#making-mods-general
1 messages Β· Page 116 of 1
Don't think so 
Unfortunately I'm just using notepad and fighting for my life
n++ has a validator
It doesn't need to be a tooltip
Okay, definitely get VS Code or at least Notepad++ then π
It can be visible text under the section title
Oh wait it does??? I've been using it for years and using the online json validator
honestly for working with json i'd use sublime or vscode
i have no idea how good it is, so i can't attest to it 
Ooh ty ty. This is helpful
I really ought to just switch over to vsc
content patcher lets you put section names and descriptions in your i18n
@long jungle
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"
},
}
]
}
}
you can also use notepad++ i belive it has a json validator
npp's json validator plugin isnt automatic though you have to manually run it
That's what Megabyte's reply was about
oops
VSCode can also do neat stuff like search and find/replace multiple files, which is great if you realise that you've typo'd something and it's spread across like 20 files 
vsc Just Worksβ’οΈ
Thank you! But I already have descriptions for those.
What I'm asking here is if I can place smaller font paragraph text as non-tooltip
Oeugh yeah I really do need to switch (also I am SO sorry I keep forgetting to turn off pings when I reply)
Still getting an error on line 25, but definitely closer to valid than mine!! Thank you
ah, so not "doesnt need to be a tooltip" but instead "needs to not be a tooltip" 
put a comma there
see if it works
in that case no your options with CP are limited
You caught my wrong logic there xD
Need c# then?
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
This is a good enough answer. It just means CP cannot do it alone.
Thank you!
maybe some day
oh i needed to ask casey if spacecore dungeons could do monster only floors 
if not, uh, i guess i'm going back into the trenches
i put on the description of the mod "I won't be able to respond immediately"
yoba, give me strength, sometimes i don't even respond to my bug reports for days
bro
i know im going to regret asking but please tell me that isnt real
it is
i need to hope for a moment that isnt real
100%
for the record this is what i wrote on my description
button blissfully free from issues
are we expected to reply to comments in under 12 months (or at all)
If not, Aedenthorn made Custom Dungeon Floors which someone updated for 1.6?
i only ask about spacecore because i want to cut down on the requirements, i'm already at 5 so far
nexus modders will look at everything in the drcp. but at response time
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
one of the things holding me back from creating a custom bigger mod is the modders expectations
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 
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 π )
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
i think i tried looking at the API but i don't think casey exposed it
if worst comes to worse i'll just Figure It Outβ’οΈ since i'm already in the trenches with a c# component
(inb4 i make another abomination like Game1.currentLightSource = new()
i don't know what sord will do either, it'll come to me when it comes 
if i get lazy i'll just turn it into a trinket
Please no π
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
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
im against having menu for that it's not very immersive
they should huddle so u can talk to em
valid point
dont make same mistek as mass effect 3
i like the menu idea bc its like an rpg party comp setup
(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)
the calamity ganon treatment
Me wanting to change a fish's precedence in locations is making me confused with the target fields
I need sleep >->
oh, something like a quick cutscene of slashing
(with 16 npcs that might get really annoying, really fast)
i think u need to do moveentry?
i have no idea what's happening in here, y'all might as well be speaking another language
ichor join the expansion hell, create your expansion, this is a threat
i do keep having intrusive thoughts about starting

LocationName then Fish then ... ? FishID?
i would work on one if i could do pixel art. alas, gated by my own lack of skill
I have contemplated making expansion but npc making I fear it
(i'm right here? you just have to do a small loan of the c# /lh)
see, I love making NPCs but I despise maps 
I am ok with maps... if Tiled behaves
(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)
also about fish, you can just set the "Precedence": -1000, field to an even lower negative
I no likey npc making, the event making makes me confused
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
my content mod progress is uh
buildings/invisible tiles on the buildings layer
want to make sprites yourself? not willing to order them in? not good at art? sounds like you'd better get good at art 
yesh I am attempting to targetfield, but my brain juice has run dry after dialogue writing
around 5 different reference vids for birb eating a feesh
i commissioned the One NPC i really wanna make and thats good enough for me
i rather like this one
learning art before i eventually move on from SDV is not going to happen in this lifetime
tbf stardew is one of the easier things to make art for, i just absolutely detest world sprites
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
I take an art EXP debuff
if i start im just gonna use actual photos of birbs no one can stop me
yeah world sprites are pretty suck
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
(me, saving up money and i'm just gonna buy void's world sprite template)
I don't find them too bad, they're just boring compared to portraits so I lack motivation for them π
(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)
code is more fun i think 
(incidentally enough lack of motivation for myself is why i motivated you with money to do them for me
)
Or actually I might just add an entry >-> yes algae for all
what r u trying to edit
Actually am adding an entry now, I am about to make Pelican Town, Algae Town
Oh, I'd totally forgotten you were the one that commissioned me for a custom NPC!

