with the example pack
The example pack is meant to be used as an example, so i think it would workto get a feel for things how they're formatted
Yeah I'm reading the docs and its pretty straightforward actually
will fs_reload only work if my mod has initially loaded from a fresh startup?
it is not being recognized currently despite the manifest.json looking fine
i believe mods can only access content packs if they are installed, meaning SMAPI has loaded them, so yes i think you have to get to that point before you can reload the data
Gotcha
But after that fs_reload should work normally and I can work on the mod w/o having to keep restarting
Man I'm so excited this seems so simple
Ok. Strange thing happening... So this farmhouse mod im working on. Farmhouse to Farmhouse1 is a perfect transition as i'd expect it to. But Farmhouse1 to Farmhouse 2 loads REALLY weird. And just to test I basically just used the farmhouse1 map and added like a tiny square so I can tell
Its almost like its loading 2 maps?
Well, since its not a CP mod or anything I only really need to implement the manifest.json:
{
"Name": "[FS] xGloomii's Masculine Hair",
"Author": "xGloomii",
"Version": "1.0.0",
"Description": "Masculine hair pack for Fashion Sense",
"UniqueID": "xGloomii.MasculineHair.FS",
"UpdateKeys": [],
"Dependencies": [],
"ContentPackFor": {
"UniqueID": "PeacefulEnd.FashionSense",
"MinimumVersion": "7.0.0"
}
}```
UpdateKeys I suppose will be something I can do much later on since that tracks updates properly and all that, or maybe I don't need it for this
but I think everything else looks fine
I already got something up and running woohoo
You don't need to, but if you publish on Nexus it can let people know when you update and give them a link. You get your mod number for Nexus by starting the process (you don't have to publish, the number will be in the URL after you start)
Oh awesome let me see
(For example, if you had the most recent mod in #mod-showcase , your update key would be Nexus:29604 )
Hell yeah
Just for reference I threw in the example hairstyle and the hair.png is mostly all black (as per the example png FS gives) if I want the hair to be dyable I'd need to make them all greyscale right?
I think you can do some hue shifting
I'm referencing another pack and there's nothing in the JSON that screams dyable to me
What are you trying to make dyable
is there any way i can mod HD portraits that are bigger than the CP standards?
yes, with Portraiture
Didn't Spacecore also just add something for that?
ok for context, I'm slowly learning and figuring out content packs for Fashion Sense. I'm following the doc but nothing sticks out that determines whether you can color the hair but it appears that most of the assets in other packs are all in white/greyscale
Oh, no idea then
SO rude
Do you mean changing colors, or dyeing with the paint pots at Emily's?
I believe hair color is changeable with the sliders by default
Generally if you want hair to be a specific color, you have to tell users to leave their sliders alone (iirc)
There's like 4 options now for HD, spacecore, scale up 2, portraiture, haven't tested sprites in detail for portraits but maybe
Yeah I'm trying to figure out how hair is coloured either through FS or via base game coding
But I'm referencing other packs and their pngs are all in white/greyscale so I assume I should do the same
Fs has it under the hue slider, it has to be grayscale
Perfect
There's a boolean somewhere that says disablegreyscale or something
The hair I dragged in as the hair.png was all black ๐
oopsie
so in terms of the png itself, I assume if I make a vertical sprite sheet, set the start position to 0,0, I should be able to manually adjust the coordinates for how it sits on the character's head from the json too right?
Iโve been seeing a lot of people complaining about bugs for it, so i wasnt too sure abt that one
Okay, iโll test those out
Portraiture is commonly used by HD portrait mod authors and most of the people complaining about bugs did not follow the mod instructions
It is true that portraiture is not quite drag n drop, since it's content pack feature does not work
But once u set it up properly it works well
I'm having some problems with some custom areas. I know how to create events there now; load a blank JSON file in to create the event XNB, then edit it like you would a pre-existing XNB file. However, while it works just fine in the first area we implemented, the game is unable to detect any events in the other areas, despite there not being any syntax differences.
content.json: https://smapi.io/json/content-patcher/91ae84b90aa5429190228ce64f97b8f8
SpiritField.json: https://smapi.io/json/content-patcher/4ad55c3ee38f4d3b84a64318a4863e85
MonaArea.json: https://smapi.io/json/content-patcher/f38a8b571a08466da1c16b81d6ce8ba3
SpiritCave.json: https://smapi.io/json/content-patcher/09a6aaa9d4ee42769dd8cd8052bcab74
I think maybe prefixing the event ids like that is breaking them?
