#making-mods-general

1 messages ยท Page 118 of 1

velvet narwhal
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i should probably throw that into my event tutorial cause i think you're the second person that's asked

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i personally haven't tested it, but considering it does actually let you place an npc right on top of another like that, the theory should work

tawdry light
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yeah it does sound like it should work

lilac jungle
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Hey all! Does anyone here make mods on linux and using e.g. vs code (instead of visual studio)?
Having some struggles getting everything set up rn.

velvet narwhal
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i think most linux users use rider, especially since it's free for non-commercial

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but vsc is pretty self explanatory, were you doing c# or just content patcher mods

lilac jungle
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Isn't Rider deprecated? Just trying to get a simple C# example going. Here were my steps:

# first installed https://aur.archlinux.org/packages/dotnet-sdk-6.0-bin
dotnet new sln && dotnet new classlib -o FirstSVMod
cd FirstSVMod/
dotnet add package Pathoschild.Stardew.ModBuildConfig --version 4.3.2

I think after that I was trying to let VS Code add the nuget package but that's where I got stuck. So perhaps more of a vs code extension environment/configuration issue than anything else.

velvet narwhal
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woopsDerp1 rider keeps up to date fairly regularly, the only other IDE i can think of that got depreciated is the uhhhh Mono...Something? obviously not MonoGame because that's what we run off of

brave fable
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do you mean monodevelop? rider is completely fine and up to date

lilac jungle
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Okay! Just saw that I have Rider in my jetbrains toolbox. I'll download it though I'm still curious on how to get things to work without an IDE.

velvet narwhal
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a full IDE is always in your best interest considering there's some things that vsc doesn't have, i don't remember exactly because i use vs22, but it might not have hot reload?

lilac jungle
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I may have been naive to think the dotnet CLI tool would be enough ๐Ÿ˜„

velvet narwhal
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i would ping button because button uses vsc instead of a full IDE but i think they're asleep

lilac jungle
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I see ๐Ÿ™‚
May check back later, consider myself helped already. I appreciate y'all โค๏ธ

brittle pasture
velvet narwhal
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listen here vim user

brave fable
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rider should be completely fine as an IDE, otherwise you can just about get by with VSCode for writing and dotnet cli for building

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not a linux user btw

velvet narwhal
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chu is the other linux user but i think chu also uses vsc woopsDerp1 ichor uses vim as well

lilac jungle
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Good to know there are some!
I think earlier I confused Rider with AppCode, Jetbrains' Apple Xcode alternative that has been deprecated.

brave fable
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some? i'm surrounded by linux users lol

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arrrrg going nuts waiting to get back to my Windows(tm) home computer

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wondering whether to delete my i18n folder entirely and simply add a new strings.json file to editdata my default EN translations into my strings asset

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seems easier for translators to copy if i include a separate CP translation component with my default strings, but also wondering how load order could force the EN version to apply after other translation mods if so

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just want to discourage i18n file submissions as much as possible

tawdry light
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Another quick question, k <event ID> doesn't work for questionfork sub events right? You need to use addConversationTopic and A <dialogue ID>

velvet narwhal
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sub events don't count, correct

tawdry light
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ok thanks, guess the only option is to use addconversation and just choose a huge number for length of days

velvet narwhal
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why not a mailflag?

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or are you trying to displace the time for the next event

tawdry light
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I want a second event to only trigger if a sub event wasn't seen

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so i guess a mailflag would work as well. Do mailflags last forever?

velvet narwhal
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yep

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unless you set it to false

tawdry light
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ok thx

velvet narwhal
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if you're in that though, you should probably make sure you do the setSkipActions if you actually have the event be skippable for whichever paths you wanna take

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unless you don't necessarily care about that

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i have no idea what your narrative direction is, SDVpufferclueless but theres a few event commands that are still in the 1.6 migration page if you haven't looked

tawdry light
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ok thx a lot

hard fern
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how would i go about changing an npc's display name after a certain option was picked in an event ๐Ÿค” would that be a fork...?

