#making-mods-general

1 messages Β· Page 116 of 1

fluid marsh
#

Will do! Thank you.

slender badger
#

Don't think so SDVpufferthinkblob

fluid marsh
#

Unfortunately I'm just using notepad and fighting for my life

velvet narwhal
#

n++ has a validator

long jungle
#

It doesn't need to be a tooltip

slender badger
long jungle
#

It can be visible text under the section title

pine elbow
velvet narwhal
#

one sec, it's a third party

brave fable
#

honestly for working with json i'd use sublime or vscode

velvet narwhal
#

i have no idea how good it is, so i can't attest to it KEK

pine elbow
#

Ooh ty ty. This is helpful
I really ought to just switch over to vsc

uncut viper
#

content patcher lets you put section names and descriptions in your i18n

#

@long jungle

atomic vale
#

this work?

{
    "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"
                },
            }
        ]
    }
}
atomic vale
uncut viper
#

npp's json validator plugin isnt automatic though you have to manually run it

slender badger
atomic vale
#

oops

slender badger
uncut viper
#

(NPP can also do that!)

#

(but i do agree VSC is better)

velvet narwhal
#

vsc Just Worksℒ️

long jungle
pine elbow
fluid marsh
uncut viper
#

ah, so not "doesnt need to be a tooltip" but instead "needs to not be a tooltip" SDVpuffersquee

atomic vale
#

see if it works

uncut viper
#

in that case no your options with CP are limited

long jungle
long jungle
uncut viper
#

for the record, in game configuration is not a vanilla thing in the first place. its GenericModConfigMenu. so yeah, you need C# to use GMCM's api to do something like that

#

CP just makes a GMCM menu on your behalf

long jungle
#

Thank you!

uncut viper
#

maybe some day

velvet narwhal
#

oh i needed to ask casey if spacecore dungeons could do monster only floors SDVpufferthink

#

if not, uh, i guess i'm going back into the trenches

hard fern
#

SDVpufferflat i put on the description of the mod "I won't be able to respond immediately"

velvet narwhal
#

yoba, give me strength, sometimes i don't even respond to my bug reports for days

uncut viper
#

i know im going to regret asking but please tell me that isnt real

atomic vale
#

it is

uncut viper
#

i need to hope for a moment that isnt real

atomic vale
#

100%

hard fern
#

for the record this is what i wrote on my description

velvet narwhal
#

button blissfully free from issues

brave fable
#

are we expected to reply to comments in under 12 months (or at all)

slender badger
velvet narwhal
#

i only ask about spacecore because i want to cut down on the requirements, i'm already at 5 so far

atomic vale
#

nexus modders will look at everything in the drcp. but at response time

velvet narwhal
#

if it's rocks only then i can prrrrrobaaablyyy study some more to figure it out myself, i'm in no rush to get my expansion out anytime soon

atomic vale
#

one of the things holding me back from creating a custom bigger mod is the modders expectations

velvet narwhal
#

scope creep will come for us all

#

i already laid out my entire plans, so i have a good understanding of the scope and what it'll take, i'm just going to take my time because it's going to be a lot of assets KEK

hard fern
#

X.X i fixed the preview images people were complaining about (people, as in one person being mad i didnt respond after 2 hours...i have a life 😭 )

finite ginkgo
#

You can maybe make a monster floor with SC dungeons? Ore/node and monster spawning are both controlled by trigger actions, so you can in theory make a floor that only spawns monsters, questionable whether you can 100% recreate the feature of the ladder/way down appearing when all monsters are killed, I haven't looked too much into how the SC dungeons work

velvet narwhal
#

i think i tried looking at the API but i don't think casey exposed it

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if worst comes to worse i'll just Figure It Outℒ️ since i'm already in the trenches with a c# component

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(inb4 i make another abomination like Game1.currentLightSource = new()

lucid iron
#

dont u only need sord

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for C# stuff

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i dun even know what sord's mechanics are

velvet narwhal
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i don't know what sord will do either, it'll come to me when it comes KEK

#

if i get lazy i'll just turn it into a trinket

velvet narwhal
#

i was contemplating a fun little checklist of "npcs that will join you in the fight" using the stardewui, so i will have a relatively chunky c# component

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but so far it's just some fancy GameLocation specifics for getting fancy effects, and some tileactions for a boat ride

#

OH

#

writes it down for later

lucid iron
#

im against having menu for that it's not very immersive

#

they should huddle so u can talk to em

velvet narwhal
#

valid point

lucid iron
#

dont make same mistek as mass effect 3

uncut viper
#

i like the menu idea bc its like an rpg party comp setup

velvet narwhal
#

(they won't actually fight the boss unless i figure something out with that, but then that means i have to draw "fighting" world sprites and idk how i feel about that, right now the idea is that they just take a percentage off of the boss' health bar)

lucid iron
#

just do it like purseowner

#

they get a cutin

#

and the boss losse 200hp or whatever

tardy adder
#

Me wanting to change a fish's precedence in locations is making me confused with the target fields

tardy adder
#

I need sleep >->

velvet narwhal
#

oh, something like a quick cutscene of slashing KEK (with 16 npcs that might get really annoying, really fast)

lucid iron
#

i think u need to do moveentry?

tiny zealot
#

i have no idea what's happening in here, y'all might as well be speaking another language

velvet narwhal
#

ichor join the expansion hell, create your expansion, this is a threat

tiny zealot
#

i do keep having intrusive thoughts about starting

lucid iron
tardy adder
#

LocationName then Fish then ... ? FishID?

uncut viper
#

i would work on one if i could do pixel art. alas, gated by my own lack of skill

tardy adder
#

I have contemplated making expansion but npc making I fear it

velvet narwhal
brittle ledge
#

see, I love making NPCs but I despise maps SBVLmaoDog

tardy adder
#

I am ok with maps... if Tiled behaves

uncut viper
#

(i am also incredibly particular and picky about things i want to make for myself and dont like answering to others so collabs are also generally a no-go for me)

velvet narwhal
#

also about fish, you can just set the "Precedence": -1000, field to an even lower negative

tardy adder
#

I no likey npc making, the event making makes me confused

eternal mortar
#

how can i put a barrier around my map so i cant just walk off? or do i have to just do it with buildings

lucid iron
#

my content mod progress is uh

velvet narwhal
#

buildings/invisible tiles on the buildings layer

brave fable
#

want to make sprites yourself? not willing to order them in? not good at art? sounds like you'd better get good at art SDVconcernedpride

tardy adder
lucid iron
#

around 5 different reference vids for birb eating a feesh

uncut viper
#

i commissioned the One NPC i really wanna make and thats good enough for me

lucid iron
#

i rather like this one

uncut viper
#

learning art before i eventually move on from SDV is not going to happen in this lifetime

velvet narwhal
#

tbf stardew is one of the easier things to make art for, i just absolutely detest world sprites

brittle ledge
#

yeah, I commissioned most of the art in my mods because the grind to get my skill level up in art is inefficient compared to focusing on writing or code

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I take an art EXP debuff

lucid iron
#

if i start im just gonna use actual photos of birbs no one can stop me

brave fable
#

yeah world sprites are pretty suck

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now that i know what i want from them though it's at least fun to make them look cute and forget about all the animations

velvet narwhal
#

(me, saving up money and i'm just gonna buy void's world sprite template)

slender badger
#

I don't find them too bad, they're just boring compared to portraits so I lack motivation for them πŸ˜†

brittle pasture
#

(meanwhile I probably have enough art skills to cobble together a portrait, but I'd rather use that time to do non-SDV-related art)
(code is easier)

lucid iron
#

code is more fun i think Dokkan

uncut viper
tardy adder
#

Or actually I might just add an entry >-> yes algae for all

lucid iron
#

what r u trying to edit

tardy adder
#

Actually am adding an entry now, I am about to make Pelican Town, Algae Town

slender badger
brittle ledge
slender badger
#

Didn't make the name connection, sorry πŸ˜†

lucid iron
#

how long ago was it button

hard fern
#

SDVpufferflat the time my power was out i was brainstorming so much npc stuff (read: not much at all SDVpufferwaaah )

uncut viper
#

i did!! and im still very pleased with it! ive been meaning to ask you about somethin else related to that same commission too but havent gotten around to it yet bc ive been busy orz but soon.. i wanna actually start on the mod for her

lucid iron
#

i need to know in order to judge you for procrastination

slender badger
uncut viper
#

yeah it was like a solid year before 1.6

lucid iron
#

wow get on it DokkanStare

uncut viper
#

in my defense, i did start working on it! but i was also balancing schoolwork too, and then it became clear that i should wait until 1.6 came out

tardy adder
#

I got a folder just waiting to get crop sprites, my hands don't do the pixels like I want them to though >->

hard fern
#

i mean, i've been trying to make an npc for how many years now πŸ˜…

brittle ledge
#

good news, the modding wiki has some great resources for making NPCs in 1.6 SBVLmaoDog

tardy adder
#

Which has been there since... 1.3 ...