Is there a reason you're using the old Custom Locations format rather than Data/Locations?
That might have issues in 2.3.0 CP format, since the rewriter wouldn't expect newer versions to still use them
Secondly, why are you using stuff like "blank2.json" and "blank3.json" for the blank JSONs?
A blank JSON is just a JSON file that contains { } so you can load the same one to as many targets as you like, rather than making multiple. Each Target gets its own virtual 'copy' that way.
Initially, I considered that the problem may be that it couldn't use the same blank JSON twice. Clearly it isn't, so I'll change that.
Without seeing your actual error log, it's harder to troubleshoot exactly why it's erroring.
It's saying the cutscene wasn't found.
"cutscene" specifically?
Here, let me get the message again.
"[game] Event 'HalfAlive.SpiritFieldsContentPack_82345681' not found."
The SpiritField one is, but none of the others are. And it seems like the maps are, in fact, implemented.
(custom locations is only deprecated but not removed, it will still work and doesnt need rewrites)
good to know
I don't really have any other suggestions on why the Events are broken at this moment, and don't have a ton of time to look at them right now
So hopefully someone else can help?
Okay.
Hmm
Want a House Inside Your House?
https://www.nexusmods.com/stardewvalley/mods/29606
Maybe it's on some other files, but from what you uploaded, it doesn't seem like you did Include for MonaArea.json and SpiritCave.json.
Oh. Thanks.
Our House
Our House
Our House
Our House
Our House
Our House
"Our House" by Madness
"Our House" by Crosby Stills Nash & Young
"Our House" by Barry Kramer
Our House
Our House
Our House
Our House
Our House
Our House
๐ FTM 1.24 is out, which notably means that BCs, furniture, and fences/gates will spawn permanently (by default) instead of vanishing overnight
booo, you could've make a fake-out owl statue that fucks off again after you've celebrated
Would a Crab Pot be an object or a BigCraftable?
hm when did positionOffset and rotationAdjustment in FarmerRenderer become public
object
Danke!
are you making your own crab pots in C#
sometime after 1.6.9, i remember someone asking for it in here
because those are hardcoded to heck
Nu! Making a cute lil mail thing that gives me some bait and a crab pot as a welcome gift.
oh my god i'm not red
Purple
Hmm do i want to upload my mod...
๐ i know that spoiler rules are still in place, but that would mean i have to spoiler tag my mod too, right?
it's fine, there are plenty of spoiler mods showcased already
Oh, really?
why r u bully me selph
that or my animal plunger mod, which is a lil egotistical
(i showcased ||iridium scythe|| too, and ||blue grass||, havent been banned yet)
Well, i guess i could upload it :3
also is spoilers still in effect
While i still can 
its been a month since 1.6.9 right
It is
until december 9th iirc
Dec 4th
the console ppl are still discovering it
speaking of, wiki eating poop again aaahhh
I miss the wiki
"detailed description" argh Nexus why
shortest week of all time 
It's more of a guide than a requirement
"It is a mod that modifies a modified Stardew Valley. It will do mod things and hopefully you will be happier and satisfied playing with this in your modified game."
