#making-mods-general

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uncut viper
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i would say all of the map ones were probably not obviously not intended for actual use

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jus the ones in the other folders

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which cant be used as tilesheets anyway

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that said i believe the stuff in those tilesheets is all accounted for in other sheets? i think? im not sure

rancid temple
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Well, some of the map ones were 64x64 instead of 16x16 lol

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And yeah, they probably have equivalent tiles on the main sheets

uncut viper
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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

rancid temple
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Yeah, they probably should have gotten chopped way sooner

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Runway to ending updates I guess

obtuse ivy
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AHHHHHHHHHHHHHHHHH it worksss

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:SOB:

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gdi it was just the tilesheet

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thnnk you ๐Ÿ˜ญ i thought i was gonna mald again lol

uncut viper
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proving once again that i really dont get maps bc idk why thats the error you get for a missing tilesheet entirely

rancid temple
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Yeah, I thought there was an error specifically for missing tilesheets

rancid temple
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Ah, that's only for when you're replacing vanilla maps and only for the expected tilesheets

uncut viper
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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"

rancid temple
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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

uncut viper
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shoutout to all the people loading 0x0 tilesheets out there, this soft failure is for you

rancid temple
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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

long jungle
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Anyone have the patience to tell me in a short but easy to understand manner, what each files' purpose is?

blissful saddle
# long jungle Anyone have the patience to tell me in a short but easy to understand manner, wh...

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.

long jungle
blissful saddle
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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.

long jungle
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So if these first 2 files are non-existent, there wouldn't be a config menu for the mod?

long jungle
blissful saddle
blissful saddle
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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.

long jungle
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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.

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To be honest, idk how to start

blissful saddle
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but yeah, without a class named ModConfig, the Smapi will not generate any config.json

long jungle
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But understanding what the files do is a good jump start

blissful saddle
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I am glad to help

long jungle
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Thank you

long jungle
# long jungle

For this one, is the float value at the end of the line the set default value?

blissful saddle
blissful saddle
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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

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it is a strange but neat mix of high to mid coding level

long jungle
blissful saddle
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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

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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'

long jungle
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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?

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Or what's the process before doing any of this?

blissful saddle
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you will need to set up VS. we are currently using VS 2022

long jungle
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I have VS 2022

proud wyvern
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is there any particular reason you're editing the mod the way you do?

long jungle
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Hello Shockah

proud wyvern
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hey

blissful saddle
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and already patched the SDK to the VS so you can compile using it?

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if yes, you just need to open the project on VS, check for errors, install the nuget packages it asks for, and compile.

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for reference, you will need the stardew nuget and newsofts.json

long jungle
long jungle
long jungle
long jungle
long jungle
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If not, then probably not

blissful saddle
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well, so try to open the project on the VS and see if it explodes

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yeap, it is there SDVpufferthumbsup

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if you can create a new bib class to compile with .net 6, you are fine to go

proud wyvern
# long jungle Is that okay?

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

blissful saddle
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I should had pinged Shocka when this started, but I am more concerned in giving the bomb instructions than why someone needs them

long jungle
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I'm new to VS even

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Just learning the UI is something already

blissful saddle
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if you downloaded the mod from github on a zip and extracted it, there is a .proj file among it's files

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this is the file you would need to open for VS to get what it needs

long jungle
blissful saddle
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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

blissful saddle
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the .proj tells VS everything it needs.

the .slx just tells the VS which files are part of the solution.

for simple reference

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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.

long jungle
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Give me a minute

blissful saddle
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how you did the alterations in first place?

long jungle
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I open the .csproj file, right?

blissful saddle
long jungle
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It gave me this

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Now what am I doing wrong...

blissful saddle
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you extracted the files? or opened from the zip?

long jungle
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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 ๐Ÿ˜…

blissful saddle
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if second, extract the files. if the first, probably it is searching for something that has a different path

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you didn't do anything wrong. it usually happens when opening a code in a different environment

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I will recheck the project file you sent the print earlier

solemn glade
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file not existing implies to me that they didn't extract the zip

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or only partially

long jungle
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I extracted the zip file and it seems okay now

blissful saddle
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ok, nice

solemn glade
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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

long jungle
blissful saddle
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I had it once when opening LoC code, because my starcore path and Blueberry ones were different

long jungle
blissful saddle
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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

blissful saddle
solemn glade
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For the record, do you have to use VS2022? or can you use like VSC

blissful saddle
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you can use VSC. it is in the modding tutorial too

solemn glade
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I haven't begun my modding journey yet but I am so much more familiar with VSC in general

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Perfect

blissful saddle
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VS 2022 is the microsoft one for windows, what I kinda hinted what they were using because some windows hints

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VSC works on linux also

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if you refer to the link I sent earlier it has a nice tutorial to set it, the choosen ide included

solemn glade
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Let me have a quick look

blissful saddle
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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

solemn glade
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Yeah, when I tried it with VS I didn't even have the option to create the empty class library

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it just kinda threw me in

woven scarab
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Does anyone know if there is a mod that divides the rooms of the farmhouse by maps?

blissful saddle
ocean sailBOT
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@blissful saddle You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!

fossil osprey
blissful saddle
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yay!

long jungle
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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?

blissful saddle
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if you created a new project, install the nugets