velvet narwhal
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fork/quickquestion, either works

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fork is mainly for a 2 option, quickquestion is, well, i've kneecapped it at around 11 options before it reached the top of the screen

hard fern
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but will that be a permanent thing...?

velvet narwhal
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wdym permanent, the name change? you probably have to do an EditData with a mailflag

hard fern
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hm, so i set up my question fork, and tie a mail flag to one of the options, then have an EditData with a condition of having read the mail?

velvet narwhal
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not necessarily read, but you can do addmailreceived {{ModId}}_NameChange then set the editdata when condition to that {{ModId}}_NameChange

hard fern
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๐Ÿ˜…

velvet narwhal
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(not all mailflags are created equal, some can be for internal flagging purposes, some can be instantaneously sent in the mailbox, and others can be sent for tomorrow in the mailbox, but what you're looking for is that internal flag for your own checking)

hard fern
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the thing i'm mostly confused about is just. the execution i guess

velvet narwhal
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mm

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lemme find a fork i've used

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/question fork0 \"{{i18n:Lance.10Heart.pt2.12}}\"/fork LEFeelingsYes/pause 400/shake Lance 300/pause 200/emote Lance 40/pause 300/speak Lance \"{{i18n:Lance.10Heart.pt2.no}}\"/pause 800/emote Lance 40/emote farmer 28/pause 200/shake Lance 200/speak Lance \"{{i18n:Lance.10Heart.pt2.no.1}}\"/end invisible Lance"
if the fork is the 2nd option, it continues from the pause 400
but if the fork is chosen (the first option) you then switch into a subevent:
"LEFeelingsYes": "pause 500/emote farmer 20/jump Lance/showframe farmer 89/

hard fern
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ooo.... SDVpuffersweats

velvet narwhal
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thinks about when i'm off next

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Remind me in 59 hours to go into more detail about forks on the events tutorial

patent lanceBOT
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I was JUST about to sit down for the end of the day. but FINE (#6379811) (59h | <t:1732648719>)

inland ermine
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Hi. Iโ€™ve run into some bug when loading texture. Can someone help?

string path = Path.Combine(this.Helper.DirectoryPath, "assets", "icon.png");
var icon = Helper.GameContent.Load<Texture2D>(path)

But instead of loading /MyMod/assets/icon.png, it failed trying to look at /icon.png.xnb

brittle pasture
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loading via the game content pipeline requires you to load into an asset first with the AssetRequested event

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so you use the AssetRequested event to load your assets/icon.png into something like YourModId/Icon, then you call Game1.content.Load<Texture2D>("YourModId/Icon") for the texture

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(that page also has instructions on loading assets/icon.png directly into a Texture2D with ModContent.Load, but personally I don't recommend that route)

inland ermine
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Thank you so much

hard fern
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... ๐Ÿ˜“ it's too late for me... i'll tackle this event thing tomorrow

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sigh

brittle pasture
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it means other mods can't retexture it, and it's also not as easy to pass it to the texture fields in the game data (whereas with AssetRequested you just pass "YourModId/Icon" into whatever fields the game wants)

inland ermine
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I see. Thanks!

hallow prism
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(saw that, so in case you didn't get answer, IE allows for multi currency in theory. I didn't manage to get it working last time i tried but i may have done something wrong)

uncut viper
velvet narwhal
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broken memory fails me again

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yet i can remember quotes

uncut viper
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you were right about me being asleep tho

velvet narwhal
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why are you up now then

uncut viper
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probably bc i just slept 9 hours

inner harbor
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Has anyone approached Pathos to ask about the issue with "ghost doors"? It appears when you fall asleep in an NPCs house (or a modded inn, etc) with a door added via "Action Door" and reload into the game, that door does not fully render, making it an impassable tile and trapping you in the room. I've had reports of it with my inn - and never managed to reproduce it because I thought restarting the game teleported you home (and it did, pre-1.6 - the people reporting it never told me that kernal of information) but I've seen a number of reports on Reddit for it recently with SVE which allows you to sleep in people's beds if youre dating them.