uncut viper
#

also i did dehardcode gift taste portraits specifically for her so i did do SOMETHING of use in that timeβ€”

slender badger
#

My NPC's been in development limbo for like three years now, haha

hard fern
#

3 years too XD

brave fable
#

amateurs....

velvet narwhal
#

no, that's me

#

i didn't start modding until june

tiny zealot
tardy adder
#

I am making my tree and crop sprites one pixel at a time it seems

uncut viper
#

i would say no

uncut viper
#

does it still count if it got absorbed into vanilla though

teal bridge
velvet narwhal
#

SMAPI console command crimes, more like

tiny zealot
hard fern
#

πŸ˜” then there's me who has no idea how to C3

#

*#

slender badger
hard fern
#

XD

velvet narwhal
#

my blasphemous CP token? sure

brave fable
uncut viper
#

if i look into your content.json and i cannot immediately get a feel for your dynamic tokens id say that counts

brittle ledge
#

SDVpufferpensive think I'm lacking in the crimes department

#

quick, what can I fuck up with CP

tiny zealot
slender badger
#

Tia, have you looked at Wren's schedules in the last 5 mins? SBVLmaoDog

brittle ledge
#

...okay, fair SBVLmaoDog

velvet narwhal
#

here's my dialogue crime
"{{Season}}_{{Weekday}}": "$query {{HasMod|contains=FlashShifter.StardewValleyExpandedCP}}#{{i18n:Marlon.CharacterDialogue.{{Random:{{Range:53, 67}}}}}}#$e#{{i18n:{{Season}}_{{Weekday}}_{{Random:{{Range:0,5}}}}}}|{{i18n:{{Season}}_{{Weekday}}_{{Random:{{Range:0,5}}}}}}",

slender badger
tardy adder
velvet narwhal
hard fern
brittle ledge
tiny zealot
#

you know you're having a good time when }}}}}}

hard fern
#

back to me beating up my poor poor npc dialogue

teal bridge
brave fable
#

oh no, that's my npc mod 😌

velvet narwhal
#

is that with the custom bird nest you were working on?

brave fable
#

loc started far later in oct 2020

hard fern
#

😭 the dialogue situation with my npc is DIRE

#

this is the whole reason it's not done yet

teal bridge
#

How big are those commits? Did you just do one gigantic 25,000 line commit and that was it for the project?

hard fern
#

the sprite animations in comparison are really simple to do..

brave fable
#

'add project files' is about the size of a small bus

teal bridge
#

Is a small bus the same as a short bus?

brave fable
#

oh wait no it includes the minigame and all the psd files, definitely a large bus

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strange looking back at very descriptive commits in 2019 compared to 2024's add bugs

velvet narwhal
#

if it has audio files, that's a double decker

teal bridge
#

Those don't look very descriptive to me.

uncut viper
#

yeah, your commit doesnt even say what you added to the gitignore :/

brave fable
#

well ur gonna have to use ur imagination that there's descriptive commits outside of the screenshot of 2 commits there

teal bridge
#

Too bad I'm not very imaginative.

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I'm imagining a long list of "stuff", "things", "fixes", "etc"

velvet narwhal
#

a lot of my commit comments are just "yep" "ahuh" "did that"

brittle ledge
#

you guys have commit comments? UDeadStareR

uncut viper
#

i use my commits to keep track of my changelog, so, yes

brittle ledge
#

you keep track of your changelog??

velvet narwhal
#

oh on my actual published mods yes, i use it for changelogs

brave fable
#

i only pen the most terse, concise, and understated commits nowadays, such as progress ,backup, and small bush

uncut viper
#

i try to do good commits most of the time even for private repos that no one else will ever see or touch. gotta build up good habits!

brittle ledge
#

I inevitably do not remember to keep track of what I changed because ADHD, and that's why the latest update for Jorts and Jean has a changelog about "probably some other stuff I forgot"

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part of the current changelog for another mod:

teal bridge
#

Without good commit comments, writing changelogs would be even more hell.

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(Yes, I know what's coming. "Change... log? What's that?")

velvet narwhal
#

my adhd writes them in my own discord first, copies and pastes them into the git, and then i call it a day

uncut viper
velvet narwhal
#

is graveyards your, "everything against everything i stand for"

uncut viper
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id say a good 90% of Graveyards is done in a way that i would never choose to do if i werent under a time crunch

tiny zealot
#

my commit messages are for me. i usually rewrite them into points that i think will make more sense for users when i do my releases

hard fern
#

πŸ˜… time to play the game: "will i ever release this npc mod or no?"

brittle ledge
#

also realizing just now that my changelog notes are basically like my notes at work, which includes things like "Fix your ridiculous AL formulas" and "remove AFDL from the TX logic you dingus"

tiny zealot
#

like i'll do a commit that says "fix using wrong default value in X method" or something, but in the changelog i'll write about fixing the result rather than the technical jargon

uncut viper
#

if you redo your dialogue enough eventually you'll have tried every combination of words and will be able to figure out which is the best of them

hard fern
#

so true

brave fable
#

inverse monkeys and typewriters theorem

brittle ledge
teal bridge
#

I can understand lazy commit comments if it's just editing content, but for code commits it's important to keep track of why you made that change, what bug you were trying to fix, why you thought it was supposed to fix it, etc. Otherwise it will come back to bite you later.

brittle pasture
uncut viper
brittle pasture
#

(and I'm going to find it by mashing reload on the webpage)

uncut viper
#

and evne then all they get is me responding "Fixed, thanks!" in response to their error log

velvet narwhal
#

"Fixed in the most recent update, thanks for the report!"

uncut viper
#

speaking of my Graveyards commits, these two being back to back tell a story i think

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i think this is actually when i originally wanted to do something like ichors portable hole for the actual graveyard

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the initial plan was to have you dig up the dirt where a headstone was and itd reveal a ladder to take you into a room full of skeletons

tiny zealot
#

button i want you to know i worked hard to get portable hole fully functional in multiplayer from the get-go

uncut viper
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i quickly decided fuck that

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i can imagine!!!

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and i am incredibly impressed with it

velvet narwhal
#

oh that's why you were asking about the shadowrealm?

tiny zealot
#

YUP

uncut viper
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i knew from the start bc you asked about keeping mines active specifically

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and i thought "oh i was there last week"

tiny zealot
#

oh, but don't ask me about split screen. split screen doesn't exist

hard fern
#

split screen isnt real and it cant hurt you

tiny zealot
#

i literally don't know how to even activate it! i've never seen it!

velvet narwhal
#

if you don't have a controller, it doesn't exist to you

uncut viper
#

i do have a controller and i still dont bother testing split screen

velvet narwhal
#

i will willfully ignore that you have a controller

uncut viper
#

i almost tested split screen once for my rock paper scissors mod before i realized how dumb that would be

brave fable
#

splitscreen is usually very simple, just be aware of when to use PerScreen and static and you're good

royal stump
#

I've just been assuming my split-screen fixes are fine for...a while now SDVpufferdizzy

brave fable
#

it only gets confusing when you need to consider menu scaling and positioning

brittle ledge
#

"how does your mod work in multiplayer" is a pretty consistent way to get me to mentally bluescreen SBVLmaoDog

brave fable
#

or maybe i just do too many menus

teal bridge
#

Yeah, I had to fix a bug with split-screen menus, forgot to use ui_scale once.

velvet narwhal
#

ah yeah ficis really has to think about it cause of stardewui, deep in the trenches SBVPensiveButt

teal bridge
#

('course, that's another good reason to use a framework, not having to worry about all that!)

uncut viper
#

thats true real life doesnt have screencheating protection for rock paper scissors

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i only just noticed focus is now forkless, how long have you not been ficus

velvet narwhal
#

(secondary reason why i was opting for stardewui cause i don't know how casey handled the guidebook in splitscreen)

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probably a few days?

uncut viper
#

damn im observant

velvet narwhal
#

i'm obv gonna use that guidebook cause it's nice n fancy, but having both is never a bad option

teal bridge
#

Couple of days, yep.