There's a template on the wiki
But I recall usually doing
- Quick blurb
- Going over all the config options
- Discussing compat (I used to do pre-emptive compat)
- Linking my github
- Smol plug for whatever charity I put my DP towards
I yet need to understand how the Donation Points thing works
No one really knows anymore tbh
the only thing you do yourself regarding dp is click the opt in button and decide where the dp goes. everything else is out of your hands
I see
(until you cash it out obv)
enable it on your mods (if you have all the permissions to do that, etc) -> get points for unique downloads, modified by mystery math -> exchange points* for paypal USD or random game keys
(or charity like atra's)
(You can also directly send to a handful of charities)
you can also split the DP between you and other nexus users
and probably between you and charity? like if you wanted a 50/50 split with charity. but idk for sure
Hi loves! Trying to use Sapcecore's function for spawning a farm building on farm creation. The following creates a null reference exception. Any ideas?
{
"Action": "EditData",
"Target": "spacechase0.SpaceCore/FarmExtensionData",
"Entries": {
"ApryllForever.MermaidFarm": {
"Buildings": [
{
"Id": "Well",
"Type": "Well",
"Position": "97, 23"
}
]
}
}
},
Yeah you can do that too or split between different charities
Like, it works to spawn a chicken coop (got it from the Spacecore documents), but a well... Somehow is not working.
can you post the log?
Log Info: SMAPI 4.1.7 with SDV 1.6.14 build 24317 on Microsoft Windows 11 Pro, with 22 C# mods and 61 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
hmm might be a bug in SC, I think it's because bfdata.Animals is null? https://github.com/spacechase0/StardewValleyMods/blob/develop/SpaceCore/VanillaAssetExpansion/Farm.cs#L60
try settings Animals to an empty list
Will do, thanks! ๐
i dun do dp so i guess
"unzip mod to mods folder"is goodenough
im not sure what that has to do with dp
oh i meant for the template thing
since i dont use it, i dont have to put anything there
these were two different things we were talking about
you dont put anything in the description regarding dp anyway, only in the permissions section
nexus just puts a thing to click on your mod page after that you can click if you wanna opt in
users are told whether you opt in or not either way automatically
I do wonder where Pathos gets so many random game codes
i think i need to updoot the bbcode thing
to bold some text 
You don't have a markdown to bbcode?
Mine should do bold, huh
It's impossible for big craftables to appear in random shops/catalogues, right? Wondering if I should worry about not having excluded mine from random sales
they can, if there's a shop entry for it
by default there are none in vanilla
a mod theoretically could add "RANDOM_ITEMS (BC)"
It's just to make it easier for me to write a mod page tbh
Good to know, thank you
I made a CP mod for minifridge to be buyable before the first farmhouse update without knowing the Realistic Seasonal Shops already put it in random lists and disables the conditions
๐ i guess mod is up now
for mod showcase, I can just put it in #modded-stardew,right?
u need to right click and publish yes
Is there anything not to hate about bbcode?
fun to say
(I have Amazon Prime, which comes with a new set of free games every month.)
what r these custom effects you speak of
It does? All I get are those ridiculous advertisements about their music subscription.
(Damn, less interesting than what I assumed, which is that game devs passed around codes the way knitwear designers do lol.)
can i use game state querys in a content patcher pack?
Yep. If you have it, see Prime Gaming for this month's games. It's often actually pretty decent.
Huh, interesting, I had to "activate" it. Nothing there now that I'd really want to play, but good to know.
(If you'd like to donate them to our next event, feel free to claim the GOG ones and send the keys to me or Bouncer!)
You can use game state queries when editing game fields that use them (e.g. Condition fields). You can't use them in Content Patcher's When conditions though.
ok, thank you!
I wonder which will be less painful, letting GSQ interact with CP tokens, or putting GSQ inside a CP Token
I think both aren't that bad, though the later has performance implications as it can't be sanely cached or optimised.
Hello everyone! Just a question.
Say, in my .json file for content patcher...
If line 75 changes the HP of Bats to 1 and then line 105 changes the HP of Bats to 10, what would be the final result of the Bat HP in the game?
Of course, I can test this out myself, but it might be worth asking first to save time.
on the event of multiple EditDatas applying from the same file (and both being conditioned true), last one wins
Okay, thanks a lot! Saved me a lot of time.