lucid mulch
uncut viper
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this is the first im ever hearing of this, personally, and ive not seen someone bring it up to pathos

rigid musk
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Howdy - is there a way to allow players to easily toggle the Farm type manager section of a mod on and off (without telling them to just delete it or something similar?)
I know how to make configs for content patcher and such but im not sure how (or if) i can link them together (so if someone wants to use it later on they can just pop it back on with GMCM)

uncut viper
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(i dont see everything ofc. i do backread a lot tho!)

inner harbor
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I know Flash has been investigating it, so it would seem odd if he hadn't, but shrugs

velvet narwhal
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(the game would teleport you back home if you closed out and reloaded the save, i don't know if that was fixed but that was the situation before)

uncut viper
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its possible it was brought to attention somewhere other than this channel, cant help ya there if thats the case unfortunately

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i believe the warping home on reload was bc it wasnt respecting a map property that let you sleep there in the first place

inner harbor
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yeh that was what happened pre-1.6, but I've no idea if it still happens. I haven't slept outside for a while, obviously. But the Reddit posts indicate that is no longer the case.

velvet narwhal
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iirc you can probably replicate it with a tent?

inner harbor
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oh I could replicate it easily enough, I just keep forgetting to sleep in the inn.

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(I combatted my reports initially by removing the door, but now I see its happenning with vanilla locations, I dont think it's a "me" problem exclusively)

velvet narwhal
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the only time i come across ghost doors is because of the npc i've set it to doesn't exist woopsDerp1

inner harbor
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that shouldn't matter

brave fable
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i don't feel so good mr. desktop

inner harbor
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it woudl just be unopenable/solid I think

autumn relic
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did nexus just go down?

velvet narwhal
inner harbor
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did you add it on the map properties?

rigid musk
velvet narwhal
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yeuh

autumn relic
inner harbor
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(I had one recently that wouldn't work no matter what I did until I retyped all the text)

velvet narwhal
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the npc it's attached to i haven't met yet, so that's why it's sort of invisible

inner harbor
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I don't think it should do that?

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or at least it didn't use to pre-1.6

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(it just wouldn't open)

velvet narwhal
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lemme uh, remember how i'm supposed to trigger my own npc KEK

inner harbor
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let me just randomly assign a door to nonsense and see what happens

brave fable
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is that a pufferchick... floating in the garbage on my screen

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oooh man even sdv is getting chunked.

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concern levels rising lol

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i just wanna release my mod

uncut viper
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that seems rather not good

rigid musk
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Just a tad bit concerning, and by a tad I mean very

velvet narwhal
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i think that's a sign, gotta wait for you to be back home

brave fable
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this is back home lol

velvet narwhal
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o-oh

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LoC update: never

lucid mulch
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You should see if restarting the graphics driver will fix it (Win + ctrl + shift +B)

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if not, you are probably in OS restart territory

brave fable
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now that's a very specific hotkey

inner harbor
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ugh it didn't work for some reason (no idea why) and I want to go to bed, so I'll need to experiment another day

uncut viper
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probably dont wanna make the restart graphics hotkey easy to accidentally press

lucid mulch
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Having your entire screen go black for a few seconds and a bunch of programs freaking out should not be a misclick

spice inlet
brave fable
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well more that i wouldnt expect restart graphics drivers to even have a hotkey

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it helped for about a second :)

lucid mulch
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If it was reliable it probably wouldn't be

velvet narwhal
uncut viper
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my computer also beeps at me when i do it, which is fun. bit of musical magic sorely needed at times when i need to restart my drivers

brave fable
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so close to releasing an update :')

silver pelican
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Uhm. The shop isnt selling items based on the ITEM_CATEGORY Target <#> Though the ITEM_CONTEXT_TAG etc.. is working.