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The ficus served its purpose.

brittle ledge
#

question, on a scale of 1 to "no", how much work would a C# mod unfucking some of the marriage stuff be (like allowing better schedules and normal dialogue)

velvet narwhal
#

considering casey removed the 0 marriage, a lot of unfucking

uncut viper
#

i think casey reverted that

velvet narwhal
#

like, it's still there? or

uncut viper
#

do you mean 0 schedules

velvet narwhal
#

the ignoreMarriageSchedule when npcs had 0 schedules iirc

uncut viper
#

spacecore has a thing that lets spouses ignore the marriage schedule entirely though right

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regardless of 0 schedules i thought

velvet narwhal
#

yeah regardless, but the 0 schedules fucked things up

uncut viper
#

idk im not a source of truth im merely a wellspring of fractured memory and speculation

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i think id rate it a "good luck" on that scale though tiakall

patent lanceBOT
velvet narwhal
#

i think saturday is still a no-go considering that's the special day of our lord and savior, yoba

brave fable
#

are we able to use any colour hexes in nexus descriptions, or just the selection in the colour picker?

velvet narwhal
#

iirc though i contemplated fucking with marriageDuties but i'm not all too interested in learning transpilers/doing prefixes

uncut viper
#

you can do arbitrary hexes i believe

velvet narwhal
#

[color=#]

brave fable
#

oh wonderful, wasnt sure if we were limited to some web-safe set or not

uncut viper
#

are there non web safe hex codes

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til web-safe colours is a specific thing

brave fable
#

probably not unless you're using some incredible hex setup with more than 2 values per channel

uncut viper
#

sorry im not old

brave fable
#

sorry, i'm old

velvet narwhal
#

(i was gonna make a joke about the American Council of Witches)

tiny zealot
#

web-safe is a subset of #rrggbb which works in like 1993-era browsers

brittle ledge
#

good ol' netscape navigator

uncut viper
#

important to prevent dithering in the modern era

brittle ledge
#

bad ol' internet explorer

pine elbow
#

no longer shackled by 216 colors

uncut viper
#

gotta give the 90s some credit, itwas 256. loads more

brave fable
#

everything looks better in purple 😌 hated looking at this crusty logo for years

dense solstice
#

I like it!

pine elbow
uncut viper
#

im just waiting for them to invent dangerous colours. i wanna put colours in my bbcode that'll make PCs overheat

teal bridge
#

Look up "gradient banding" and weep.

brittle ledge
uncut viper
#

gradient banding plagues me whenever i take my silly little screenshots in my silly little mmo but in the context of web its less jarring

teal bridge
#

It's something you don't notice until you do, and once you do, you cannot un-see it.

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It is actually a really tough problem in gaming especially because it is stupidly hard to do good dithering on the GPU.

velvet narwhal
#

i'm a little crazy, but i like gradient banding KEK

uncut viper
#

it can work well if done intentionally or adds to an aesthetic. not so much if i just want a nice blue sky

velvet narwhal
#

yeah true, the stylistic approach is what appeals to me

teal bridge
#

They won't make your PC overheat, but there are colors that can only be displayed with HDR.

uncut viper
#

i use them on my sites! i specifically wanna cause danger tho

teal bridge
#

You do? Surely not the spartan BETAS and SPU doc sites....

uncut viper
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well, SPU is on github, so no

velvet narwhal
#

"you posted something as heinous as a phone picture in an attempt of a log, banish"

uncut viper
#

all the BETAS CSS uses oklab or lch tho

brave fable
#

one of the hardest truths to swallow after getting a 4k monitor is knowing i can't use 95% of my wallpapers anymore since the upscaling and gradient banding is so visible

uncut viper
#

(also i have private personal projects that use it)

teal bridge
#

I don't know if you've ever experienced the joy of accidentally getting into HDR mode while watching an SDR movie, but...

lucid iron
#

3 guess for what dum i did here

teal bridge
#

Added a hard assembly ref?

uncut viper
teal bridge
#

Right, I didn't look at your CSS, I just wouldn't have described your color scheme as "blindingly saturated"

uncut viper
#

seems strange that you'd commit that you forgot everyone doesnt have emc. if anything, id rather commit that i remembered that

lucid iron
#

(i had EMC!.apicall)

uncut viper
teal bridge
#

Ok, so next best thing to hard assembly ref, hard API ref.

teal bridge
velvet narwhal
#

this is targeted until i convince more people to use BETAS

uncut viper
#

well eventually the SPU docs will be there too, and the tutorial stuff i was working on some time ago that got put on the backburner

velvet narwhal
#

i assume you've put the museum on the furthest backburner since you've lost the drive

uncut viper
#

no thats still ahead of both of those things

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i just dont have the free time to really work on anything right now until after this semester is over

velvet narwhal
#

oh true, does yours end in like, mid dec

uncut viper
#

around the 8th yeah. after that ive got a couple weeks im gonna try nd finish the museum framework in SDVpuffertriumph

brave fable
#

wood you prefer it were written in ketchup

teal bridge
#

Wood stove? Campfire?

velvet narwhal
#

what else would it be? vegetables?

uncut viper
#

alphabet soup

teal bridge
#

You could spell it out with vegetables.

brave fable
#

i'm not spending eight to twelve hours of my life writing 'cooking' in vegetables pixel-by-pixel

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it'd be an impressive smorgasbord tho

teal bridge
#

I do love your 1990s style not-actually-a-button gradient button :chefkiss:

brave fable
#

it's a card and a banner and a heading SDVpufferchef

velvet narwhal
#

we have that now don't we- yeah that new emote KEK

lucid iron
#

yea i think ketchup on omurice would be very cute

hard fern
#

πŸ˜” am i too extra with my gift tastes

obtuse musk
#

where are weapon sprites located in the files?

brave fable
#

TileSheets/Weapons, i believe

obtuse musk
#

oh yep, there it is

#

aight, this is gonna be a simple respriting

brave fable
#

how do nexus spoiler tags work again? i can't seem to get mine to format

brittle pasture
#

[spoiler]text here[/spoiler]

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but yeah sometimes it just stops working

brave fable
#

do spoilers have to be single-line?

brittle pasture
#

no

brave fable
#

mine's just not working hahah

calm nebula
#

(Three hours later: well yes the problem is that stardew repeatedly seeds Randoms with rather low entropy seeds.)

#

Hi

#

I hate air travel

#

Ahhhhhhhhhhhhhh

uncut viper
#

its only been 3 hours?

brittle pasture
#

I also took like 3 tries to get spoiler tags working. BBCode is probably just being ass

calm nebula
#

According to the flight tracker yes!

brittle pasture
#

try repeatedly saving

deep cypress
#

So, an interesting thing. I am having lag intermittently. I have done a fair piece of exploring into it. When I have lag, Stardew is taking up roughly 3400-3600 rams. When not lagging, it is taking up only 1700-1800ish rams. So... Is somehow is double-running in some unknown way?

calm nebula
#

For example, did you know that truffles grow as symbiotes of trees

brittle pasture
#

truffles the mushroom or the tasty choco treats

#

nvm

calm nebula
#

Mushie!!!!

uncut viper
#

for all i know the chocolate treats could be made the same way

brittle pasture
#

I bought like a couple bottle of truffle oil. it's almost assuredly synthetic truffle taste but eh good enough to dress my steak/salmon with

calm nebula
#

I have underdeveloped my palate when it comes to things like that tbh

#

On one hand I'll eat almost anything

obtuse musk
#

gah, smapi won't launch!

#

ugh.

brittle pasture
#

!mh

ocean sailBOT
#

For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).

calm nebula
#

On the other I mostly care about macro balance and general nutrient value, and "does food actually taste good" is like not in my priorities

uncut viper
#

sounds like you need to update your love of cooking

brave fable
#

wtf that's my line

uncut viper
#

#ad

calm nebula
#

We are realizing this is probably actually called "depression" I'm just good at looking functional

deep cypress
#

Like, I have run profiler, and nothing stands out.... the graph looks the same (percentagewise) as when it is double. Any ideas where to look to?

uncut viper
#

i think that puts you in good company in this channel

brittle pasture
#

anything in updateticked?

deep cypress
#

(sadly, my depression is at a major high right now too, my sympathies to you all).