It was common sense for me that it works like that following logic, but I wanted to make sure.
or more specifically they are all running top down, and depending on the patch overriding or overlaying its changes
(If the patches have a Priority field, it's sorted by priority and then patch order.)
if you do want to use GSQs directly in When conditions, EMP adds a token for that 
https://github.com/Esca-MMC/EscasModdingPlugins/blob/master/docs/emp-modding-guide.md#game-state-query
(re: above, it caches the queries at the usual token update times, and I haven't found any performance issues so far)
sick, thank you!!
Ooooh, nice to know. I'll study how Priority Fields work.
Thank you
(you really should only ever use Priority when it comes to inter-mod compatibility, should try to always let patch order drive priority where practical)
as it can be quite annoying to troubleshoot when mixing both
so i want to place a couple of mystic trees on my custom map. I can do this with the SpawnTree tile property, seems simple enough. But... I don't want it to respawn if it is chopped down. so would it be... wild 13 5 0?
it looks like it should just be wild 13 5; the regrowth argument is optional (and defaults to -1 internally for "don't regrow", rather than 0)
ah ok thanks
in CP, a patch is only actually re-evaluated if both the updateRate of the patch and the tokens value has changed.
For GSQ, there isn't a viable way to know if it changed, so your token would just say it always changed, reducing a layer of caching.
yeah, what I meant was that it just re-checks each unique query string during token context updates
it's not ideal, but I find it pretty hard to cause notable slowdown even with per-tick query spam, at least for the base game ones
Someone made a query that checks whether or not a player has a specific item lol
In any chest
I kinda wince whenever I see that ForEachItem utility, though idr how it works internally
(If you mean the game's ForEachItem, it's intended for rare cases where you need to scan the whole world; it's definitely not meant for code that runs repeatedly, let alone on tick.)
Got it. Running it per draw call
yeah, that, it just reminds me of trying to do similar things in early FTM builds and taking several seconds 
(I get to be chaos nowwwww)
Button?
If you cached the chests, it wouldn't be super bad.
(Especially since y'all know I'm not actually going to do that.)
No, Button isn't here right now
Wasn't button. It would be fine if it was cached tbh
...I thought I was making a joke about a UI button, but that was what the message actually meant
I'll just be here running "is tile totally clear and valid" on every single tile on every map, each morning
(still technically a thing I do, but in random order, and it actually stops when it has enough tiles
) (and for specific maps)
(and that method got refactored) (but still)
new Random() every draw call
Reader, I'm still not home
I don't think creating a PRNG really costs much.
Not sure why you'd want a new random every draw call, but doesn't sound like a perf issue.
it just causes repeat results if you do it at the same timestamp, which is another old FTM bug 
resulting in streaks of similar ore
Not anymore!
Not knowing much about FTM, I want to say that the bug is/was FTM actually doing procedural generation in a draw call...
not literally a draw call, that was just a ref to atra earlier
just whenever it went to create ore, it'd make a new random with a time-based seed
resulting in visible streaks of the same ore until it ticked over
(this was pretty early, before I even knew how to decompile the game)
In net framework the unseeded random was seeded with the current time in ms
So if you instantiated multiple Randoms, it wasn't very random
This stopped being the case by net 6 though
good to know it tries something else now, I never keep up with framework changes 
The new xoshiro uses four randomly generated numbers
(How does it generate the random numbers to seed the random number generator though?)
(Vibes)
(Makes sense. Thanks!)
GetRandomBytes which I think goes through RNGCryptoServiceProvider
Yeah was about to say that
(which is a lot slower than taking a timestamp, don't do it on every frame)
Got it doing it every draw call
(i did do this, but in my defense, it was intended for day start/end triggers to return an item to a player if they lost it.)
(not like, shop conditions)
And now we have dancing crow shop
i take no little only some responsibility for the performance issues people cause with my GSQs. always query responsibly
Tbh I am trying to redirect the game to use xoshiro
And I have been traveling so I haven't done any benchmarks but I would like to use the default net impl of xoshiro
And use reflection to set the four number to have a seeded variant
So I do need to do benchmarks
(This doesn't sound like retirement)
(Hush, you.)