"Items": [
                        {
                            "Id": "novaphene.sunnymap_Pastry",
                            "ItemId": "RANDOM_ITEMS (O)",
                            // "Condition": "",
                            "PerItemCondition": "ITEM_CATEGORY Target -26, ITEM_CATEGORY Target -27, ITEM_CONTEXT_TAG Target                                 nova_pastry_items",
                            "MaxItems": 15,
                            "AvailableStock": "20",
                            "AvailableStockLimit": "Global",
                        }
                    ]
hallow prism
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normal

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you are trying to find an item in both -26 and -27

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no such item exists

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you need an "ANY" here

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"PerItemCondition": "ITEM_CATEGORY Target -2, ANY "ITEM_ID_PREFIX Target Lumisteria.MtVapius" "ITEM_NUMERIC_ID Target 1" "ITEM_ID_PREFIX Target DTZ.DowntownZuzuCP" "ITEM_CONTEXT_TAG Target sbv_common_mineral"",

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ex

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arg

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discord ate my slashes

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              "PerItemCondition": "ITEM_CATEGORY Target -2, ANY \"ITEM_ID_PREFIX Target Lumisteria.MtVapius\" \"ITEM_NUMERIC_ID Target 1\" \"ITEM_ID_PREFIX Target DTZ.DowntownZuzuCP\" \"ITEM_CONTEXT_TAG Target sbv_common_mineral\"",
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here, slashed properly

silver pelican
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i was trying to add the category_artisan_goods and category_syrup. I went ahead and called their values -26 and -27 thinking it would work TuT

hallow prism
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it would if you use any so it'll check for item having either one or the other

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but there's no item that is both -26 and -27

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at the same time

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so it can't find anything matching the criterias

silver pelican
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Ah, I see. Lemme change it :> Thanks!

autumn relic
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is ui info suite a mod to avoid?

velvet narwhal
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that'd be a #modded-stardew question, but generally ui info suite 2 is the successor

brave fable
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i'm not able to use LocalizedText to substitute in Data/mail am i?

uncut viper
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seems that way, yeah, no localizedtext

brave fable
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butts, guess i'm putting my data/mail editdata changes into my translations file

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or maybe this idea sucks

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in short:

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easily-copied translation solution that means anyone can upload a CP translation pack without sending me i18n files to add to the main dl

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like it works if i pipe the i18n/default file into a cp asset, but it's not entirely clear to translators what's going on

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but at the same time, adding data/mail changes to the translation pack specifically seems like a bad thing

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i do also sure hope buffs, objects, tools, and special powers can use LocalizedText lol

uncut viper
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objects and special powers can, dunno about the other two. probably tools as well

brave fable
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ok yeah buffs can

uncut viper
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can confirm tools do

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you could patch the text formatter for mail to look for your own special loc token

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mail doesnt support tokenizable strings presumably bc it'd interfere with the custom BG and text colour things, which are not tokens themselves but use the same brackets

brave fable
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thanks custom bg and text colour things

uncut viper
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looking at the functions im actually not even sure that just calling the token parser after the custom bg and text colour things wouldnt just, like, work

brave fable
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i'm sure it's fine anyway, i'll just put the maildata into the translations file. what could go wrong

uncut viper
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oh i didnt mean you had options here. sadly you have none options. just wondering why mail doesnt work this way SDVpufferpensive

brave fable
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well the options are to 1) delete i18n and add strings + maildata to a CP mod, or 2) keep i18n and expect translators to be able to solve the riddle of making a CP pack and avoid i18n entirely

uncut viper
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i dont know if i ever asked or saw why, but was there a specific reason you werent fine with just letting people upload their own translations the usual way and ignorin em

brave fable
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manually copying i18n files into mods is pretty archaic imo. users won't even get update notices if the translation they use is updated

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i'd rather people make CP mods to submit translations

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the selfish ulterior motive is that nobody will be DMing me individual i18n files to merge into main

uncut viper
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the update notices thing is very fair. for the former though most translation mods i see seem to structure their download the same way the original mod does, so its the same drag and drop into the mods folder process as installing any other mod

brave fable
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oh also can i not use tokens in query expressions, eg. "query: {{{{ID}}/AddCookingSkillAndRecipes}}": true
lexer is complaining about