#

Not really... Mostly just CBJ and NPC map locations

#

(Oddly, disabling both has no effect on it. I wonder if somehow this is a side effect of the cheap laptop I bought? It is a knockoff from Amazon, but has 16 gb of rams, which seems like enough, and also, the CPU is like 1.7 Hz, but the CPU is never maxed out)

uncut viper
#

this isnt really the right channel

hard fern
#

...gift taste hell got so bad i have a separate json just for the responses

eternal mortar
#

for some reason my new map isnt working? for example the warps out wont work, and neither will the sound of the ground, though the ground type is properly named and i have the warp both in code and in map properties, any ideas?

hard fern
#

πŸ€” if they're not working then something is wrong... but im not sure since there's nothing much to go off of...

eternal mortar
#

yeah ill grab the log and json etc

#

one moment

uncut viper
#

dont know about the warps without jsons but if your location is indoors i think footsteps are hardcoded? someone can correct me if im wrong

#

assuming thats what youy mean by sound of the ground

#

jsons or tiled screenshots*

brave fable
#

if you're using Back1, Back-1, Back2 etc. layers, the game doesn't check them for tile properties whatsoever, so floor sounds will use whatever is on Back

hard fern
#

for tiled, stuff like map properties and tiledata

#

if your warps are weird and wrong

cunning wasp
#

Did harmony or SMAPI's integration with it change at some point recently? I used to use something like this:

public static bool Prefix(ItemGrabMenu instance)
{
  //my patch code
}

to get the instance of the class calling the patched method, in order to access some of its variables through reflection, but I just came back to the project to add some stuff to it and it seems that no longer works?

hard fern
#

(well, idk how you have yours set up. i put some warps on items on building layer, and once accidentally put them on paths. oopsie)

uncut viper
#

usage of harmony has not changed in a long while

#

its __instance

#

(you also dont need to use reflection to grab its variables, you can do ___variablename)

#

(as a parameter i mean)

cunning wasp
#

Hmmm, well sure enough that fixed it. It's weird because it used to load just fine with just 'instance', but whatever gets it to work. And that's good to know about the reflection. It'll definitely make it more readable

uncut viper
#

its definitely been __instance since the release of 1.6 at the very least. before that i dont know, because i wasnt here for it

brave fable
#

absolutely sure it's always been __instance

uncut viper
#

is it possible you were patching a method that simply had an argument named instance

cunning wasp
#

Possibly? I'm looking at the newest assembly and it doesn't, but if FillOutStacks used to have that, then that would explain it

uncut viper
#

beats me. if not that then im pretty sure the only reason it wouldve loaded is if you forgot to actually call harmony.Patch with the prefix cuz otherwise harmony would throw errors at you

ocean sailBOT
#

Log Info: SMAPI 4.1.7 with SDV 1.6.14 build 24317 on macOS Unix 13.5.0, with 30 C# mods and 32 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

uncut viper
#

doesnt much matter now though

cunning wasp
#

Must have been then, because the patch itself was definitely functioning before. Regardless, it's back to working and now onto the next set of bugs. Thanks for the assistance!

hard fern
#

πŸ˜” wiki implosion

#

sigh

obtuse musk
#

alright, textures done

#

now to find the audio files

brave fable
#

jesus nexus banners look worse every time i try and upload one

#

why even give us the option to upload an image when they clearly just want us to have a blurry smear of flat colour

rancid temple
#

I've stopped bothering with them lmao

#

Though a smear of flat color might not be a bad idea

brave fable
#

why don't they convert our mod files to jpeg while they're at it

naive spade
#

if i ... wanted to get into modding stardew, to a deeper degree, what would you all recommend? aside from knowing the programming language ofc

uncut viper
#

you dont even need to know a programming language!

#

just how to read and write json

naive spade
#

oh no im talking about the fundamentals of the game

#

like, changing formulas for pricing

#

have a whole idea for an item quality revamp

uncut viper
#

then knowing the programming language and how to read the code is pretty much 90% of the way there

#

unless you count hard work and patience

naive spade
#

great so just, un-rust-ify my knowledge

naive spade
uncut viper
#

you'll need to know how to use Harmony too

naive spade
#

alright, well. ill check pins for resources. just . if anyones got things of note, then. id be glad to hear em

rancid temple
#

!startmodding wiki is kind of a hard resource to suggest currently with the loading issues but there's a lot of info there

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

velvet narwhal
#

woopsDerp1 wiki might be dead right now so I can't really link the smapi events thing

uncut viper
#

fair warning though that a lot of things are so tightly woven together or reliant on each other being one way that revamping something as fundamental as item quality is gonna take a lot

#

depending on the amount of "vamp" in revamp ofc

naive spade
#

yeah, fair enough thats. more of an end goal sorta, after doing more basic things

#

still fundamental level things - like changing when recipes are unlocked

uncut viper
#

well, that kind of stuff can be done with just content patcher

velvet narwhal
#

A lot of that can be done in cp, even if you wanna manually change prices (but not the quality multiplier)

uncut viper
#

those are actually very simple things

naive spade
#

hm, could i replace ... what grandpas 4 candle reward is?

brave fable
#

yeah you'd be really surprised how far you can go with Content Patcher even when you're going deep into modding hahah

naive spade
#

noted..

brave fable
#

and there we hit the paradox of complexity

#

'give me a research team and 6 months'

velvet narwhal
#

If the harmony is simple enough there's even a content patcher format for that... SMCKekLmaoDog

uncut viper
#

you cannot change the grandpa candle reward with CP

naive spade
#

ah, thats a shame. really want to replace it with the ||statue of blessings|| in my sorta "remix" concept for more things in the game. i love remixed bundles, and thats. generally what ive been brainstorming. more remixing involving swapping around older and newer stuff

brave fable
#

good of nexus to turn my food into soup after uploading

uncut viper
#

i mean you can do it with C#. theres not really the same concept of a limit with C#

#

just not content patcher

#

and it'd take a transpiler for maximum compatibility

#

but would be easy with only like half-but-probably-good-enouigh-maybe compatibility

naive spade
#

mkay
gonna note down some of this and then get some rest

brave fable
#

so is it possible to like, mass-delete bug reports

#

pretty much everything here is irrelevant

uncut viper
#

nexus vc oh you'd love that wouldnt you

#

i wonder if disabling the bug tracker entirely would wipe them. probably not. but its an option

velvet narwhal
#

it didn't wipe my comments, so probably not

brave fable
#

i guess people can ping me here with bugs

#

oh well

velvet narwhal
#

that'd require me to play the game, huh...

uncut viper
#

@brave fable

brave fable
#

i bet u think ur real clever..

uncut viper
#

i do!

#

thank you

brave fable
#

see the problem with disabling the bug tracker is that alllllllll those bug reports are just going to be posted in the comments instead

uncut viper
#

at least theyll be new comments and thus about the new update instead

#

plus then no one can look at your page and think "this mod has 37 pages of bugs, so buggy ): ill pass"

#

but they WILL think "oh so many comments people must love this (:"

velvet narwhal
#

if only nexus had decimal values for allocating the DP, as well as doing a flat permissions across all mods for an additional author if someone wanted it, i'd set up a service for .1% of dp to be a secretary

#

"I collect all of the legitimate bug reports for you, respond to comments/bug reports professionally." KEK

brave fable
#

oh wow i can actually just delete bug reports rather than close them

#

very tempting

velvet narwhal
#

do it, clean the slate

uncut viper
#

does it notify the user if you delete their report

velvet narwhal
#

not that i know of

brave fable
#

i mean it's a pretty heavy slate

#

and it's gonna take a while to delete 370 reports

velvet narwhal
#

i can probably test it if you're worried about someone feeling slighted from a delete notif

uncut viper
#

if you switch it to view like 40 reports per page then yu only have to do ~9 pages instead

#

and 9 is smaller than 37 so its better

brave fable
#

'close issue' doesn't even change the status

#

or maybe it's just nexus caching the numbers

uncut viper
#

it might just take a bit to update yeah

#

i dont trust any change or lackthereof on the nexus site after i do something until i wait like 10min

brave fable
#

wtfff the new issues go back 15 pages

rancid temple
#

Users SDVpufferpensive

uncut viper
#

speaking of nexus and nexus users
did anyone else see pathos leaving a correction on the sdv mod interview nexusmods did
i found that amusing

rancid temple
#

I don't read most of the stuff they put out but that's hilarious

uncut viper
#

pathos added documentation to the wiki specifically to support his correction

brave fable
#

bless you clapbackschild

uncut viper
velvet narwhal
#

wiki won't let me in, but i do see the comment

obtuse musk
#

Heh, i did it

#

slingshot guns!

#

...I can only change the icons tho

brave fable
#

@next plaza hi, are you able to test in splitscreen to see whether SpaceCore.Interface.SkillLevelUpMenu is created for screen 0 even when screen 1 gets a level up?

next plaza
brave fable
#

i've got a bug report on LOC that's actually reproducible

#

looks real nice after you continue, too

next plaza
#

Everyone loves some extra menus

brave fable
#

i'm not sure if it's just softlocked or if the menu has no gamepad controls but farmhands can't continue the day hahah

#

i was going to say 'dont worry about it' but yea maybe worry a little since it's likely an issue for all spacecore skills

#

release loc update before going away for a weekend? y/n

velvet narwhal
#

.choose yes, no

patent lanceBOT
#

Choose result: yes

velvet narwhal
#

well, uber decided your fate

brave fable
#

so if i were to load all my strings to an asset to make it easier for people to CP patch translations in, rather than having them wait for me to accept and merge and release and publish them

#

would i simply replace I18n.Get(key, tokens) with Game1.content.LoadString(key, tokens) ?