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the original project also makes reference to Kokoro. not sure what it is. maybe a core mode from Shockah.

long jungle
blissful saddle
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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

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repeat for newtonsoft.json

blissful saddle
# long jungle Yep it is a core mod

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

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if no errors rise, click to compile and hope for the best

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the nuget instalation is also pointed at the simple mod tutorial

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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

long jungle
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Sorry I took so long

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I was reading

long jungle
blissful saddle
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oh yeah. you will need to make the manifest.json

long jungle
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Should it auto-launch SMAPI?

long jungle
blissful saddle
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yeap. it places a working compiled form of the mod in the mods folder with the new name you gave it

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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

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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

long jungle
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SMAPI didn't raise any errors

blissful saddle
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nice

long jungle
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But it also didn't appear as a loaded mod

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xD

blissful saddle
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strange. check your mods folder

long jungle
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I did

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No new files

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Wait wait wait

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How do I compile again?

blissful saddle
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close the game. go to VS and click the play button at the tool bar

long jungle
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So I did it right after all

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Was just double-checking my common sense

blissful saddle
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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

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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...

long jungle
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The files were saved in the wrong folder

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The compiler was compiling nothing lol

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So the files are in the right place now

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This probably wouldn't have happened if I edited it in the unzipped files from Github

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Lemme try that

lucid iron
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Oh shockah mods have a shared lib

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You should probably just start from tutorial so you don't have to deal with other ppl's penicular setups

blissful saddle
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you will also need to enable harmony at the project file. check for the original one

lucid iron
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Do you have a particular mod idea you wanna do?

blissful saddle
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and yeah, if mod has a master/shared lib, ugh...

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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.

long jungle
lucid iron
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Yeah

long jungle
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I simply want to learn to set monster spawn chance to a set value.

lucid iron
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Hm like having more kinds of monster musk?

long jungle
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Not exactly monster musk

tiny zealot
long jungle
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Hmmm

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It's more like I want to set monster spawn chance in the mines to 2x the original value

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But not related to any effects on the player

tiny zealot
blissful saddle
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but makes unofficial updates so much harder to do...

tiny zealot
lucid iron
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Well in those case just โœ‚๏ธ the bits in core mod u need

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But shockah mods r working so this ain't the situation Dokkan

blissful saddle
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maybe studying Shocka mod, understanding how it does what it does, and making a mod from scratch would be better

lucid iron
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I think u would have easier time if u look at what monster musk does in vanilla

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And how u might apply that all the time

long jungle
tiny zealot
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check your decompile and work out what it is you actually need to change. then figure out how to execute that

lucid iron
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But b4 that

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Setup the wiki tutorial button press mod

long jungle
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That's why I'm aiming to learn and understand and not just copy stuff

blissful saddle
lucid iron
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To get an idea

long jungle
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I'll try that one

lucid iron
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Dokkan u don't have to ping me if I am still in the convo

long jungle
lucid iron
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!decompile

ocean sailBOT
long jungle
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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.

long jungle
solemn glade
blissful saddle
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more like 'you need to update 2 entire projects to make one work'

tiny zealot
solemn glade
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Honestly after seeing the new updates I do think CP really is the only thing you really need nowadays

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unless you're doing like complete overhaul-esque mods that require a bunch of other stuff like SVE does

blissful saddle
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my principle is that 'Mod' is short for two things in one: Modification and Module

tiny zealot
solemn glade
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Oh so you've built it in so people don't have to add more than they actually need

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I guess having it all compiled in with your mod makes things much easier and standalone

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but frameworks and all that do help in the heavy lifting for lesser skilled devs

tiny zealot
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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

lucid iron
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I think frameworks that serve to let content mods get access to C# stuff is worthwhile

solemn glade
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My issue is not really being able to find decent tutorials around other than wiki/docs

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like I'd absolutely love to watch videos on youtube of people developing mods that aren't just replacing the portrait of an NPC

lucid iron
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And there r case where it's better if only 1 mod has to deal with the feature

solemn glade
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Abigail mod but with pink hair #20593823432

lucid iron
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Like just using spacecore's save serializer instead of rolling your own

solemn glade
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I suppose those typically are people's first projects when getting started

lucid iron
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Or if it's something rly complex like stardewui which completely change how making ui works

solemn glade
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Yeah I get that

tiny zealot
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stardewui is a great example of a framework with one job (a trait which i think is good and desirable)

blissful saddle
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Modular SDVpufferheart

drowsy pewter
solemn glade
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Modular is better imo

drowsy pewter
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(with a couple exceptions)

solemn glade
drowsy pewter
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Yeah, I'd love for us to be able to make those too

blissful saddle
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the CP documentation is very neatly done too

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I don't know. I like to read more than watching some videos

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not saying that videos would not be good.