you π€ me
"nah, let's make Airyn do this"
Didn't make the name connection, sorry π
how long ago was it button
the time my power was out i was brainstorming so much npc stuff (read: not much at all
)
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
i need to know in order to judge you for procrastination
Year and a half ago now, I think?
yeah it was like a solid year before 1.6
wow get on it 
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
I got a folder just waiting to get crop sprites, my hands don't do the pixels like I want them to though >->
i mean, i've been trying to make an npc for how many years now π
good news, the modding wiki has some great resources for making NPCs in 1.6 
Very fair 
Which has been there since... 1.3 ...
also i did dehardcode gift taste portraits specifically for her so i did do SOMETHING of use in that timeβ
My NPC's been in development limbo for like three years now, haha
3 years too XD
amateurs....
are you really an NPC mod author if you don't dehardcode something specifically for your blorbo
I am making my tree and crop sprites one pixel at a time it seems
i would say no
like a hat UI?
does it still count if it got absorbed into vanilla though
It's called "keeping your audience in suspense", right?
SMAPI console command crimes, more like
i was thinking BreathChestRect, but sure 
Can we accept "committed notable crimes against CP" as an alternative for those NPC mod authors without C# skills?
XD
my blasphemous CP token? sure
it's called keeping the audience in cryostasis
if i look into your content.json and i cannot immediately get a feel for your dynamic tokens id say that counts
yeah, of course! crimes are for everyone 
Tia, have you looked at Wren's schedules in the last 5 mins? 
...okay, fair 
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}}}}}}",




don't look at mine
in fairness, a lot of that is Ark
you know you're having a good time when }}}}}}
back to me beating up my poor poor npc dialogue
That's not LOC, is it?
oh no, that's my npc mod π
is that with the custom bird nest you were working on?
loc started far later in oct 2020
π the dialogue situation with my npc is DIRE
this is the whole reason it's not done yet
How big are those commits? Did you just do one gigantic 25,000 line commit and that was it for the project?
the sprite animations in comparison are really simple to do..
'add project files' is about the size of a small bus
Is a small bus the same as a short bus?
oh wait no it includes the minigame and all the psd files, definitely a large bus
strange looking back at very descriptive commits in 2019 compared to 2024's add bugs
if it has audio files, that's a double decker
Those don't look very descriptive to me.
yeah, your commit doesnt even say what you added to the gitignore :/
well ur gonna have to use ur imagination that there's descriptive commits outside of the screenshot of 2 commits there
Too bad I'm not very imaginative.
I'm imagining a long list of "stuff", "things", "fixes", "etc"
a lot of my commit comments are just "yep" "ahuh" "did that"
you guys have commit comments? 
i use my commits to keep track of my changelog, so, yes
oh on my actual published mods yes, i use it for changelogs
i only pen the most terse, concise, and understated commits nowadays, such as progress ,backup, and small bush
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!
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"
part of the current changelog for another mod:
Without good commit comments, writing changelogs would be even more hell.
(Yes, I know what's coming. "Change... log? What's that?")
my adhd writes them in my own discord first, copies and pastes them into the git, and then i call it a day
(that said Graveyards was absolutely an exception to this)
is graveyards your, "everything against everything i stand for"
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
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
π time to play the game: "will i ever release this npc mod or no?"
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"
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
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
so true
inverse monkeys and typewriters theorem
something something monkeys typewriters shakespeare
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.
somewhere in the library of babel is a book containing every line of dialogue for my hypothetical NPC mod
the only time a nexus user needs to know what "Fixed an error involving [something] that can cause a crash." specifically means is the nexus user that reported it, if they exist
(and I'm going to find it by mashing reload on the webpage)
and evne then all they get is me responding "Fixed, thanks!" in response to their error log
"Fixed in the most recent update, thanks for the report!"
speaking of my Graveyards commits, these two being back to back tell a story i think
i think this is actually when i originally wanted to do something like ichors portable hole for the actual graveyard
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
button i want you to know i worked hard to get portable hole fully functional in multiplayer from the get-go
i quickly decided fuck that
i can imagine!!!
and i am incredibly impressed with it
oh that's why you were asking about the shadowrealm?