#

i suppose i'd also need to remove all my non-default i18n files from the CP component too, might want to link backups for translators

#

planning on using ```json
{
"Action": "Load",
"Target": "Mods/blueberry.LoveOfCooking.Assets/Strings",
"FromFile": "{{FirstValidFile: i18n/{{language}}.json, i18n/default.json }}"
},

but i suppose removing the other files means that can flatten out to just `default`
rancid temple
#

I just tell translators to publish their own page, I can't be bothered to manage translations I can't even read

next plaza
#

Remind me in 14 hours to fix SpaceCore skills for splitscreen

patent lanceBOT
#

ask me that again I dare you (#6376427) (14h | <t:1732317707>)

brave fable
#

just wondering about the logistics and chances of errors on missing entries

#

wonder how people are going to translate the Profiteroles buff to Proliferate Projectiles SDVpufferthinkblob

uncut viper
#

no loading of strings past the initial asset load and any invalidating, just ModEntry.TranslationDict.TryGet

#

any tokens that were CP tokens will already be in the asset by then and any you need to place in there yourself you can just do with uh. whatever string format thingy it is that does that. but it would mean you'd have to replace your tokens in i18n with like {0} and whatnot instead. pros and cons

#

for me that was fine but that might be annoying for you

brave fable
#

evidently you can't just pass the usual i18n tokens object to string.format()

brave fable
#

well shoot, love of cooking 2.0 is actually ready to go. even the mod page looks schmick

#

still probably best to wait until monday to publish it just in case someone expects a reply in under 2 hours

#

photoshop default gradients working overtime on this mod description

calm nebula
#

Ahhh have funnnnn!!!!!!!!

lucid iron
#

Cooked DokkanStare

brave fable
#

it's probably going to be more 'aaaahhhh' than 'have funnnn'

#

but the good news is the bug tracker is reset to 0️⃣ for 2.0

lucid iron
#

Huh was there mass close button

brave fable
#

more like blindly marking everything as duplicate/not a bug/probably fixed in 2.0

#

egg recipes can't use large eggs sounds ominous tho

#

will probably doublecheck that one before it goes live

drowsy pewter
#

uh oh i should check if cornucopia needs to do anythinf for compat

brave fable
#

probably not, but loc2.0 still doesn't do spacecore recipes so there's that

#

seems like a 2.1 sort of problem

#

all the custom crops, buff edits, recipe edits, etc. are gone from loc so it's pretty much self-contained outside of the cooking transpilers

drowsy pewter
#

Oh cool!

brazen wigeon
#

I have a question

brave fable
brazen wigeon
#

Is there any way to get the tile textures as individual 16x16 images

fathom hound
#

!unpack

ocean sailBOT
#

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

brazen wigeon
#

Thank you

solemn glade
#

Does that also include source code?

fathom hound
#

!decompile SDVkrobusgiggle

ocean sailBOT
solemn glade
#

that's the one

brazen wigeon
#

Oof

#

I don’t have the pc version

#

Also I believe even unpacking the game data I still don’t get 16x16 images but full sprite sheet atlas images

lucid iron
#

Yep that's how they exist in game, you will have to crop it

solemn glade
#

^^

brazen wigeon
#

That’s fine, I was just trying to see if there was a way that wouldn’t take like a month

lucid iron
#

You can script it

brazen wigeon
#

Oh yeah 🀦

#

Sorry for wasting your time lmao

solemn glade
#

I mean I would happily try to do it for you but I don't think its allowed to openly share unpacked stuff lol

lucid iron
#

A lot of art programs have slice by guides

tender bloom
#

There’s websites that do it

brazen wigeon
#

But

#

Is there any way to do it that excludes blank tiles

tender bloom
lucid iron
#

I think we r getting into X/Y problem

#

Tell us what your goal is

solemn glade
#

Hairs read from coordinates in a tilesheet, at least that's how it has been for fashion sense modding so far

#

I'm unsure if it works similarly for normal sheets

brazen wigeon
#

I am running the sprites into something that will compile them into 1024x1024 sheets compatible for rendering on a pica200 gpu

#

However it can only take them as individual images otherwise Itll call up the entire atlas while attempting to call one entry from it

#

It’s a problem I’ve been struggling with for over a week now

lucid iron
#

Yeah it sounds like you got some highly specific reqs here

calm nebula
#

Wait

#

You need 1024x1024

lucid iron
#

I would just make a python script using pillow to do what u want

calm nebula
#

But need to have each image individualized?

#

This is making absolutely no sense to me

brazen wigeon
#

I can send the docs for the program I’m using to compile them

calm nebula
#

Like, the image should be and stay in memory

#

Yeah, feel free to, but just as fundamental "how conputer works" this is making no sense to me

lucid iron
#

As for empty tiles, spring objects is packed I think? Just note that it's got 32x32 objects on there (big rock clumps)

brazen wigeon
#

I’ll send the program I’m using to compile the sprites

#

The rendering engine requires the files this generates and it’s apparent there’s no way to do it without going through this

#

My end goal is not a mod I just figured mod devs might have a good way to solve the specific issue of attaining the files in a workable format

silver pelican
#

Bus Location content.json

{
    "mapname":"novaphene.sunnymap_Sunnyfield",
    "displayname":"Sunnyfield",
    "localizedNameID": "bus.sunnyfield",
    "destinationX":76,
    "destinationY":26,
    "arrivalFacing":3,
    "ticketPrice":500
}

the map with CP.

{
      "LogName": "Sunnyfield Map",
      "Action": "EditData",
      "Target": "Data/Locations",
      "Entries": {
          "novaphene.sunnymap_Sunnyfield": {
              "DisplayName": "Sunnyfield Map",
              "ExcludeFromNpcPathFinding": false,
              "CreateOnLoad": {
                  "MapPath": "{{InternalAssetKey: assets/Maps/Map.tmx}}"
              }
          }
      }
    },

It doesn't recognize the location. I... dont know.
I tried Sunnyfield Map as mapname but it wouldnt recognize it. Though, it worked with CustomLocations field when I had it xd

**EDIT: Nvm. I had to reload the game manually for the BL to register change. ** faceplam

fallen depot
#

can someone explain to me in simpler term the uses of the 2 different manifest?

calm nebula
#

Rule of 2 is normal. Having every individual tex padded out to 1024 to 1024 makes no damn sense

#

Like, just from a logical perspective, 1024*1024*4 bytes*(compression factor assuming 2/3)*(number of sprites in an average game)

tiny zealot
lucid iron
calm nebula
#

Anyways, remind me in 14 hours to NOT break AFS while reworking the prng

patent lanceBOT
#

grumbles, mutters some vulgarities about humans...atravita in particular... fiiiine. (#6376701) (14h | <t:1732334567>)

calm nebula
#

Hey junimos I thought we had sassy ub3r

#

Not mean ub3r 😦

lucid iron
#

So what is the user side benefit with reworked prng

#

Is it targeted at speed runs

calm nebula
#

(No)

#

the goal is to produce an prng that's less streaky

#

ideally we would have W/W that matches or exceeds expected

tender bloom
#

Streaky is a great adjective SDVpuffersquee

#

People have been getting rainless fall

#

Is the main symptom

#

Though there’s surely other things people haven’t noticed/complained about

#

Ex if this is affecting fish randoms that also can be frustrating (I remember this from 1.6 alpha)

calm nebula
#

(it shouldn't, that one is Game1.random)

#

but I also just

Game1.random = Random.Shared;

#

which ofc breaks AFS πŸ€¦β€β™‚οΈ

#

So we're not going to do that (if afs is installed)

tiny zealot
#

what's an AFS

silver pelican
#

Slr πŸ₯²

marsh jungle
#

hi, i am really dumb, and this is my first time trying to mod. can i ask an embarassing question?

brazen wigeon
#

I didnt make the program I’m sorry

marsh jungle
#

how am i supposed to use {{ModID}}? i am extremely sorry if it is obvious

brittle pasture
#

just put them anywhere in your content files and CP will replace them with your mod ID when loading them

#

generally you put in in Id fields that are expecting unique ids

tiny zealot
#

yup, put the literal text {{ModId}} into your strings and CP will replace it

brittle pasture
tiny zealot
brittle pasture
brazen wigeon
#

Lest you are talking about gnu standard utils copy function

marsh jungle
eternal mortar
#

for some reason my new map isnt working? for example the warps out wont work, and neither will the sound of the ground, though the ground type is properly named and i have the warp both in code and in map properties, any ideas? heres my patch export data for locations: https://smapi.io/json/none/2ad5dff9c3fd4b24bfecfdc276023dc1 heres my log: https://smapi.io/log/1deef85fb7c14692a4760c7a1ec2cdc9 and heres the json: https://smapi.io/json/none/5f915844feee40e4a13e00b99250fb7a (Please help me yall im gonna die. also ping me!)

ocean sailBOT
#

Log Info: SMAPI 4.1.7 with SDV 1.6.14 build 24317 on macOS Unix 13.5.0, with 30 C# mods and 32 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

tardy adder
#

I didn't know I used the wiki so much until its been struggling to even ><

tiny zealot
tardy adder
tiny zealot
# eternal mortar for some reason my new map isnt working? for example the warps out wont work, an...

this (probably) isn't causing your warps problem but you can combine these into one EditMap/AddWarps action (and similarly for other maps):