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I don't know what I want to say at all...SDVpufferbook

solemn glade
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No I get it hahaha

lucid iron
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You can't copy paste out of a vid tho

solemn glade
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I like people visually showing it off and talking about it. Docs are useful but hard to follow for me

blissful saddle
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and not everyone that makes tutorial videos are good at teaching with a nice pace...

solemn glade
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I may feel differently when I manage to find the time to try and get started

tiny zealot
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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

blissful saddle
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start small, like changing Abigail hair to pink

solemn glade
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hahahaha

tiny zealot
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videos are not useful as reference, for me ("where did they say that part about...?")

lucid iron
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I think adding a new crop or a new farm animal is pretty good for intro to CP

solemn glade
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Are all the CP docs on the github tho?

drowsy pewter
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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

solemn glade
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or is there a more in-depth sort of doc they have

drowsy pewter
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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

lucid iron
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You would end up touching most of cp features with a mod like that

tiny zealot
solemn glade
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Yeah that's fair

drowsy pewter
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tosses it on the pile with portrait drawing tutorial video

solemn glade
blissful saddle
drowsy pewter
patent lanceBOT
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oh 6480 you sweet summer child. trusting me with such a task? all right ;) (#6374902) (1mo | <t:1734791407>)

solemn glade
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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

drowsy pewter
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Oh god

solemn glade
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You're locked in now EZ Clap

tiny zealot
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i've never seen marubot pull a reminder that deep out of a post lol

solemn glade
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I'll be expecting you

blissful saddle
lucid iron
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I do kind of what to make dev logs

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But I think my dev process is too scattered brained it'd just be like

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I hate code by me from 3 days ago time to yeet this

tiny zealot
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๐Ÿค

next plaza
tiny zealot
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i've thought dev logs might help force me to be more organized, but i doubt it

lucid iron
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I suppose it would be more of a dev post mortem

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I should have done X differently or I think Y was a good idea and worked great

solemn glade
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How difficult would you say the coding part actually is?

blissful saddle
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I usually tidy my old code a lot because I use them as future reference

solemn glade
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for like a small-scale mod for idk a new farm animal

tiny zealot
solemn glade
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or say even a new hairstyle

blissful saddle
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having to code in 4 different languages makes it to people...

lucid iron
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I think it depends on your prior experience

tiny zealot
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that would be the fun part of a dev log: showing people how much absolute garbage does not make it into my commits

lucid iron
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Some ppl program for living

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Some ppl art for a living

tiny zealot
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like i do a commit that ends up changing four lines but there's like a hundred aborted changes that no one ever sees

blissful saddle
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some people live to program

lucid iron
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I don't want to speak to difficulty because we all have different backgrounds Dokkan

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But this channel is here to help if u r lost

next plaza
solemn glade
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I suppose I am just trying to gauge things before-hand

blissful saddle
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yet, coding mods is a nice way to get a hold of more complex coding than just making a calculator and things like that

calm nebula
next plaza
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Clearly we just need a script to auto commit every minute so people can see most every step of the process

calm nebula
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Especially when you don't have to deal with users

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Hi casey!

blissful saddle
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you are kind of participating in a collaborative project, so you will be in contact with lots of different coding approaches when modding

calm nebula
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Which is to spend two days thinking and then write the code in an hour

blissful saddle
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if you have any coding experience, it may be easy to start. if you have none, is a nice way to grab the fundamentals

solemn glade
next plaza
solemn glade
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You know what my goal will be

blissful saddle
next plaza
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(Well, sometimes without the thinking part)

solemn glade
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If I start making mods

next plaza
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(/s)

blissful saddle
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looking for a job. and sorry for the ping

solemn glade
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I will be the change I want to see. Male stardew player focused mods

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and finally some good hair styles and clothing

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if I can't find any, I'll make my own

drowsy pewter
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Have you seen mushlune's on their kofi?

tiny zealot
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that's the spider bite that turns you into a modder. "there oughta be a mod that..."

solemn glade
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I said it the other day, I was appauled at the lack of "male" focused aesthetic mods

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But I have no problem finding 5000 witchy hats

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Stardew can be a male game too ๐Ÿ˜ญ

blissful saddle
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ok, nice to know that's what you meant

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most 'male player stardew valley focused mods' are just making the female npcs more appealing

tiny zealot
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seeing male in scare quotes can give one pause

blissful saddle
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I got a little worried to what you meant at first

solemn glade
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Well.. I'm trying my hardest to not step out of line with what I mean

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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

blissful saddle
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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

calm nebula
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As long as it isn't nsfw you can talk about it here lol

blissful saddle
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but I also don't want to go to more +18 focused mods discord because I know what kind of place these are...

tiny zealot
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if you're not sure, then good choice to keep it mum

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(rule 6 covers several topics in addition to NSFW)

solemn glade
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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

drowsy pewter
blissful saddle
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I am just making a true diversity inclusive nudity mod... that's all

solemn glade
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and so if I were to start modding that would be my drive, to offer those things

blissful saddle
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I am not talking more about

drowsy pewter
lucid iron
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This reminds me of a new mod that adds event command removeClothes & restoreClothes (for the farmer) for mystery purposes

tiny zealot
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mystery? lol

solemn glade
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I think it would be very welcomed and appreciated

lucid iron
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It did make me wonder if there r demand for additional event commands in general

blissful saddle
lucid iron
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My knowledge of event is minimal

tiny zealot
solemn glade
blissful saddle
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sorry for the ping again. harder to take it out in phone

solemn glade
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Oh sorry, if people prefer to have the @ removed in replies just lmk

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typically keep it on

tiny zealot
grizzled rain
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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?

blissful saddle
drowsy pewter
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For a cutscene event?