YUP
i knew from the start bc you asked about keeping mines active specifically
and i thought "oh i was there last week"
oh, but don't ask me about split screen. split screen doesn't exist
split screen isnt real and it cant hurt you
i literally don't know how to even activate it! i've never seen it!
if you don't have a controller, it doesn't exist to you
i do have a controller and i still dont bother testing split screen
i will willfully ignore that you have a controller
i almost tested split screen once for my rock paper scissors mod before i realized how dumb that would be
splitscreen is usually very simple, just be aware of when to use PerScreen and static and you're good
I've just been assuming my split-screen fixes are fine for...a while now 
it only gets confusing when you need to consider menu scaling and positioning
"how does your mod work in multiplayer" is a pretty consistent way to get me to mentally bluescreen 
or maybe i just do too many menus
Yeah, I had to fix a bug with split-screen menus, forgot to use ui_scale once.
ah yeah ficis really has to think about it cause of stardewui, deep in the trenches 
('course, that's another good reason to use a framework, not having to worry about all that!)
thats true real life doesnt have screencheating protection for rock paper scissors
i only just noticed focus is now forkless, how long have you not been ficus
(secondary reason why i was opting for stardewui cause i don't know how casey handled the guidebook in splitscreen)
probably a few days?
damn im observant
i'm obv gonna use that guidebook cause it's nice n fancy, but having both is never a bad option
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)
considering casey removed the 0 marriage, a lot of unfucking
i think casey reverted that
like, it's still there? or
do you mean 0 schedules
the ignoreMarriageSchedule when npcs had 0 schedules iirc
spacecore has a thing that lets spouses ignore the marriage schedule entirely though right
regardless of 0 schedules i thought
yeah regardless, but the 0 schedules fucked things up
idk im not a source of truth im merely a wellspring of fractured memory and speculation
i think id rate it a "good luck" on that scale though tiakall
New quote added by tiakall as #6260 (https://discordapp.com/channels/137344473976799233/156109690059751424/1309375870594584676)
i'm gonna go with "oof"
i think saturday is still a no-go considering that's the special day of our lord and savior, yoba
are we able to use any colour hexes in nexus descriptions, or just the selection in the colour picker?
iirc though i contemplated fucking with marriageDuties but i'm not all too interested in learning transpilers/doing prefixes
you can do arbitrary hexes i believe
[color=#]
oh wonderful, wasnt sure if we were limited to some web-safe set or not
probably not unless you're using some incredible hex setup with more than 2 values per channel
sorry im not old
sorry, i'm old
(i was gonna make a joke about the American Council of Witches)
web-safe is a subset of #rrggbb which works in like 1993-era browsers
good ol' netscape navigator
important to prevent dithering in the modern era
bad ol' internet explorer
no longer shackled by 216 colors
gotta give the 90s some credit, itwas 256. loads more
everything looks better in purple π hated looking at this crusty logo for years
I like it!
256 is the total, but 216 was picked as the standard set
im just waiting for them to invent dangerous colours. i wanna put colours in my bbcode that'll make PCs overheat
You'd be surprised, dithering is still very much a thing. Not so much on web pages, of course, but it's still a big deal.
Look up "gradient banding" and weep.
someone clearly never saw a Geocities page of lime green text on a neon yellow background
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
It's something you don't notice until you do, and once you do, you cannot un-see it.
It is actually a really tough problem in gaming especially because it is stupidly hard to do good dithering on the GPU.
i'm a little crazy, but i like gradient banding 
it can work well if done intentionally or adds to an aesthetic. not so much if i just want a nice blue sky
yeah true, the stylistic approach is what appeals to me
Also, these "sort of" exist too, in the LCh/lab color spaces.
They won't make your PC overheat, but there are colors that can only be displayed with HDR.
i use them on my sites! i specifically wanna cause danger tho
You do? Surely not the spartan BETAS and SPU doc sites....
well, SPU is on github, so no
"you posted something as heinous as a phone picture in an attempt of a log, banish"
all the BETAS CSS uses oklab or lch tho
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
(also i have private personal projects that use it)
Yeah, cosmic irony that the better the display gets, the worse the picture gets.
I don't know if you've ever experienced the joy of accidentally getting into HDR mode while watching an SDR movie, but...
3 guess for what dum i did here
Added a hard assembly ref?