    {
      "Action": "EditMap",
      "Target": "Maps/Town",
      "AddWarps": [
        "130 27 StarKOdoll_MMITown 1 46"
      ]
    },
    {
      "Action": "EditMap",
      "Target": "Maps/Town",
      "AddWarps": [
        "130 28 StarKOdoll_MMITown 1 46"
      ]
    },
    {
      "Action": "EditMap",
      "Target": "Maps/Town",
      "AddWarps": [
        "130 29 StarKOdoll_MMITown 1 46"
      ]
    },```
eternal mortar
tardy adder
#

Yeah I think what ichor said applies to the Crystaltrail warps too

tiny zealot
#

if you are adding the warps to the tmx as map properties and then again applying the same warps via CP's AddWarps, that might cause warps not to work. i would expect it to (maybe) log a warning and work anyway, but i could see it breaking

eternal mortar
#

kk

brittle ledge
#

(Is there a preference to adding them to the tmx vs. adding via CP? I prefer CP just because I hate tiled but I'm not sure if there's a best practice.)

tiny zealot
#

it's probably (marginally) more performant to have them in the tmx, but AddWarps lets you use tokens or have conditions, so that's more flexible

#

i'd call it down to preference. somebody else might know more

latent mauve
#

Adding via CP also has the benefit of you not accidentally creating an error in your TMX by adding a newline somehow and being given a very vague "invalid TMX" error in the SMAPI console when it fails.

oblique meadow
#

General question... how hard is it to create a custom tile sheet? I need just a couple small things not on the default sheet for my cabin.

latent mauve
#

If you're comfortable with doing the art, it's not bad at all

oblique meadow
#

I have the same general artistic ability as you see when they teach Orangutans at the zoo how to paint

latent mauve
#

You could also look into some of the awesome tilesheets some mod authors have already made and use their mod as a dependency and add the sheets to your farmhouse map TMX (just remove the tilesheet files from your own mod folder after you edit, since the tilesheet mods will load them in the right place on their own).

#

Depends on what kind of things you are looking to add and if they are things that may have already been drawn.

tiny zealot
#

the other benefit of using tilesheets from other mods is that they may already support popular recolor mods

latent mauve
#

^

oblique meadow
#

Funny enough it's silly little things. Like Edges that would fit a space like this on either side of the stairs:

tiny zealot
#

(they also may not. but if they do, that's work you don't have to do)

latent mauve
#

I think there is something that has that, lemme doublecheck for the name

#

Ace's Building Tilesheets has some extra edges in it

oblique meadow
#

awesome. I'll take a look. Thank you!

latent mauve
#

You can also use some tricks with the Front layering to fake some edges with the existing tiles if you get creative with it

marsh jungle
#

it works guys, it works. though i need to fix the phases

#

also how do i make it centered?

drowsy pewter
#

move the sprite on your actual png

#

If you can put a 16x grid on your art program it helps a lot

marsh jungle
#

i did center my crops in the middle of the 16x16 box (as per the modding wiki template) but it still seems to be to the left

drowsy pewter
#

move it more ^^ and check that the file is being updated

#

Theres nothing more to it than just moving it on the image haha

lucid iron
brittle pasture
#

iirc each seed spot has some random offsets applied, try planting more seeds and see if it looks right

silver pelican
lucid iron
#

There's no issue with internal asset key from a "make mod work" perspective

#

But you cannot use EditMap to conditionally change things

silver pelican
pallid dawn
#

hey guys, now that wag 2.0 is out im looking yet again for some assistance in patching some new code into JAW. I dont wanna bother flour too much but she has provided me the code I need to make my milkshakes work again, but coding is my weak spot and im not sure how to implement it. there is no rush on this.

brittle ledge
#

You should just be able to switch the item IDs, assuming you don't want to change how it's implemented?

brittle pasture
#

can you post the code that you need help with?

pallid dawn
#

from what im understanding this was the code she had on her end.

#

and thanks in advance SMCSobs

drowsy pewter
#

Yes, you just need to change any item ids

#

You can find the ids of the new items easily by using cjb item spawner and lookup anything with debug fields turned on. if you dont want to look through wag files

pallid dawn
#

do both of these codes just go into my content?

#

how would one specifically know which ones have it turned on?

unreal spoke
#

Is the position of hats on horses hardcoded or can you change it with CP?

brittle pasture
#

hardcoded I think

unreal spoke
#

Meh. Thanks for confirming my suspicion!

brittle pasture
lucid iron
#

Did that hat for pets mod work for horse

unreal spoke
#

Doesn't seem like it.

pallid dawn
lucid iron
#

So what are the features desired in mod-that-do-something-about-horse-hats

pallid dawn
#

i know this is probably extremely simple stuff I am just not good at it.

brittle ledge
#

You may be able to read the field from cauldron.

unreal spoke
lucid iron
#

It should be a simple transpiler on the draw right, first C# mod DokkanStare

brittle pasture
#

look in WAG 2.0's machines_barista_simple.json for the cauldron configs for the milkshakes/blender

pallid dawn
#

downloading it rn to look

unreal spoke
brittle ledge
#

this is how I read the DSV config, I think you'd just swap in the WAG ID + config name, Zelda "When": { "HasMod: |contains=DSV.Core": true, "DSV.Core/ConfigValue:NonbinaryAbigail": true },

brittle pasture
#

... the horse's hat draw code has switch cases for individual hats that adjust their offset SDVpuffergus

lucid iron
#

* toss the horse appearance framework idea into wip mound *

brittle pasture
#

another 2025 chu framework

lucid iron
#

I'm booked up to 2026 now sleep

#

But consider, horse armor for sdv!

pallid dawn
#

who wants 50 bucks to do the code cause idk whats going on

#

its like school, brain shuit down

lucid iron
#

There's no rush Zelda, take ur time SDVpufferheart

brittle pasture
#

the machine code flour provided should work, just change the When condition to
"When": {"Atelier.Cauldron/ConfigValue:Milkshakes": true},

pallid dawn
#

like yall are amazingly pointing it all out and helping

brittle ledge
#

(Do you also need the hasmod, selph?)

pallid dawn
#

do i just shove it all into my content?

brittle pasture
#

yea that too

#

someone not on a phone pls edit it for me

brittle pasture
pallid dawn
#

selph ur icon is keeping me from losing it rn

brittle ledge
#

yeah so basically put this in your edit for your milkshakes "When": { "HasMod: |contains=Atelier.Cauldron: true, "Atelier.Cauldron/ConfigValue:Milkshakes": true },

pallid dawn
#

alright let me try... thank u

brittle pasture
#

(I found that sneefing cat off reddit 4 years ago and it will be my pfp until the heat death of the universe)

tiny zealot
pallid dawn
#

wait

#

does it matter that she sent me all of this over so that id be taking over the milkshake side so i could add them in whenever I wanted so she didnt have to

#

like does that affect the code im trying to change

#

like im just.. patching them into her mod?

brittle pasture
#

basically yeah, in an additive way, her existing code should still work

pallid dawn
#

adding that edit in from tia made code angry

brittle pasture
#

whats the error

pallid dawn
#

i think unexpected end of string and colon expected

drowsy pewter
#

(sharing the current file will let people help)

pallid dawn
#

i didnt know if thats what yall wanted i didnt wanna clog it up my bad SMCSobs

drowsy pewter
#

Tia had a typo and missed the " symbol after the hasmod token

brittle pasture
#

we dont mind at all! also for future reference, uploading it to smapi.io/json is better since it also provides validation for you

drowsy pewter
#

"HasMod: |contains=Atelier.Cauldron": true

pallid dawn
#

ah i see! said the blind man

#

lol no it worked ty

#

i forgot all about smapi json.. i havent done anything with code since i made the mod and even then yall were walking me through that

#

so... thats all that one should need then or do i have to change more on this one? and then the blender rules should have this too or no?

#

ik you guys said to change mod ids and stuff but idk

drowsy pewter
#

I'm not available enough to walk through everything that needs to be updated. But I know for sure that the item ids need to be updated

#

so if you work on that you'll be at least a bit closer

pallid dawn
#

thats understandable

#

thank you

#

i also have to get ready for my 14hr shift soon which is why i forget everything yall have taught me. i work 4 14s in a row coming up and i just dont ever get to do the code side and i learn by doing. so its just frustrating and i always hope i dont make anyone here frustrated. the endless cycle

#

but i took notes to hunt down item ids and thats what ill work on next.

drowsy pewter
#

You can always come back when you have more free time ^^ And compat is a privilege, there's no need to rush through it to appease people

pallid dawn
#

i have 5 more cows to add too and 5 more milkshakes! thats what im most excited about. but the code haunts me

tardy adder
#

I has a question, for SpecialOrders the MailToRemoveOnEnd happens only when its completed or regardless of completion and just happens when the Duration expires?

brittle pasture
tardy adder
#

blobclipboard thanky selph

pallid dawn
#

on a side note...