grizzled rain
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btw sorry for the stupid question i have not slept at all

drowsy pewter
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You probably should not use monster AI at all and rather just use temporaryaactors right?

grizzled rain
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yeas i am aware of this

solemn glade
lucid iron
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Not additional thing u can do

solemn glade
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I'm not great with words lol

grizzled rain
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however i'm being very stupid and i'm gonna do both

blissful saddle
solemn glade
tiny zealot
brittle ledge
drowsy pewter
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I just find player base stuff annoying in general. Why do I have to draw the same thing from four angles /j

tiny zealot
solemn glade
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but I feel the sentiment on pants

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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

next plaza
lucid iron
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Short hair has appeal to wide range of ppl tho

brittle ledge
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As opposed to skirts which can get away with as little as four

solemn glade
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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 lmao

tiny zealot
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"threads"

calm nebula
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Threading? In a stardew?

lucid iron
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Bread

next plaza
drowsy pewter
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Breading?

brittle ledge
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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

tiny zealot
next plaza
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Ah

drowsy pewter
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I'm preloading all game assets on a different bread to make toast more efficient

next plaza
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If you preload all the game assets won't your toast have every crop type on it?

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Might not taste great...

brittle ledge
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Make sure you use egg or it won't stick, 6480

drowsy pewter
blissful saddle
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what would make your work like twice as would be just to make it for one gender

drowsy pewter
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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

blissful saddle
lucid iron
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Maybe if you want high res pants

next plaza
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glances at the custom pants 1/4 done in one of my folders

lucid iron
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To go with your high res eyes

next plaza
#

P A I N

blissful saddle
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my pixeled eyes are good with pixeled pants for now

calm nebula
lucid iron
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I play the same farmer evry game cus there's only 1 vanilla hairstyle I like blobcatgooglyblep

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One day I'll fashion sense, maybe

calm nebula
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A real engine will

drowsy pewter
#

Tai drew me a hairstyle once based on my pfp which was very cute. I kinda want to implement it

blissful saddle
#

I always make my non-conformable female farmer

#

I have a crush for strong female main-characters that doesn't fit in gender roles

calm nebula
drowsy pewter
#

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 ๐Ÿ˜†

blissful saddle
#

update it, look at all the broken mods, and it may leave you alone again

drowsy pewter
#

Exactly ๐Ÿ˜ญ

blissful saddle
tiny zealot
# calm nebula Promises?

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

calm nebula
#

Nice!

#

Seems useful for content modders

tiny zealot
#

right? but i couldn't hack it in 1.5 so i threw it away. maybe sometime

calm nebula
#

I do have an idea of how I would do something like that (it may involve subclassing Event.cs)

tiny zealot
#

anyway yarn can probably do something equivalent or better

calm nebula
#

still has no idea what yarn is

tiny zealot
#

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

calm nebula
#

You know, a promise system actually seems very straightforward

#

That said my flight is boarding

#

And I'm retired ๐Ÿ˜›

#

And wouldn't have a use for it myself so

drowsy pewter
#

Flight? More like useful coding time

blissful saddle
#

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

tiny zealot
calm nebula
blissful saddle
#

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

jaunty fossil
latent mauve
#

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

tiny zealot
#

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

latent mauve
#

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

blissful saddle
#

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...

latent mauve
#

It might make more sense to limit it to planned group outings?

blissful saddle
#

I have a neat idea how to do it. but will end my current mod before doing it

latent mauve
#

For instance, Sam, Sebastian, or Abigail have a chance to fill you in that they will be at the saloon that night, etc

oblique meadow
#

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?

blissful saddle
#

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

latent mauve
#

Makes sense

blissful saddle
#

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'

frozen elm
oblique meadow
#

ahhhhhh. Ok. Thank you!

gaunt orbit
#

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)

latent mauve
#

(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

frozen elm
#

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

lucid iron
#

I suppose it's about your mod's goal too

#

With 1.6.9 you could make extra building that takes beds

oblique meadow
#

My girlfriend likes really big areas to decorate. So just trying to design a bigger farmhouse for her haha

lucid iron
#

And PIF is also option

#

You can just slap more rooms in ur house without messing with the map

oblique meadow
#

True. But then I dont get to teach myself all the silly details. and thats half the fun

latent mauve
#

Could build a custom 'shed' type building for her that can be decorated and multiple rooms ๐Ÿ™‚

lucid iron
#

A lot of farmhouse quirks aren't applicable to all maps tho

latent mauve
#

If you run into issues with the farmhouse option

#

Sheds got a lot of the bonuses to them in the latest updates

lucid iron
#

So it's probably good to make a pif room or a shed first to learn what normal maps do

frozen elm
#

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

latent mauve
#

Farmhouse just becomes a mess with the renovation system, but it can definitely be worked around!

oblique meadow
frozen elm
frozen elm
solemn glade
#

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

blissful saddle
#

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

solemn glade
#

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?

gaunt orbit
#

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"

blissful saddle
solemn glade
#

Oh right that makes sense

#

and just zipping it up as a collection and giving that out as the full pack

blissful saddle
#

mods works on path like Stardew directory\Mods\Megapack101\yourmodhere

solemn glade
#

Oh now you say it, it makes sense

#

I've seen a few mods have child folders and smapi still loads it fine

blissful saddle
#

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

solemn glade
#

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

blissful saddle
#

yeap

solemn glade
#

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

blissful saddle
#

the fashion sense idea is to make easier for modders to release custom clothes, so yeah... I would think so