System.InvalidOperationException: Error parsing '' as a tokenizable string
 ---> System.InvalidOperationException: Error parsing 'ID}}/AddCookingSkillAndRecipes}}' as a tokenizable string
 ---> ContentPatcher.Framework.Lexing.LexTokens.LexFormatException: Unexpected StartToken where token name should be.
uncut viper
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you should be able to

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is that the exact format you used it in

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straight from the content.json

brave fable
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yep, it's in a When block

hallow prism
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what is ID?

brave fable
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blueberry.LoveOfCooking

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dynamic token defined elsewhere

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i could use ModId instead of ID, but then i'd be updating the C# component to check for the CP mod id instead of its own, and really it's trivial whether it uses one or the other

hallow prism
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yeah i get that, i saw some people with NPCID token as shortcut too, just wanted to check that it was defined and so, not the issue (like, wanting to use ModId instead)

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what is surprising is : ID}}/AddCookingSkillAndRecipes}} like if it's not having a balanced pair of bracket, but they are here in the query

uncut viper
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would you mind posting that bit of the json in the uploader

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doesnt gotta be the whole content.json

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no loc sneak peak motives i promise

royal stump
# rigid musk Howdy - is there a way to allow players to easily toggle the Farm type manager s...

FTM can't see CP's config settings or dynamic tokens, at least directly. The easiest way to just turn a pack on/off is with these settings in the FTM's content.json:

"ForageSpawnEnabled": false,
"LargeObjectSpawnEnabled": false,
"OreSpawnEnabled": false,
"MonsterSpawnEnabled": false,```
That said, you'd need to make sure the unused sections are blank, which they aren't by default.

Alternatively, you'd need to add some kind of condition to every spawn area that CP can control, like checking a "turn off the FTM pack" flag of some sort. There's an example here that's partially relevant:
[#making-mods-general message](/guild/137344473976799233/channel/156109690059751424/)
The goal would be to toggle some kind of flag with your CP config setting, and then check that flag in FTM's "CPConditions" or "GameStateQueries" fields.
brave fable
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sure, i'll just doublecheck to fix any tokenised loads

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or you know, untokenised

rigid musk
ocean sailBOT
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Log Info: SMAPI 4.1.7 with SDV 1.6.14 build 24317 on Microsoft Windows 11 Pro, with 18 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

brave fable
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if you ctrl-f for crafting-data you'll get the relevant errors

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but really it's each file with a nested tokenised query value

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like i can just not tokenise my id there

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but if it's an issue it's probably worth knowing

hallow prism
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oh

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it's the slash

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is it intended to be here?

uncut viper
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yeah CP tokens added by C# mods have slashes

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CP automatically prefixes custom tokens with ModId/

hallow prism
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ok! yeah i may have read too fast, i was on the recipes themselves, my bad

uncut viper
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does it work if you manually type out the C# modid blueberry?

brave fable
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yep, i just replaced all my literal blueberry.LoveOfCooking and Mods/blueberry.LoveOfCooking strings with tokens

uncut viper
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hm

hallow prism
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what is the result of the token? a true check?

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i remember someone having a similar struggle recently

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it would be great if i remembered what and what was the solution

brave fable
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again it's fine, i can just keep the literal there instead of the token. i'd just rather be consistent is all

uncut viper
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i was gonna ask what if you replace the entire when condition, query and all, with just a dynamic token to see if its just broken in When blocks, but now im wondering why you need Query at all

hallow prism
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yeah but knowing why and how it breaks may help others

uncut viper
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which i know is a bit like, tangential to the issue

brave fable
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oh can i just use it without query

uncut viper
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if {{ModId/AddSeasonings}} resolves to true or false then yeah you can just do "{{ID}}/AddSeasonings": "true"

brave fable
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well here's all my queries:```
assets\cooking-data.json:
44: "query: {{{{ID}}/AddCookingSkillAndRecipes}}": true

assets\crafting-data.json:
11: "query: {{{{ID}}/AddSeasonings}}": true

assets\power-data.json:
59: "query: {{{{ID}}/CookingToolLevel}}": "0"
81: "query: {{{{ID}}/CookingToolLevel}}": "1"
103: "query: {{{{ID}}/CookingToolLevel}}": "2"
125: "query: {{{{ID}}/CookingToolLevel}}": "3"
147: "query: {{{{ID}}/CookingToolLevel}}": "4"