(also ftr i mostly just meant i use those colour spaces, though i dont know if BETAS docs specifically use any wide gamut colours. definitely do on other things ive worked on tho)
Right, I didn't look at your CSS, I just wouldn't have described your color scheme as "blindingly saturated"
seems strange that you'd commit that you forgot everyone doesnt have emc. if anything, id rather commit that i remembered that
(i had EMC!.apicall)
ill take this as a challenge for the next iteration of it, thank u for the suggestion
Ok, so next best thing to hard assembly ref, hard API ref.
It's not my eyes you'll be hurting, so I say: go for it. Go all in. Reach for the saturation sky.
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
i assume you've put the museum on the furthest backburner since you've lost the drive
no thats still ahead of both of those things
i just dont have the free time to really work on anything right now until after this semester is over
oh true, does yours end in like, mid dec
around the 8th yeah. after that ive got a couple weeks im gonna try nd finish the museum framework in 
why is cooking wood
wood you prefer it were written in ketchup
Wood stove? Campfire?
what else would it be? vegetables?
alphabet soup
You could spell it out with vegetables.
i'm not spending eight to twelve hours of my life writing 'cooking' in vegetables pixel-by-pixel
it'd be an impressive smorgasbord tho
I do love your 1990s style not-actually-a-button gradient button :chefkiss:
it's a card and a banner and a heading 
we have that now don't we- yeah that new emote 
yea i think ketchup on omurice would be very cute
π am i too extra with my gift tastes
where are weapon sprites located in the files?
TileSheets/Weapons, i believe
how do nexus spoiler tags work again? i can't seem to get mine to format
do spoilers have to be single-line?
no
mine's just not working hahah
(Three hours later: well yes the problem is that stardew repeatedly seeds Randoms with rather low entropy seeds.)
Hi
I hate air travel
Ahhhhhhhhhhhhhh
its only been 3 hours?
I also took like 3 tries to get spoiler tags working. BBCode is probably just being ass
According to the flight tracker yes!
try repeatedly saving
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?
Otoh I have learned a lot about truffles during the flight
For example, did you know that truffles grow as symbiotes of trees
Mushie!!!!
for all i know the chocolate treats could be made the same way
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
I have underdeveloped my palate when it comes to things like that tbh
On one hand I'll eat almost anything
!mh
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).
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
sounds like you need to update your love of cooking
wtf that's my line
#ad
We are realizing this is probably actually called "depression" I'm just good at looking functional
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?
i think that puts you in good company in this channel
anything in updateticked?
(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)
this isnt really the right channel
...gift taste hell got so bad i have a separate json just for the responses
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?
π€ if they're not working then something is wrong... but im not sure since there's nothing much to go off of...
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*
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
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?
(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)
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)
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
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
absolutely sure it's always been __instance
is it possible you were patching a method that simply had an argument named instance
yeah im on the back layer
Possibly? I'm looking at the newest assembly and it doesn't, but if FillOutStacks used to have that, then that would explain it
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
kk 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
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
doesnt much matter now though
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!
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
I've stopped bothering with them lmao
Though a smear of flat color might not be a bad idea
why don't they convert our mod files to jpeg while they're at it
if i ... wanted to get into modding stardew, to a deeper degree, what would you all recommend? aside from knowing the programming language ofc
oh no im talking about the fundamentals of the game
like, changing formulas for pricing
have a whole idea for an item quality revamp
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
great so just, un-rust-ify my knowledge
ah, the true challenges
you'll need to know how to use Harmony too
alright, well. ill check pins for resources. just . if anyones got things of note, then. id be glad to hear em
!startmodding wiki is kind of a hard resource to suggest currently with the loading issues but there's a lot of info there
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itβs easier to start with making content packs, since you don't need to learn programming.
wiki might be dead right now so I can't really link the smapi events thing
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
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
well, that kind of stuff can be done with just content patcher
A lot of that can be done in cp, even if you wanna manually change prices (but not the quality multiplier)
those are actually very simple things
hm, could i replace ... what grandpas 4 candle reward is?
yeah you'd be really surprised how far you can go with Content Patcher even when you're going deep into modding hahah
noted..
If the harmony is simple enough there's even a content patcher format for that... 
you cannot change the grandpa candle reward with CP
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
good of nexus to turn my food into soup after uploading
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
mkay
gonna note down some of this and then get some rest
so is it possible to like, mass-delete bug reports
pretty much everything here is irrelevant
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
it didn't wipe my comments, so probably not
that'd require me to play the game, huh...