#

SBVLmaoDog yeah im gonna have to come back to all dis.

mighty quest
#

@next plaza Hey, just to confirm, did SpaceCore drop the NewForgeMenu class?

next plaza
patent atlas
#

Opened my mod page after many weeks and saw people requesting an update

#

On one side I'm happy people missed it

#

On the other side ohno i left my mod broken for a whole month

#

And apparently it didnt work with multiplayer SDVpufferwaaah SDVpufferwaaah

rare orbit
#

hey? so i am making a gift tastes json for wildflour's all in one mod for personal use (unless i get the green light from wildflour to share mine) and i might need help with setting up the json file! i got started but i am slowly seeing why they didn't do gift tastes for em ;-;

drowsy pewter
#

Yup. hahaha

rare orbit
#

oh cool cool! so if i want to add say compatibilty for wildflour's new mod what do i need to change??

#

ohhh ok

#

thank you thank you!

drowsy pewter
#

Huh

hard fern
#

Hngnhhh im gonna have to do this all manually

rare orbit
#

how did you auto generate that?!

#

im still trying to figure out stuff ;-;

#

true true still learning that and i constantly feel dumb af whenever i try to code ;-;

#

yeah lol i did when i first was learnin to draw :3

#

sweet

hard fern
#

😭 i still dunno how to do anything... Im doomed

#

This dialogue is driving me nuts

#

Events hate me

#

And i borked the json again

teal bridge
#

The Nexus page has the weirdest tags for GMCM - it's both "fair and balanced" and "cheating", and also "performance optimization". Also "music" and "sound fx" for some reason.

#

Apparently it inherits all the tags of every mod that happens to have a config menu.

final arch
latent mauve
#

I'm pretty sure the answer is no, because if it was possible, someone would have done it, but: Is it possible to make "window" furniture that actually changes the light in the area during the day or night?

#

It would almost have to be a reverse lamp, which is why I expect the answer to be a no

rancid temple
#

@woeful lintel would probably be the best person to ask if this would be possible with/if it could be add to FF

#

A reverse lamp almost sounds promising though

latent mauve
#

Yeah, there does seem to be a "window" furniture type in the data entries, but I'm not sure how it behaves natively, if at all

#

Reverse lamp is the cleanest way I can think of to handle a "daylight" and "night" window look by triggering the light during day or off position

frozen elm
#

I think you can do this with FF

gaunt orbit
#

Window furniture works fine? It shows a light during the day and then turns off at night

rancid temple
#

But does it light up the area around it?

#

Like create an actual light source

gaunt orbit
#

Yes

#

Not a very large area but it does have an actual light source

lucid iron
#

It's got a special light map

#

A bit elongated

latent mauve
#

huh, good to know

lucid iron
#

I forgor id

latent mauve
#

The wiki was erroring when I was trying to look before I asked

rancid temple
#

I exist in a state of trying to remember what the wiki says now lmao

#

Because it's like a 10 minute process to get one page to load

latent mauve
#

haha

#

Yeaaaaah, wiki is struggling hard this week

frozen elm
#

Window and lamp light sources work kinda differently though

gaunt orbit
#

If you want wall-mounted lamps, go sconce instead. Windows turn off at night, have alternate frames, and a different light shape

latent mauve
#

If it makes it easier, my initial thought was of two concepts:
One: a custom full-length window that casts a light during the day and is dark at night
Two: a custom window that has a different visual (like a landscape) within it that changes depending on the state

#

It sounds like the first is already possible, from what you're saying, if properly defined as a window?

gaunt orbit
#

Yes

#

It does also change the texture based on time automatically

latent mauve
#

Well, now I have to experiment a bit xD

gaunt orbit
#

Only restriction is that multi-tile-wide windows don't look right because the light source is only 1 tile wide

latent mauve
#

ah, I see

gaunt orbit
#

Usually what people do for that is just break it into pieces

latent mauve
#

The window I currently am thinking of is the 2-tile wide, full-height window in HxW's bakery & cafe furniture set, since it didn't seem to act like the other windows.

gaunt orbit
#

Hmmm I'll take a look and see how that's done

latent mauve
#

But it looks so nice in my dining room, so I'd love to see it get the normal window treatment, LOL. >_>

gaunt orbit
#

Yeah they probably just made it a painting / wall decor because it's 2 tiles wide and windows are only meant to be one tile.

#

Sounds like Furniture Framework supports custom window lights though

pastel shoal
#

Do we have a mod to allow us to punch Demetrius ?

teal bridge
lucid iron
#

anyone know what mod Dynamic Map Tiles is, i got strange DM that claims I worked on it (I didn't)

iron ridge
lucid iron
#

Huh neat, feels like this framework is mostly replaceable by tile actions tho

iron ridge
#

im assuming that's mostly 1.6 things?

lucid iron
#

ah right i rmbr now DokkanStare

#

this person DM'd leroy a while back too, going by chat history

next plaza
#

I've never noticed any of my other mods having that issue, hence why I never thought to turn it off to begin with

brave fable
#

i don't know why tag submissions are enabled by default with no vetting, it's pretty much only used for graffiti

next plaza
#

Yeah, if Nexus had a "bulk mod operations" thing I'd change it for all my mods. But I have too many to bother doing it otherwise

brave fable
teal bridge
#

Right, I assumed they were user-added tags, that's what I loosely meant by "inheriting" (clueless users thinking "well, some mod that uses this mod does X, therefore this mod does X"). But I still found it funny to see all the specific tags on GMCM.

#

I think the default now is to actually moderate the tags? Because I don't recall ever explicitly changing any tag-related option, but at one point I did see a request to add a tag. It showed up in a different color and had some approval thing on it.

#

Could be wrong. I can't find it anymore.

fluid marsh
#

Hello! I'm working on my first mod, and when I tried to launch it, I got this error: Technical details: 0.0.0 isn't a valid semantic version. At least one of the major, minor, and patch numbers must be more than zero. Is anyone able to tell me what that means? Thank you!

patent lanceBOT
brittle pasture
brave fable
#

0 or less is a lack of software, not a software 😌

fluid marsh
brittle pasture
#

no, that should be fine. you may have a typo or smth

rancid temple
#

Is it 1.0.0 or "1.0.0"?

#

!json you can upload the manifest and share the link here

ocean sailBOT
#

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

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

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

rancid temple
#

This seems right, are you sure you've got the right files in your Mods folder?

fluid marsh
whole raptor
#

Did you click save? SDVkrobusgiggle

fluid marsh
#

Always SDVpuffersmart

#

Upon further testing I think my problem *might *actually be with the content file somehow? But I have to go to work so that's a problem for later I suppose SDVkrobussad

whole raptor
#

Maybe it's the format version then? SDVpufferthinkblob But I'm guessing you already checked that

teal bridge
#

!log is all I can think to ask here, maybe the error is not even for your mod or it's being caused by some other earlier warning.

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

fallen depot
#

Hello, is there a website that explains what each path tile do?

latent mauve
#

If you mean the paths tilesheet symbols, the wiki covers it on the [[Modding:Maps]] page IIRC

latent mauve
#

Under the path layers section, yep

next plaza
#

I finally pinned a locked comment on the SpaceCore page saying to please include a full log (with a link to the smapi log parser). Let's see if that helps with all these comments without logs

teal bridge
#

When did you become such an optimist?

fallen depot
rancid temple
#

7

fallen depot
#

Thanks!

blissful saddle
#

Casey, anything to be done with that SpaceCore warn about finding 5 transpiler targets when expected 4?

next plaza
#

Already fixed for next release. It's harmless though

blissful saddle
#

thanks. and it's good to know

royal stump
#

1.6.9 blitz aside, a pinned "give me logs" message got it up to a majority for me*, at least SDVkrobusgiggle

blissful saddle
#

haha, look at her. she thinks people complaining about bugs read other people comments

whole silo
#

i just started receiving a message in SMAPI stating that SMAPI will no longer check mod versions and notify wich ines need updaye??

blissful saddle
#

is that really a question? because it sounds like a statement

drowsy pewter
whole silo
ocean sailBOT
#

Log Info: SMAPI 4.1.7 with SDV 1.6.14 build 24317 on Microsoft Windows 10 Home, with 113 C# mods and 206 content packs.

lucid iron
blissful saddle
# whole silo https://smapi.io/log/1df4c06ce1d34310a3fb88a2e34dffb3 this is my SMAPI log

If you talk about this one:

19:39:44    DEBUG    SMAPI          These mods have no update keys in their manifest. SMAPI may not notify you about updates for these
19:39:44    DEBUG    SMAPI          mods. Consider notifying the mod authors about this problem. 

It is a normal one, and just points mods that doesn't have a proper update key. You can check the list under this. This is a pontual mod problem.