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could i do the same for the int values?

uncut viper
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should be able to

brave fable
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alright that's perfect then

uncut viper
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what you have now should work too though afaik and im not sure why it messes up parsing the braces

brave fable
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i'm pretty sure i originally set it up as query to do some >= checks on tools that i later dropped

warped spade
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Hey SDVpufferchickmorning Sorry to chime in bblueberry, can I ask you a question about LOC ?

brave fable
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sure, what's up?

warped spade
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Thanks ! I wanted to know if it is possible to modify when the cookbook is received

brave fable
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ok well even using "When": { "{{ID}}/CookingToolLevel": "1" } doesn't work, same error about unexpected token start instead of token name. so i guess you can't tokenise a when key

uncut viper
hallow prism
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hmm

uncut viper
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i feel like you definitely should be able to...

brave fable
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in LOC2.0 it'll be in assets/mod-data.json, which you can edit in-place in the mod, or with your own CP mod using "Target": "Mods/blueberry.LoveOfCooking.Assets/Definitions"

warped spade
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Holy ๐Ÿ˜ I'll patiently wait for the update then !

brave fable
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in practice changing the mail date shouldn't change anything, since it gives you the cookbook as soon as you upgrade your house, which is generally the earliest time you can cook anything

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the mail date is just there for a little lore-ish teaser

hallow prism
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i remember you can't have tokens inside token, so possibly it may be the issue is the value of the when is considered, somehow, a token?

uncut viper
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you can definitely have tokens inside a token

hallow prism
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(you can have {{season}}{{day}} but not {{{{season}}day}} or something

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let me find the discussion again

uncut viper
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the CP docs even have tokens within tokens as examples, including for query

hallow prism
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this

brave fable
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why do i always get the arcane tokenisation issues with cp, lol

uncut viper
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oh, thats what you meant

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yeah you cant use a token to like, turn something else into a valid token when it wasnt before, but that shouldnt be the case here. the only thing CP says about tokens in when conditions is that the outer curly braces shouldnt be there, which is why iunno why it doesnt work

hallow prism
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i wondered if, someone, the way it is in the when field make it a token and so it can't be tokenised further

brave fable
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what matters is my graphics glitches with shattered pufferchicks and garbage onscreen are gone

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and my tokens are untokenised

hallow prism
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possibly here it's just a question of formatting, but well

warped spade
hallow prism
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i wanted to mention the previous issues in case it was a possible cause

uncut viper
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and thus my brain said "its not important to remember that AddSeasonings is a token"

hallow prism
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to be fair it didn't click for me either at first, while it did for when directly in the "when" for some weird reasons

uncut viper
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(what did it think AddSeasonings was if not a token? idk, it looked like an asset name so maybe that)

brave fable
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(not my fault pathos put slashes in it ๐Ÿ˜Œ )

hallow prism
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it's only then that i was "oh, isn't there something about nested tokens that was a pain for someone and me and tia tried to figure why sometimes nested was cool, sometimes not?"

brave fable
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bless you. it's a relief knowing there's someone in this chat with a photographic memory

uncut viper
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yeah i think it was a bit of terminology confusion goin on and i apologize for misunderstanding what you meant!