#

never used it though

ornate trellis
#

pants are hell but thats just generally a pants issue, not FS specifically

blissful saddle
#

I am sure you will find lots of help about fashion sense here and in #making-mods-art

solemn glade
#

Yeah that's been the sentiment I've gathered

gaunt orbit
#

Fashion Sense can do things that regular clothing cannot, but also is not integrated with the dye/tailoring system

solemn glade
#

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

gaunt orbit
#

And it has a search, and it doesn't force you to hoard clothing

solemn glade
#

Yeah absolutely

blissful saddle
#

ok, now I am interested

solemn glade
#

Fashion Sense is SO nice max

latent mauve
#

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.

solemn glade
#

can search via pack name/author/tags (if any)

solemn glade
#

really doesn't like super long directory strings

blissful saddle
solemn glade
#

max path limit is 256 characters

gaunt orbit
solemn glade
#

so lets say you have C:\Program Files\Blahblah\blahblah\blahblah up to a character limit of over 256, windows doesn't like that

blissful saddle
#

oh, ok. that makes more sense

latent mauve
#

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

blissful saddle
#

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

solemn glade
#

Well luckily for fashion sense as far as I've gathered all files typically just go in their clothing item category folder

blissful saddle
#

the path one is very know...

solemn glade
#

so:
Hats/
-hats
Shirts/
-shirts

etc

#

at least iirc, let me double check that

proud wyvern
#

i think nowadays you can solve it a different way

solemn glade
#

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

solemn glade
#

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

gaunt orbit
#

TBH I've only run into it once, and that was with npm and the dreaded node_modules

#

All js frameworks must die

solemn glade
#

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 ๐Ÿ˜…

blissful saddle
#

I need to care for my CP mods now

#

I like big names

robust minnow
#

I kind of want to start making mods. Thinking of a witchcraft mod

#

Like forming a coven and stuff like that

blissful saddle
#

start small and build slowly

robust minnow
#

Yeah

blissful saddle
#

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

latent mauve
#

But crystal witch Emily is such a perfect fit

robust minnow
#

Through out the story of the mod the wizard and Abigail will find out theyโ€™re daughter/dad

latent mauve
#

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.

robust minnow
#

Be a fun new combat system also instead of just swords and stuff

latent mauve
#

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

robust minnow
#

Hmmm

latent mauve
#

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."

blissful saddle
#

and if the Abigail natural hair color is kinda normal, it makes Caroline the only one with a strange hair color after all

latent mauve
#

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?

frozen elm
#

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?

blissful saddle
#

would Caroline be daughter of the witch, or conceived out of marriage??

latent mauve
#

That's also a good question

blissful saddle
#

and what motivated their split?

#

we need a making-drama-general channel

mighty quest
#

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
  • ???
tiny zealot
blissful saddle
#

as a physicist I need to say that all these names are too creative for a physics field

blissful saddle
brittle pasture
lucid iron
latent mauve
#

Abby does mentioned that she's dyed her hair before at least

round dock
blissful saddle
#

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

latent mauve
#

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)

blissful saddle
#

I believe a quarter of the valley vanilla npcs are not humans at all

mint pewter
#

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

Nexus Mods :: Stardew Valley

Your one-way ticket to monster-hunting paradise! This mod adds 12 unique totems that let you warp directly to areas infested with specific monsters. Whether you're hunting Slimes for that elusive Ring

tiny zealot
devout otter
latent mauve
#

โค๏ธ

mighty quest
lucid iron
#

I am on phone rn tho

mint pewter
round dock
lucid iron
#

Claire could you bolbwawawa

blissful saddle
round dock
#

Sure! aniChickLove Is there anything you want me to say on the showcase @mint pewter?

#

Chu where do u get these blob emotes ๐Ÿ˜ญ

blissful saddle
#

Vibrolithics and Mineracoustics sounds awesome though

round dock
#

I swear everytime I see this, it just reminds me of you

blissful saddle
#

I would go for Mineracoustics

mint pewter
#

And thanks!

blissful saddle
#

'Gems Oscillating Field Theory'

round dock
blissful saddle
robust minnow
#

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 canโ€™t figure it out

solemn glade
#

Emily loves her gems and rubs me as an astrology enjoyer

robust minnow
solemn glade
#

they said leah so I just added emily onto it, no particular reason haha

robust minnow
#

Ah okay lol

#

Didnt know if there was some lore I was missing

brittle pasture
#

Caroline probably fits better, given her... interesting tea cutscene

solemn glade
#

right lets see about getting started with this stuff

#

!gs

ocean sailBOT
tender bloom
#

That's for playing with mods

#

You probably want

#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually itโ€™s easier to start with making content packs, since you don't need to learn programming.

solemn glade
#

thank you!