@brave fable
i bet u think ur real clever..
see the problem with disabling the bug tracker is that alllllllll those bug reports are just going to be posted in the comments instead
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 (:"
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." 
do it, clean the slate
does it notify the user if you delete their report
not that i know of
i can probably test it if you're worried about someone feeling slighted from a delete notif
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
'close issue' doesn't even change the status
or maybe it's just nexus caching the numbers
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
wtfff the new issues go back 15 pages
Users 
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
I don't read most of the stuff they put out but that's hilarious
pathos added documentation to the wiki specifically to support his correction
bless you clapbackschild
(i dont actually either but i saw this one was about a stardew mod when i went to the homepage so my curiosity got the better of me)
wiki won't let me in, but i do see the comment
@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?
It wouldn't surprise me, I've gotten reports of skill problems in splitscreen before, and the skills stuff predates splitscreen so I keep forgetting to go back and PerScreen all the state
i've got a bug report on LOC that's actually reproducible
looks real nice after you continue, too
Everyone loves some extra menus
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
.choose yes, no
Choose result: yes
well, uber decided your fate
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`
I just tell translators to publish their own page, I can't be bothered to manage translations I can't even read
Remind me in 14 hours to fix SpaceCore skills for splitscreen
ask me that again I dare you (#6376427) (14h | <t:1732317707>)
well that's the idea, i'm hoping that loading all the strings to an asset via CP will mean that people can manage translations themselves without me worrying about it
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 
you probably could do this but I just load my asset into a dictionary directly and store it and grab from there wherever I need i18n, and just invalidate that dictionary whenever the locale is changed
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
evidently you can't just pass the usual i18n tokens object to string.format()
is this some kind of cruel joke
https://stackoverflow.com/questions/58198958/format-a-string-with-params-from-object/58200273#58200273
Botto, be kind
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
Ahhh have funnnnn!!!!!!!!
Cooked 
it's probably going to be more 'aaaahhhh' than 'have funnnn'
but the good news is the bug tracker is reset to 0οΈβ£ for 2.0
Huh was there mass close button
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
uh oh i should check if cornucopia needs to do anythinf for compat
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
Oh cool!
I have a question
if you want to do a final test, here's the 2.0.0 release candidate
Is there any way to get the tile textures as individual 16x16 images
!unpack
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!
Thank you
Does that also include source code?
!decompile 
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
that's the one
Oof
I donβt have the pc version
Also I believe even unpacking the game data I still donβt get 16x16 images but full sprite sheet atlas images
Yep that's how they exist in game, you will have to crop it
^^
Thatβs fine, I was just trying to see if there was a way that wouldnβt take like a month
You can script it
I mean I would happily try to do it for you but I don't think its allowed to openly share unpacked stuff lol
A lot of art programs have slice by guides
Thereβs websites that do it
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
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
Itβs a problem Iβve been struggling with for over a week now
Yeah it sounds like you got some highly specific reqs here
I would just make a python script using pillow to do what u want
But need to have each image individualized?
This is making absolutely no sense to me
I can send the docs for the program Iβm using to compile them
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
As for empty tiles, spring objects is packed I think? Just note that it's got 32x32 objects on there (big rock clumps)
I do plan to compensate for that
Iβll send the program Iβm using to compile the sprites
The rendering engine requires the files this generates and itβs apparent thereβs 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
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
can someone explain to me in simpler term the uses of the 2 different manifest?
Yes, and my question is....why
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)
anyway it seems to me that the solution you are looking for is "unpack the files, then use python or imagemagick or something to automate the conversion"
You should consider loading the map tmx instead of using internal asset key, then u could use EditMap on it
Anyways, remind me in 14 hours to NOT break AFS while reworking the prng
grumbles, mutters some vulgarities about humans...atravita in particular... fiiiine. (#6376701) (14h | <t:1732334567>)
(No)
the goal is to produce an prng that's less streaky
ideally we would have W/W that matches or exceeds expected
Streaky is a great adjective 
People have been getting rainless fall
Is the main symptom
Though thereβs surely other things people havenβt noticed/complained about
Ex if this is affecting fish randoms that also can be frustrating (I remember this from 1.6 alpha)
(it shouldn't, that one is Game1.random)
but I also just
Game1.random = Random.Shared;
which ofc breaks AFS π€¦ββοΈ
So we're not going to do that (if afs is installed)
what's an AFS
Hi! Do I need to change the map names references (from Tiled and on schedules.json) if I do this?