But if you mean this one:

19:39:56    WARN    Stardew Aquarium Code    MuseumExterior data seems missing, cannot copy.
19:39:56    WARN    SMAPI    Couldn't check for new mod versions. This won't affect your game, but you won't be notified of mod updates if this keeps happening.

Seems like a warn about the Aquarium mod you are using not having a proper versioning and, there for, SMAPI may ignore this version check in a future time.

#

but yeah, as chu pointed above, this is not the right place to this.

rancid temple
#

I don't think those two are related actually

whole silo
#

OK thanks and sorry

rancid temple
#

Aquarium mod just has some missing data, SMAPI errored while trying to check for mod versions, separate issues

blissful saddle
#

so what is the 'new mod' it says just after the Aquarium warning?

calm nebula
#

interesting

rancid temple
#

They're separate warnings, one is for the aquarium mod and the other is a general SMAPI warning

rancid temple
blissful saddle
#

so it useless saying 'new mod' without pointing the mod if it is not the last one it warned about

rancid temple
#

SMAPI couldn't check for new mod versions, as in any mods

blissful saddle
rancid temple
#

As in SMAPI itself errored while trying to check for updates

acoustic summit
rancid temple
#

Connection issue, on your end or between you and the server is most likely cause

calm nebula
#

still no 😦

devout otter
rancid temple
#

Unless SMAPI happens to be down right then

calm nebula
#

😦

#

what am I missing....

blissful saddle
rancid temple
#

Makes sense to me, but I'm not sure how to reword the intention

blissful saddle
acoustic summit
#

I wouldn't say its badly implemented, maybe explicity mentioning a failure to connect could help though

calm nebula
#

guess not, guess emit code it is

rancid temple
#

I think a connection issue is most likely the cause but I don't think it's the only thing that can cause SMAPI to be unable to fetch updates

blissful saddle
#

can't you just publicize a function/class that uses random?

calm nebula
#

no?

#

I need access to Random._impl

#

well

#

need is a strong word

#

I'm trying to get access to Random._impl

rancid temple
#

It's okay to have needs atra

blissful saddle
#

we all have needs

#

πŸ«‚

acoustic summit
#

On the topic of random, is it recommended to use Game1.random to get random elements in mods per frame? Or should another format be used

brave fable
#

love, touch, food, truly entropic seeded random number generation, ..

#

basic human desires

calm nebula
#

(I almost always use Random.Shared)

#

Random.Shared is thread safe, xoshiro, and significantly faster

warm tulip
#

Hello, i crate a mod, a npc mod i have finish (i think) but i can't launch it dont know why, i have this error on visual studio 2022. Can you help me ?

acoustic summit
#

Mods cant have one manifest for both a CP mod and a C# mod

#

Id reccomend making two subfolders in your mod, one for the CP mod and one for the C# mod πŸ™‚

rancid temple
#

Is this a CP mod or a C# mod, or both?

acoustic summit
#

Good question to ask first if it not both lol

warm tulip
#

C# mod

#

i thinnk

acoustic summit
#

If its just C# then you can get rid of the contentpackfor part of your manifest

lucid iron
#

can you tell us what you want to do with the npc?

#

you can make a npc mod without C#

hard fern
#

πŸ˜… make an npc mod in C#

lucid iron
#

just content patcher is enough for basic stuff

hard fern
#

sounds... overly complicated (unless your npc is overly complicated and CP can't deal with it?)

drowsy pewter
#

how did you possibly make the mod? SDVpuffereyes

warm tulip
#

nope it's not complicated npc, my npc, it's just a normal npc like abigail or penny

#

it's being 2 mounth since i finish so i cant remerber all xD

devout otter
#

If you've been following wiki tutorial, then your NPC is a CP mod, not C#.

warm tulip
#

ok so it's a cp mod

#

mb

hard fern
#

πŸ˜…

#

there's plenty of guides for making one entirely in CP

acoustic summit
#

If its a CP mod then you can instead remove the entryDll part of your manifest πŸ™‚

warm tulip
#

this line ?

lucid iron
#

hm why do you have < >

acoustic summit
#

Yep! I mean, that file dosnt exist in the folder anyway does it?

warm tulip
hard fern
#

huh,which part of the wiki SDVpuffersweats

shut grove
#

wiki stuff that shows "<Text>" means that you replace <Text> with your text

drowsy pewter
#

Ah so it's an edit of someone else's mod, that explains a lot more

acoustic summit
#

<Name> becomes Nature, not <Nature> for future reference

hard fern
#

you get rid of the < >

warm tulip
#

not <text>

#

i'm stupid i think

acoustic summit
#

Its okay πŸ™‚ You replace it all, including the <>

warm tulip
#

yep

shut grove
teal bridge
#

StardewUI v0.4.0 is out, with a whole slew of improvements! Check out the changelog link below for details.

Nexus Mods :: Stardew Valley

The definitiveβ„’ framework for building UI in Stardew Valley mods.

fervent horizon
#

What is the second row in aquarium sprite for? Like where are those sprites used?

#

Like the diagonal ones

warm tulip
#

I have a new prob now, Smapi says : [Content Patcher] Could not load content pack 'Shiko': content pack has no content.json file. But he is in the pack maybe i miss a part in the code ? or something else ?

rancid temple
fervent horizon
#

yep

rancid temple
#

Swimming up and down I think

#

It's probably pretty wonky in practice lol

acoustic summit
#

I think its a port from the item img, I dont think its used when swimming.

fervent horizon
acoustic summit
#

Note the stingray, why would it go on its side when swimming?

fervent horizon
#

We can make our own aquarium sprite sheets now, correct?

acoustic summit
#

You can, just make sure to reference the new sheet when making the data in the data/AquariumFIsh

hard fern
#

ah yes, aquarium fish my beloathed

calm nebula
#

alright

#

what in net 8 did you use

#

(okay the answer is "enough stuff in net7 that a backport is unwise")

hard fern
#

sigh πŸ˜” plight known as "tilesheet doesn't have the tiles I want

shut bane
#

What does it mean when the patch summary says "tokens not ready"? Google is really failing me

tardy adder
#

Commas you will forever be the bane of my existence

velvet narwhal
shut bane
#

Oh nvm I'm silly. I was trying to use a custom token without actually setting it up. Which I was trying to do (read: throwing stuff at the wall willy-nilly) because I hadn't built the editdata entries' when conditions correctly. All I needed was the {{Spouse}} dynamic token

#

At least smapi debug commands let me rapid-fire solution attempts lol

latent mauve
#

Question: If I'm attempting to change only one value of a delimited field, in this case, a Data/Furniture entry, but only targeting one piece of furniture and only attempting to change the Type field (index 1), can I use Fields or do I need to try to figure out how to use ReplaceDelimited?

#

to make it completely clear, I'm attempting to change the value of Decor in this example:
"HXW.BakeryFurni_BreadOven": "HXW_BreadOven/Decor/2 3/2 1/1/1000/2/{{i18n:BakeryFurni_BreadOven}}/98/Mods\\HXW.BakeryFurni\\Furniture/true/collection_hwbakeryfurni",

#

and I wonder if this is correct or not:

"Target":"Data/Furniture",
"Fields": {
    "HXW.BakeryFurni_BreadOven": {
        "1": "fireplace"
    }
}
}```
#

I only vaguely remember how Fields works

devout otter
#

That looks correct to me.

latent mauve
#

SMAPI says it can't find the key, making sure I didn't do something dumb like not include the false dependency and load in the wrong order

royal stump
#

that seems to work with a vanilla ID swapped in, at least

latent mauve
#

nope, same error, so that wasn't the issue. Hmmm

#

[Content Patcher] Can't apply data patch "Fireredlily's Visual Tweaks > Include assets/bakeryfurnituretweaks.json > EditData Data/Furniture" to Data/Furniture: there's no record matching key 'HXW.BakeryFurni_BreadOven' under Fields.

patent lanceBOT
slender badger
# warm tulip this line ?

Is this an edit for personal use? Because Shiko is not open source and the author is no longer around to give permission, so you can't publish an updated version of her

inner harbor
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(converting a CP NPC to 1.6 is also way easier than whatever you're doing)

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I messaged/conversed with Papaya once, but it was probably back in 2021, around the last time they logged into Nexus.

latent mauve
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Yeah, still no idea why it can't find the keys, but I attempted those changes in the original mod's entry and they work but with... problems. So likely gonna have to abandon that thought anyway.

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The fireplace fire is in the wrong spot for the bread oven, and the window is suddenly not placeable at all when changed to window type xD

acoustic summit
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Discussion point: What would you say is the best way to implement travelling to custom locations

velvet narwhal
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Whatever fits lore SDVpufferthink

acoustic summit
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I was thinking about frameworks like train station and bus locations, but I was curious what you all thought

acoustic summit
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Like a direct extension location