"Trigger": "Esca.EMP_OneSecondUpdateTicked",
"Condition": "Spiderbuttons.BETAS_ITEM_IN_WORLD (O)206",
"Actions": "Esca.EMP_LogMessage Alert Pizza exists somewhere.",```
the action should add more pizza
sooner or later I'll get to that
the action should run another trigger action that checks for a joja cola
(oh right, AddItem already exists, I was thinking of forage pizza
)
That's in cloudy skies and spacecore
I remember cloudy having that, not sure if I knew about the latter
Spacecore has everything 
oh right, the whole spawnable set thing supports it, yeah 
The poor wiki has been struggling
we can, but it would require investments that companies that have profits as their main goal are not open to make
I woke up at 4am to catch a flight.
I will get home at midnight
Fuck everything
I am crossing less than half of North America
It's the same solution to solve all issues with printers, TVs, OSs, and other stuff.
quality is not the priority, profit is priority
Asking that of Content Patcher users is a little bit like asking a squirrel to learn French.
I made some cool progress on my masculine clothing mod, not many things to show so far because half the time was spent trying to come up with an interesting first design for the first hairstyle shown ๐
learned quite a bit on how fashion sense works
very simple actually
This is the blog post I recall
Re: xoshiro vs the legacy impl
Anyways
Gottaaaa run benchmarkkkssss
half of the time spent was trying to learn how to create a side-view for the first hairstyle too..
I gave up and just copied the front view and changed it a little
I assume you mean only for the default random and not all the explicit day-save and other seeded random checks.
Oh common, it's not that hard, it can try harder
No, all of them
Er, ok... I guess you can make a mod to do whatever you please, but that runs very explicitly counter to what the game is actually trying to do.
Repeatable randomness in games is a good thing.
No, it'll be seeded
Xoshiro is only used for unseeded random, though. Seeded random falls back to .NET legacy.
Yup. Xoshiro the algorithm can be seeded though
By replacing the four state numbers with a known seed, generated with xxhash128
So the idea is to generate an unseeded random then overwrite it's state with a known seed
Oh, I know all about that: https://github.com/focustense/StardewFishingSea/blob/a64d489f63a536d55431935baf84aafe275d548e/FishinC/Predictions/ReplayableRandom.cs#L238
But... please don't.
(Do as I say, not as I do)
Hey, now you know why I was trying to use publicizer on corelib ๐
Emphasis on "trying"
Yeah haven't figured that one out
System.Random is forwarded
So haven't figured out which assembly to target
Yeah, and it's honestly kind of scary.
Following the Random logic is really confusing, especially with wrapped randoms.
Oh come on Ameise is scary I'm just poking my fingers in a Random
If I wanted to create an AT mod too that changes only a specific item's visuals, can I just rip that item from the tilesheet and make my own design over it (within same dimensions ofc) and then AT will be able to handle the rest?
Like, my thingy is not going to handle Net5CompatDerivedImpl correctly, but I have no idea how to do that or if it's even possible.
(I've given up on publicizer, when I get home I'll write the reflection code for it.)
yeah it names the same itemID
ohh so I just need to figure out the ItemID for it and then set it up in json
Oh I don't need to do that since I'm only doing this for places I call the constructor
I guess if you are simply replacing the random and don't care about staying consistent with the previous implementation, that doesn't matter too much since you won't be using that impl.
Being more random isn't necessarily right
either works*
Weren't you the one arguing that Net5CompatSeedImpl was perfectly fine in its distribution like, a month ago when I was going on about Poisson discs and such?
What changed your mind?
Tysm!
I'm actually more suspicious of the entropy in the seed but I figured might as well switch over to xoshiro
At the very least it's faster
TBH, I don't think switching to Xoshiro will solve your problem, though at least it won't break AFS.
Sure, but it's still a PRNG; once it's seeded, it's seeded.