Slr π₯²
hi, i am really dumb, and this is my first time trying to mod. can i ask an embarassing question?
I didnt make the program Iβm sorry
Meant to reply to this
how am i supposed to use {{ModID}}? i am extremely sorry if it is obvious
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
Do not abbreviate that
yup, put the literal text {{ModId}} into your strings and CP will replace it
I've been abbreviating cp for 20 plus damn years, thank you
relax, we all know what CP stands for around here
I didnβt sorry
Lest you are talking about gnu standard utils copy function
ohoh, thanks a lot. it really helped me. i cant thank you enough. π₯Ή
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!)
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
I didn't know I used the wiki so much until its been struggling to even ><
if memory serves, footstep sounds do not apply to all locations (it may be limited to outdoors?), but that may be an old memory
Uh sorry which map in particular is misbehaving?
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"
]
},```
Crystaltrail
Yeah I think what ichor said applies to the Crystaltrail warps too
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
kk
(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.)
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
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.
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.
If you're comfortable with doing the art, it's not bad at all
I have the same general artistic ability as you see when they teach Orangutans at the zoo how to paint
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.
the other benefit of using tilesheets from other mods is that they may already support popular recolor mods
^
Funny enough it's silly little things. Like Edges that would fit a space like this on either side of the stairs:
(they also may not. but if they do, that's work you don't have to do)
I think there is something that has that, lemme doublecheck for the name
Ace's Building Tilesheets has some extra edges in it
awesome. I'll take a look. Thank you!
You can also use some tricks with the Front layering to fake some edges with the existing tiles if you get creative with it
it works guys, it works. though i need to fix the phases
also how do i make it centered?
move the sprite on your actual png
If you can put a 16x grid on your art program it helps a lot
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
move it more ^^ and check that the file is being updated
Theres nothing more to it than just moving it on the image haha
Nah this is just the tmx, references to your location is same as whatever you put as the location id
iirc each seed spot has some random offsets applied, try planting more seeds and see if it looks right
Ah, I see. Though, im curious if having the InternalAssetKey would cause any potential problems vs having the tmx loaded or smthing?
There's no issue with internal asset key from a "make mod work" perspective
But you cannot use EditMap to conditionally change things
oooh, that's good to know! i will keep this in mind if i plan to change/add more things more than how it currently is xd
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.
You should just be able to switch the item IDs, assuming you don't want to change how it's implemented?
can you post the code that you need help with?
from what im understanding this was the code she had on her end.
and thanks in advance 
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
do both of these codes just go into my content?
how would one specifically know which ones have it turned on?
Is the position of hats on horses hardcoded or can you change it with CP?
hardcoded I think
Meh. Thanks for confirming my suspicion!
You want to add your items only if the kitchen blender is enabled?
Did that hat for pets mod work for horse
Doesn't seem like it.
Yes like last time, if they have wag blender they can then make milkshakes.
So what are the features desired in mod-that-do-something-about-horse-hats
i know this is probably extremely simple stuff I am just not good at it.
You may be able to read the field from cauldron.
Allow moving where the hat sits on the horse, I guess? I'm working on a little update for Green's Redesigned Horses and its horses' heads are larger than the vanilla horses, so the hat kind of clips through their neck.
It should be a simple transpiler on the draw right, first C# mod 
look in WAG 2.0's machines_barista_simple.json for the cauldron configs for the milkshakes/blender
downloading it rn to look
I've scope creeped myself/been scope creeped from "add horse eating sprites" to "add horse eating sprites, make a new color variant, add different saddle colors and allow mixing and matching different colors". With all due respect, I'm not going to let you scope creep me into learning C#, lol.
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 },
... the horse's hat draw code has switch cases for individual hats that adjust their offset 
Worth a shot but yeah it looks significantly more cursed than expected anyways
* toss the horse appearance framework idea into wip mound *
another 2025 chu framework
who wants 50 bucks to do the code cause idk whats going on
its like school, brain shuit down
There's no rush Zelda, take ur time 
the machine code flour provided should work, just change the When condition to
"When": {"Atelier.Cauldron/ConfigValue:Milkshakes": true},
like yall are amazingly pointing it all out and helping
(Do you also need the hasmod, selph?)
do i just shove it all into my content?
yes
selph ur icon is keeping me from losing it rn
yeah so basically put this in your edit for your milkshakes "When": { "HasMod: |contains=Atelier.Cauldron: true, "Atelier.Cauldron/ConfigValue:Milkshakes": true },
alright let me try... thank u
(I found that sneefing cat off reddit 4 years ago and it will be my pfp until the heat death of the universe)
i hate this, but i admire CA's ability to put that in and ship it without seething internally and systematizing it even with no plans to expand it to other cases
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?
basically yeah, in an additive way, her existing code should still work
adding that edit in from tia made code angry
whats the error
i think unexpected end of string and colon expected
(sharing the current file will let people help)
Tia had a typo and missed the " symbol after the hasmod token
we dont mind at all! also for future reference, uploading it to smapi.io/json is better since it also provides validation for you
"HasMod: |contains=Atelier.Cauldron": true
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
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
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.