#

that's what I was looking for ๐Ÿ˜…

robust minnow
#

Thanks! Iโ€™m working on a sewing project atm but after Iโ€™ll look at that more

solemn glade
#

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?

tender bloom
#

Depends on what you're doing, but it's not a bad idea to start with the example pack

hard fern
#

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

solemn glade
#

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

tiny zealot
#

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

solemn glade
#

Gotcha

#

But after that fs_reload should work normally and I can work on the mod w/o having to keep restarting

tender bloom
#

yes

#

potentially unless you need i18n? haven't tested that

solemn glade
#

Man I'm so excited this seems so simple

oblique meadow
#

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?

solemn glade
#

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

brittle ledge
solemn glade
#

Oh awesome let me see

brittle ledge
#

(For example, if you had the most recent mod in #mod-showcase , your update key would be Nexus:29604 )

solemn glade
#

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?

brittle ledge
#

I think you can do some hue shifting

solemn glade
#

I'm referencing another pack and there's nothing in the JSON that screams dyable to me

calm nebula
#

What are you trying to make dyable

pine elbow
#

is there any way i can mod HD portraits that are bigger than the CP standards?

brittle pasture
#

yes, with Portraiture

brittle ledge
#

Didn't Spacecore also just add something for that?

calm nebula
#

Tia, my job doesn't let me dye my hair anymore

#

At all

solemn glade
# calm nebula What are you trying to make dyable

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

calm nebula
#

Oh, no idea then

tender bloom
tender bloom
#

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)

velvet narwhal
#

There's like 4 options now for HD, spacecore, scale up 2, portraiture, haven't tested sprites in detail for portraits but maybe

solemn glade
#

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

velvet narwhal
#

Fs has it under the hue slider, it has to be grayscale

solemn glade
#

Perfect

velvet narwhal
#

There's a boolean somewhere that says disablegreyscale or something

solemn glade
#

The hair I dragged in as the hair.png was all black ๐Ÿ˜…

#

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?

pine elbow
jaunty fossil
lucid iron
#

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

near sierra
#

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

gaunt orbit
latent mauve
#

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.

near sierra
latent mauve
#

Without seeing your actual error log, it's harder to troubleshoot exactly why it's erroring.

near sierra
#

It's saying the cutscene wasn't found.

latent mauve
#

"cutscene" specifically?

near sierra
#

Here, let me get the message again.

near sierra
latent mauve
#

and are any of the event JSONs working?

#

(out of what you sent?)

near sierra
uncut viper
latent mauve
#

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?

near sierra
#

Okay.

hard fern
#

Hmm

twilit quest
devout otter
timid plover
royal stump
#

SDVpufferlurk ๐ŸŽ‰ FTM 1.24 is out, which notably means that BCs, furniture, and fences/gates will spawn permanently (by default) instead of vanishing overnight

brave fable
#

booo, you could've make a fake-out owl statue that fucks off again after you've celebrated

zenith steppe
#

Would a Crab Pot be an object or a BigCraftable?

lucid iron
#

hm when did positionOffset and rotationAdjustment in FarmerRenderer become public

zenith steppe
#

Danke!

brittle pasture
#

are you making your own crab pots in C#

uncut viper
brittle pasture
#

because those are hardcoded to heck

zenith steppe
brave fable
#

oh my god i'm not red

hard fern
#

Purple

#

Hmm do i want to upload my mod...

#

๐Ÿ˜… i know that spoiler rules are still in place, but that would mean i have to spoiler tag my mod too, right?

brittle pasture
#

it's fine, there are plenty of spoiler mods showcased already

hard fern
#

Oh, really?

brittle pasture
lucid iron
#

why r u bully me selph

brittle pasture
#

that or my animal plunger mod, which is a lil egotistical

lucid iron
#

(i showcased ||iridium scythe|| too, and ||blue grass||, havent been banned yet)

hard fern
#

Well, i guess i could upload it :3

lucid iron
#

also is spoilers still in effect

hard fern
#

While i still can SDVpuffersweats

lucid iron
#

its been a month since 1.6.9 right

hard fern
#

It is

brittle pasture
#

until december 9th iirc

hard fern
#

Dec 4th

brittle pasture
#

the console ppl are still discovering it

#

speaking of, wiki eating poop again aaahhh

rancid temple
#

I miss the wiki

hard fern
#

"detailed description" argh Nexus why

uncut viper
rancid temple
#

It's more of a guide than a requirement

brave fable
#

i cant believe the staff is making me put my pants back on

#

begrudgingly, i must

blissful saddle
calm nebula
#

There's a template on the wiki

#

But I recall usually doing

  1. Quick blurb
  2. Going over all the config options
  3. Discussing compat (I used to do pre-emptive compat)
  4. Linking my github
  5. Smol plug for whatever charity I put my DP towards
blissful saddle
#

I yet need to understand how the Donation Points thing works

calm nebula
#

No one really knows anymore tbh

uncut viper
#

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

blissful saddle
#

I see

uncut viper
#

(until you cash it out obv)

royal stump
#

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)

calm nebula
#

(You can also directly send to a handful of charities)

uncut viper
#

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

deep cypress
#

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"

         }
       ]
     }

   }
 },
calm nebula
#

Yeah you can do that too or split between different charities

deep cypress
#

Like, it works to spawn a chicken coop (got it from the Spacecore documents), but a well... Somehow is not working.

brittle pasture
#

can you post the log?