What you really want is a more uniform distribution, not more entropy.
Like, y'know, Rust: https://docs.rs/rand/latest/rand/distributions/
Generating random samples from probability distributions
This might do what you want, should be simple to C#-ify: https://en.wikipedia.org/wiki/BoxโMuller_transform#JavaScript
The BoxโMuller transform, by George Edward Pelham Box and Mervin Edgar Muller, is a random number sampling method for generating pairs of independent, standard, normally distributed (zero expectation, unit variance) random numbers, given a source of uniformly distributed random numbers. The method was first mentioned explicitly by Raymond E. A. ...
Power is back on! I can continue modding ^^
Does anyone know where the food/drink items are stored when you unpack the game?
Springobjects
it doesn't, you don't have to gaslight yourself into thinking it does 

I uploaded a mod that only re-textures the tv channels and EXPLICITLY stated so in the mod description, then I get a user asking if another tv channel visuals editing mod is compat.
Told them they're incompatible. They go on to say they want to keep the dialogue changes in my mod and keep the visuals of the other mod....like, huh?
Where did you read that from
I feel like 90% of nexusmod users cannot read
ah yes, you've been inducted into rule number 2
i mean you could say make it yourself
insert "that sign won't stop me, because I can't read!" meme here
new rule, modders will complain endlessly if a mod is not updated immediately upon a update breaking one of their mods
evidence: casey's 140 comments complaining that she didn't immediately release a mod fix when she was asleep and/or at work
for casey's sake, we're gonna ignore that one
it is a rule
what mod?
it was the midnight release, america was asleep 
it would be nice to live in a world where it's not a rule
If it makes you feel better, I saw your mod pop up on Nexus and immediately had to share it with people because it's lovely
Would you be okay with me adding compat for my mod More TV Channels for George so that George's TV channels match your edits if it's also installed?
(tbf if casey had a secretary who turned off all comments that'd probably solve it
)
i mean eventually people would turn to DM and such
haven't people been cold DMing blueb about LoC?
and/or other people about other mods?
even i get dm's
people still come in this channel to ping blueberry too
Flour got a bunch of DMs when she hid her mods with a notification up saying that they were hidden while she was updating 
Luckily my only mod has not broken yet
Yeah, ofc!!! Airyn you could ask me to eat dirt and I would
Also ty you're always so sweet

oh no don't eat dirt
airyn will only say that under very specific requirements and they're not the savory kind
If i were to make a bigger mod I would not care is people added compat to it as long as they creddited me
I think a little bit would be okay, boost my poor immune system a little bit
Hello! Hope I'm not interrupting. I'm a first time modder, and I'm having some trouble with my JSON. { "Format": { "ConfigSchema": { "Year-Round Hat": { "AllowValues": "True, False", "Default": "False" } }, "Changes": [ { "Action": "EditImage", "Target": "Portraits/Sam", "FromFile": "assets/Sam.png", "When": { "Year-Round Hat": "False" } }, { "Action": "EditImage", "Target": "Portraits/Sam", "FromFile": "assets/SamHat.png", "When": { "Year-Round Hat": "True" }, ] } I put it through a JSON validator. Apparently line 25 (the closing square bracket) is a bad string. I'm new to this so I'm not quite sure what I did wrong! I would really appreciate if someone could point out my mistake 
Yep, just before the closing square bracket ๐
you seem to be missing 2 } in total
(also for future reference just link to the json validator in this channel, dont paste long jsons directly into chat)
Yep
Do you have Visual Studio Code (different program to Visual Studio)? You can set it up to match Content Patcher and it'll automatically colour-code your brackets and missing commas
!codeblock (but if you do need to post a json or its a shorter snippet you can format it better with these instructions)
You can embed code in Discord using a series of three ` :
```
Your code can go here
Even if not a haiku
Just an example
```
For syntax highlighting, add the language code on the same line as the first
``` (with no space, like ```json).
The usual codes are cs (C#) and json.
For mod configs UI, is it possible to add a description for a Section ?