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
i have 5 more cows to add too and 5 more milkshakes! thats what im most excited about. but the code haunts me
I has a question, for SpecialOrders the MailToRemoveOnEnd happens only when its completed or regardless of completion and just happens when the Duration expires?
Yeah, both when it's finished or when it expires
thanky selph
@next plaza Hey, just to confirm, did SpaceCore drop the NewForgeMenu class?
Yes, it uses transpilers for that functionality now
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

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 ;-;
Yup. hahaha
You can use this as a template (group together gift tastes for the same npc to make it easier) https://github.com/MizuJakkaru/Cornucopia/blob/main/[CP] Cornucopia Artisan Machines/data/gifttastes.json
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!
Huh
Hngnhhh im gonna have to do this all manually
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
π i still dunno how to do anything... Im doomed
This dialogue is driving me nuts
Events hate me
And i borked the json again
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.
use visual studio code to not bork it π
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
@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
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
I think you can do this with FF
Window furniture works fine? It shows a light during the day and then turns off at night
huh, good to know
I forgor id
The wiki was erroring when I was trying to look before I asked
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
Window and lamp light sources work kinda differently though
If you want wall-mounted lamps, go sconce instead. Windows turn off at night, have alternate frames, and a different light shape
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?
Well, now I have to experiment a bit xD
Only restriction is that multi-tile-wide windows don't look right because the light source is only 1 tile wide
ah, I see
Usually what people do for that is just break it into pieces
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.
Hmmm I'll take a look and see how that's done
But it looks so nice in my dining room, so I'd love to see it get the normal window treatment, LOL. >_>
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
Do we have a mod to allow us to punch Demetrius ?
anyone know what mod Dynamic Map Tiles is, i got strange DM that claims I worked on it (I didn't)
Huh neat, feels like this framework is mostly replaceable by tile actions tho
im assuming that's mostly 1.6 things?
Nah, it used to have the "users being able to add tags" thing enabled. I disabled it once someone pointed out the AI tag got added to it and removed that one, but I didn't remember to remove all the other extraneous tags
I've never noticed any of my other mods having that issue, hence why I never thought to turn it off to begin with
i don't know why tag submissions are enabled by default with no vetting, it's pretty much only used for graffiti
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
last chance to test Love of Cooking before it goes live 
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.
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!
@next plaza: fix SpaceCore skills for splitscreen (14h ago)
your version number in your manifest needs to be at least 0.0.1
0 or less is a lack of software, not a software π
I have it as 1.0.0, is that wrong in any way?
no, that should be fine. you may have a typo or smth
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.
This seems right, are you sure you've got the right files in your Mods folder?
Yeah, I've checked a bunch of times. I really have no idea what could be wrong.
Did you click save? 
Always 
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 
Maybe it's the format version then?
But I'm guessing you already checked that
!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.
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:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- 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 didnβt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Hello, is there a website that explains what each path tile do?
If you mean the paths tilesheet symbols, the wiki covers it on the [[Modding:Maps]] page IIRC
Under the path layers section, yep
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
When did you become such an optimist?
Idk if my eyes are just dumb but cant see it, can you tell me what number it has in the table of contents?
7
Thanks!
Casey, anything to be done with that SpaceCore warn about finding 5 transpiler targets when expected 4?
Already fixed for next release. It's harmless though
thanks. and it's good to know
Not a chance in hell 
1.6.9 blitz aside, a pinned "give me logs" message got it up to a majority for me*, at least 
haha, look at her. she thinks people complaining about bugs read other people comments
i just started receiving a message in SMAPI stating that SMAPI will no longer check mod versions and notify wich ines need updaye??
is that really a question? because it sounds like a statement
Hang in there casey. Hahaha
https://smapi.io/log/1df4c06ce1d34310a3fb88a2e34dffb3 this is my SMAPI log
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.