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i was also impressed that you pulled out a receipt from 5 months ago

hallow prism
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yeah but the person is atra, not me ๐Ÿ˜„

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it's the power of "frustration"

brave fable
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i never knew atra had a photographic memory.....

hallow prism
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(i also remember i used "nested" in discussions and it helped me find it again, otherwise it would have been lost)

brave fable
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should've told me SDVpufferpensive

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i'm guilty of including very specific keywords whenever i have very specific issues so i can find them later

uncut viper
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i just copy message links into my personal notekeeping discord for things i might need to find later. the problem arises when i forgot to do that bc i think "i wont need this later ill just remember"

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psa: you will not remember. copy the link.

hallow prism
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"i will remember"
two weeks without modding : "what's a json?"

uncut viper
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oh thats fun, just looked at a comment on my books mod about an error that i fixed 10 days ago with an error log
my mod does not show up in the error stack trace whatsoever and it has nothing to do with my mod
but they blamed it on my mod and told people in #modded-stardew not to use my mod anyway ๐Ÿ™ƒ

brave fable
#

slander....

hallow prism
#

what was the error to even consider warning others about not using a mod??

uncut viper
#

crashing overnight and losing progress

hallow prism
#

ok, granted, that is frustrating

uncut viper
#

the first thing in the error is the Ship Anything mod so i dont know why they didnt go there first

hallow prism
#

i regularly got reports about the UI info suite 2 red error in the log about fruit trees, i wish they would make it a warning instead

hallow prism
woeful lintel
#

oh, people would still complain if it was a warning

#

I had a deprectaion warning specifically mentionning that it was about mod authors, and I still got users making posts about it

brave fable
#

yeah i got a lot of reports for LOC when i logged warnings about recipes with missing ingredients that would've caused issues in the menu, eg. batter

#

so naturally i just stopped logging them since the authors never fixed those

hallow prism
#

oh yeah, nothing save us from mod users being worried, except trace, but it may reduce the reports ๐Ÿ˜„

brave fable
#

mod users getting worried means mod authors getting harried

uncut viper
hallow prism
#

...

#

"i stand corrected, they have no excuses"

brave fable
#

includes the ridiculous & incredible EN translations mod component

#

a world without i18n...

warped spade
ocean sailBOT
#

Log Info: SMAPI 4.1.7 with SDV 1.6.14 build 24317 on Microsoft Windows 10 Famille, with 19 C# mods and 1 content packs.

uncut viper
#

fwiw my strings are fine with that loc build. dont know about mail or anything though

#

did you install all 3 folders?

#

theres no "Love of Cooking (EN)" in your log

fallen depot
#

How to add new tilesets into TILED?

warped spade
#

I used stardrop ๐Ÿค” I'll cherk rn

#

Ah, the EN file is in the wrong place ๐Ÿ˜‚ Let's try again with a manual install

brave fable
#

ah

#

well stardrop not recognising the EN folder would also be a problem lol

warped spade
#

Works like a charm so far

uncut viper
#

blueberry, what about when someone downloads a LOC translation mod and drops it into their folder but it doesnt work because the original LOC includes the EN in its folder and overrides it

brave fable
#

you're talking about load order for translation packs? yeah i wondered about that, assumed that anything in the LOC folder would have priority

#

i have absolutely no supporting evidence that it would

warped spade
#

Okay it happened because I made stardrop replace the previous LOC install, now installing over the 2.0 files works without issue

uncut viper
#

that would mean EN is always shown

brave fable
#

i say priority to mean first-applied rather than last, but you knew that of course ๐Ÿ˜Œ

#

alright well it's worrying that stardrop can choose not to include new folders lol

uncut viper
#

do you expect translators who are used to just making i18n jsons to know how to worry about patch priority

warped spade
#

It was included but inside the LoveOfCooking folder

uncut viper
#

bc theres no guarantee when the translation mod is loaded otherwise

brave fable
#

can i force low priority in CP SDVpufferthinkblob

uncut viper
#

you can put a low priority on a patch, but isnt the expectation that people copy the EN folder to work off of?