deep cypress
ocean sailBOT
#

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

brittle pasture
deep cypress
#

Will do, thanks! ๐Ÿ™‚

hard fern
#

i dun do dp so i guess

"unzip mod to mods folder"is goodenough

uncut viper
#

im not sure what that has to do with dp

hard fern
#

oh i meant for the template thing

#

since i dont use it, i dont have to put anything there

blissful saddle
#

these were two different things we were talking about

uncut viper
#

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

calm nebula
#

I do wonder where Pathos gets so many random game codes

lucid iron
#

i think i need to updoot the bbcode thing

hard fern
#

๐Ÿ˜” i hate uploading mods ngl

#

never uploading a mod again

lucid iron
#

to bold some text blobcatgooglyblep

calm nebula
lucid iron
#

i yoinked urs

#

but i want to change how it look

calm nebula
#

Mine should do bold, huh

tropic walrus
#

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

brittle pasture
#

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)"

calm nebula
tropic walrus
#

Good to know, thank you

blissful saddle
#

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

hard fern
#

๐Ÿ˜… i guess mod is up now

calm nebula
#

Tbh I really hate the lack of tables lol

#

In bbcode

lucid iron
#

u need to right click and publish yes

teal bridge
#

Is there anything not to hate about bbcode?

uncut viper
#

fun to say

gaunt orbit
#

Historic significance

#

Custom effects

ivory plume
lucid iron
teal bridge
calm nebula
grizzled rain
#

can i use game state querys in a content patcher pack?

ivory plume
teal bridge
#

Huh, interesting, I had to "activate" it. Nothing there now that I'd really want to play, but good to know.

ivory plume
#

(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!)

ivory plume
lucid mulch
#

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.

long jungle
#

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.

lucid mulch
#

on the event of multiple EditDatas applying from the same file (and both being conditioned true), last one wins

long jungle
lucid mulch
#

or more specifically they are all running top down, and depending on the patch overriding or overlaying its changes

ivory plume
#

(If the patches have a Priority field, it's sorted by priority and then patch order.)

royal stump
grizzled rain
#

sick, thank you!!

long jungle
#

Thank you

lucid mulch
#

(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

merry rampart
#

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?

royal stump
#

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)

merry rampart
#

ah ok thanks

lucid mulch
royal stump
#

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

calm nebula
#

Someone made a query that checks whether or not a player has a specific item lol

#

In any chest

royal stump
#

I kinda wince whenever I see that ForEachItem utility, though idr how it works internally

ivory plume
#

(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.)

calm nebula
royal stump
#

yeah, that, it just reminds me of trying to do similar things in early FTM builds and taking several seconds SDVkrobusgiggle

calm nebula
#

(I get to be chaos nowwwww)

teal bridge
calm nebula
#

(Especially since y'all know I'm not actually going to do that.)

drowsy pewter
#

No, Button isn't here right now

calm nebula
drowsy pewter
#

...I thought I was making a joke about a UI button, but that was what the message actually meant

royal stump
#

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 SDVpuffermlem) (and for specific maps)
(and that method got refactored) (but still)

calm nebula
#

I get to be chaos now ๐Ÿ˜›

#

The bad ideas generator

teal bridge
#

You... already said that?

#

I guess Chaos likes to repeat itself.

calm nebula
#

Yup

#

Especially after waking up at 4am to catch a flight

royal stump
#

new Random() every draw call

calm nebula
#

Reader, I'm still not home

teal bridge
#

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.

royal stump
#

it just causes repeat results if you do it at the same timestamp, which is another old FTM bug SDVkrobusgiggle

#

resulting in streaks of similar ore

teal bridge
#

Not knowing much about FTM, I want to say that the bug is/was FTM actually doing procedural generation in a draw call...

royal stump
#

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)

calm nebula
#

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

royal stump
#

good to know it tries something else now, I never keep up with framework changes SDVpufferdizzy

calm nebula
#

The new xoshiro uses four randomly generated numbers

ivory plume
#

(How does it generate the random numbers to seed the random number generator though?)

rancid temple
#

(Vibes)

ivory plume
#

(Makes sense. Thanks!)

teal bridge
calm nebula
#

Yeah was about to say that

teal bridge
#

(which is a lot slower than taking a timestamp, don't do it on every frame)

calm nebula
#

Got it doing it every draw call

uncut viper
#

(not like, shop conditions)

calm nebula
#

And now we have dancing crow shop

uncut viper
#

i take no little only some responsibility for the performance issues people cause with my GSQs. always query responsibly

calm nebula
#

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.)