Are you looking for #1272025932932055121
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.
I don't think those two are related actually
OK thanks and sorry
Aquarium mod just has some missing data, SMAPI errored while trying to check for mod versions, separate issues
so what is the 'new mod' it says just after the Aquarium warning?
They're separate warnings, one is for the aquarium mod and the other is a general SMAPI warning
That's a lot of pretty colors, what does it mean? Lol
so it useless saying 'new mod' without pointing the mod if it is not the last one it warned about
SMAPI couldn't check for new mod versions, as in any mods
seems right to me
As in SMAPI itself errored while trying to check for updates
that happens when you dont have a wifi connection in the moment of smapi loading. Its normal I think.
Connection issue, on your end or between you and the server is most likely cause
still no π¦
"New mod" refers to all the mods. SMAPI couldn't check update for all mods because either your internet is down or Nexus is down.
Unless SMAPI happens to be down right then
if this is the case, interesting. yet I think the warn is bad implemented. Or it is just me not being native english speaker
Makes sense to me, but I'm not sure how to reword the intention
what are you trying to do?
I wouldn't say its badly implemented, maybe explicity mentioning a failure to connect could help though
publicize System.Random, lol
guess not, guess emit code it is
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
can't you just publicize a function/class that uses random?
no?
I need access to Random._impl
well
need is a strong word
I'm trying to get access to Random._impl
It's okay to have needs atra
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
love, touch, food, truly entropic seeded random number generation, ..
basic human desires
(I almost always use Random.Shared)
Random.Shared is thread safe, xoshiro, and significantly faster
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 ?
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 π
Is this a CP mod or a C# mod, or both?
Good question to ask first if it not both lol
If its just C# then you can get rid of the contentpackfor part of your manifest
π make an npc mod in C#
just content patcher is enough for basic stuff
sounds... overly complicated (unless your npc is overly complicated and CP can't deal with it?)
how did you possibly make the mod? 
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
If you've been following wiki tutorial, then your NPC is a CP mod, not C#.
If its a CP mod then you can instead remove the entryDll part of your manifest π
this line ?
hm why do you have < >
Yep! I mean, that file dosnt exist in the folder anyway does it?
dont know was like this on the wiki i suppose
huh,which part of the wiki 
wiki stuff that shows "<Text>" means that you replace <Text> with your text
Ah so it's an edit of someone else's mod, that explains a lot more
<Name> becomes Nature, not <Nature> for future reference
exact
so i replace text
you get rid of the < >
Its okay π You replace it all, including the <>
yep
yea, this is what i meant as well
StardewUI v0.4.0 is out, with a whole slew of improvements! Check out the changelog link below for details.
- Mod page: https://www.nexusmods.com/stardewvalley/mods/28870
- Release: https://github.com/focustense/StardewUI/releases/tag/v0.4.0
- Changelog: https://github.com/focustense/StardewUI/blob/master/CHANGELOG.md#040---2024-11-22
- Docs: https://focustense.github.io/StardewUI/
- Discussion/Support: #1293051032904925255
What is the second row in aquarium sprite for? Like where are those sprites used?
Like the diagonal ones
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 ?
The ones like this?
yep
I think its a port from the item img, I dont think its used when swimming.
This makes sense because I havn't seen a reference to them anywhere in the files
Note the stingray, why would it go on its side when swimming?
We can make our own aquarium sprite sheets now, correct?
You can, just make sure to reference the new sheet when making the data in the data/AquariumFIsh

alright
what in net 8 did you use

(okay the answer is "enough stuff in net7 that a backport is unwise")
sigh π plight known as "tilesheet doesn't have the tiles I want
What does it mean when the patch summary says "tokens not ready"? Google is really failing me
Commas you will forever be the bane of my existence
if you could post the json link here, but most likely it has something to do with the conditions/when condition that you put
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
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
That looks correct to me.
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
that seems to work with a vanilla ID swapped in, at least
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.
@calm nebula: NOT break AFS while reworking the prng (14h ago)
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
(converting a CP NPC to 1.6 is also way easier than whatever you're doing)
I messaged/conversed with Papaya once, but it was probably back in 2021, around the last time they logged into Nexus.
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.
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
Discussion point: What would you say is the best way to implement travelling to custom locations
Whatever fits lore 
I was thinking about frameworks like train station and bus locations, but I was curious what you all thought
Consider a general location that fits with the built in aesthetic of stardew valley
Like a direct extension location