royal stump
#

SDVpufferwoke

"Trigger": "Esca.EMP_OneSecondUpdateTicked",
"Condition": "Spiderbuttons.BETAS_ITEM_IN_WORLD (O)206",
"Actions": "Esca.EMP_LogMessage Alert Pizza exists somewhere.",```
lucid iron
#

the action should add more pizza

royal stump
#

sooner or later I'll get to that

uncut viper
#

the action should run another trigger action that checks for a joja cola

royal stump
#

(oh right, AddItem already exists, I was thinking of forage pizza SDVkrobusgiggle)

calm nebula
#

That's in cloudy skies and spacecore

royal stump
#

I remember cloudy having that, not sure if I knew about the latter

calm nebula
#

Spacecore has everything SDVpufferheart

royal stump
#

oh right, the whole spawnable set thing supports it, yeah SDVkrobusgiggle

tardy adder
#

The poor wiki has been struggling

calm nebula
#

can we optimize airplane boarding

#

Pleasssseeeeee

blissful saddle
#

we can, but it would require investments that companies that have profits as their main goal are not open to make

calm nebula
#

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

woeful lintel
blissful saddle
#

quality is not the priority, profit is priority

teal bridge
solemn glade
#

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 ๐Ÿ˜…

#

learned quite a bit on how fashion sense works

#

very simple actually

calm nebula
#

This is the blog post I recall

#

Re: xoshiro vs the legacy impl

#

Anyways

#

Gottaaaa run benchmarkkkssss

solemn glade
#

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

teal bridge
woeful lintel
teal bridge
#

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.

calm nebula
#

No, it'll be seeded

teal bridge
#

Xoshiro is only used for unseeded random, though. Seeded random falls back to .NET legacy.

calm nebula
#

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

teal bridge
#

(Do as I say, not as I do)

calm nebula
#

Hey, now you know why I was trying to use publicizer on corelib ๐Ÿ˜›

teal bridge
#

Emphasis on "trying"

calm nebula
#

Yeah haven't figured that one out

#

System.Random is forwarded

#

So haven't figured out which assembly to target

teal bridge
#

Yeah, and it's honestly kind of scary.

#

Following the Random logic is really confusing, especially with wrapped randoms.

calm nebula
#

Oh come on Ameise is scary I'm just poking my fingers in a Random

solemn glade
#

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?

teal bridge
#

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.

calm nebula
#

(I've given up on publicizer, when I get home I'll write the reflection code for it.)

velvet narwhal
#

yeah it names the same itemID

solemn glade
#

ohh so I just need to figure out the ItemID for it and then set it up in json

calm nebula
#

Oh I don't need to do that since I'm only doing this for places I call the constructor

teal bridge
#

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.

calm nebula
#

Yes.

#

I want to feel more random

#

Emphasis on feel

calm nebula
#

Being more random isn't necessarily right

velvet narwhal
#

either works*

teal bridge
#

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?

calm nebula
#

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

teal bridge
#

TBH, I don't think switching to Xoshiro will solve your problem, though at least it won't break AFS.

calm nebula
#

Nope!

#

Also injecting more entropy

teal bridge
#

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.

#

This might do what you want, should be simple to C#-ify: https://en.wikipedia.org/wiki/Boxโ€“Muller_transform#JavaScript

The Boxโ€“Muller 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. ...

hard fern
#

Power is back on! I can continue modding ^^

solemn glade
#

Does anyone know where the food/drink items are stored when you unpack the game?

hard fern
#

Springobjects

solemn glade
#

oh its under maps folder

#

I guess that makes sense, spritemap, tilemap FacePalm

velvet narwhal
#

it doesn't, you don't have to gaslight yourself into thinking it does KEK

solemn glade
pine elbow
#

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 fromSDVpuffersweats
I feel like 90% of nexusmod users cannot read

velvet narwhal
#

ah yes, you've been inducted into rule number 2

atomic vale
tender bloom
#

insert "that sign won't stop me, because I can't read!" meme here

velvet narwhal
#

rule 1, nexus lag for uploading, expect it

#

rule 2, users will not read

atomic vale
tender bloom
#

evidence: casey's 140 comments complaining that she didn't immediately release a mod fix when she was asleep and/or at work

velvet narwhal
#

for casey's sake, we're gonna ignore that one

atomic vale
tender bloom
#

it is more of an unfortunate reality

#

we hope it's not a rule

velvet narwhal
#

it was the midnight release, america was asleep KEK

tender bloom
#

it would be nice to live in a world where it's not a rule

slender badger
velvet narwhal
#

(tbf if casey had a secretary who turned off all comments that'd probably solve it KEK )

tender bloom
#

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?

velvet narwhal
#

even i get dm's

uncut viper
#

people still come in this channel to ping blueberry too

slender badger
#

Flour got a bunch of DMs when she hid her mods with a notification up saying that they were hidden while she was updating SDVpufferweary

atomic vale
#

Luckily my only mod has not broken yet

pine elbow
tender bloom
#

oh no don't eat dirt

velvet narwhal
#

airyn will only say that under very specific requirements and they're not the savory kind

atomic vale
#

If i were to make a bigger mod I would not care is people added compat to it as long as they creddited me

pine elbow
#

I think a little bit would be okay, boost my poor immune system a little bit

fluid marsh
#

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 SDVpufferheart

hard fern
#

You're missing a }

#

Between the last } and the ]

slender badger
#

Yep, just before the closing square bracket ๐Ÿ˜„

fluid marsh
#

OH you're totally right

#

I knew it would be something simple

#

Thank you so much!

atomic vale
#

you seem to be missing 2 } in total

uncut viper
#

(also for future reference just link to the json validator in this channel, dont paste long jsons directly into chat)

hard fern
#

Yep

slender badger
#

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

uncut viper
#

!codeblock (but if you do need to post a json or its a shorter snippet you can format it better with these instructions)

ocean sailBOT
#

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.

long jungle
#

For mod configs UI, is it possible to add a description for a Section ?