#

theyd also be copying the low priority

brave fable
warped spade
#

brb I gotta eat SDVpufferchickpopcorn

uncut viper
#

as far as i know/can tell, any translations will load after LOC itself if they copy the EN folder, since you put an optional dependency, but beyond that i think its down to default load order, so... by folder name

#

which is not predictable, nor would i say faultable for a translator if they name the folder in such a way that affects load order, bc how would they know

brave fable
#

i put an optional dependency?

uncut viper
#

sorry not optional, just a dependency

#

very used to saying optional my hands typed it without thinking SDVpuffersquee

#

it stands regardless though

brave fable
#

any suggestions other than revert SDVpufferthinkblob

#

revert is also a good suggestion

uncut viper
#

i hadnt brought it up before bc until earlier tonight i thought you were still gonna load the files from the i18n folder so that there'd at least be two options for how to do it

#

so i guess that

brave fable
#

well if there's 2 options and 1 option arbitrarily doesn't work based on folder name then there's basically just 1 option

uncut viper
#

i meant as an alternative to just reverting everything

#

which i would call option 2, and the i18n thing option 1

#

if you load them from the i18n folder initially still then it still leaves room for someone to make a content pack to edit it instead

#

while also letting people just drop in i18n jsons

brave fable
#

in a perfect world i'd want CP and no i18n but i'll think on it tomorrow

#

somehow doesn't seem so possible now i'm actually looking at it not working

uncut viper
#

i think better ways than these would probably require more official support from either smapi or content patcher or an independent middleman framework unfortunately

#

like something that handles just folders of i18n files and update notices but not requiring the other accoutrements that make up amod

#

i could see it being feasible for a middleman framework to be like. you put the framework as your ContentPackFor and tell it which mod uniqueid the translations are for and it handles adding them to that other mods translation helper but, it'd only work for translations going forward, and only if someone actually opted in to making their translations work with it. lots of translations out there thatd just never get updated to use any updated method of doing translations unfortunately

brave fable
#

or they could include an optional dependency on the EN translation in their own CP mods

#

but they'd need to know that

uncut viper
#

yeahh... the main problem any tech cant solve: user knowledge SDVpufferpensive

brave fable
#

or i can just add a link to the mod page that says 'ask in making-mods if ur translations dont work'

uncut viper
#

you could also package in the optional files a translation template

#

with the priorities and everything set right

brave fable
#

also a good suggestion

#

i was hoping the EN one would be enough to work off tho

#

can't have everything

uncut viper
#

you could try adding commented out priorities in the EN pack

#

like, add a Priority: Late or whatever, but comment it out when you release

#

and tell people looking in the json of the EN pack "hey remove those slashes when publishing a translation"

brave fable
#

SDVpufferthinkblob also good

uncut viper
#

fwiw i hope u know im also on your side of "i want there to be some way to make this work"

#

and not tryin to be negative nancy with all my "this would be difficult to make work"

brave fable
#

oh dw i appreciate the input either way, if something doesnt work then i wouldnt want to be chasing it forever to reach a dead end

uncut viper
#

just tryin to be both realistic and also warn ahead of time that if theres any friction insurmountable to the common translator, you will get different kinds of annoying comments other than "please add my i18n" lol

#

tbh, even if you spell it out super clear in the description and optional files, im sure you'll still probably get comments asking for i18n support

#

though hopefully rarely

brave fable
#

if i can ignore the i18n files i can ignore the i18n requests

#

i just want both translators and non-english users to have it easy (and me, of course)

uncut viper
brave fable
#

thanks for input & ideas tonight, too tired to think on it more. i'll look at it again tomorrow but delete i18n and go priority: late is tempting

warped spade
#

Have a good night SDVpuffersalute

coarse bronze
#

hello i have a problem i want play smapi on pc but when i click on smapi app (modded stardew valley game) the command prompt opens and it says unhandled exception please help me

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).

worn coral
#

I'm trying to make sense of an error that came up in one of the modded support threads, which lead me to a CP addition of a custom garbage can, so quick question - would leaving the RandomItemId list empty cause it to generate a null item when the condition above is true? Or should the empty list just mean that nothing is generated whether the condition is true or false?

  "{{ModID}}.garbagecan": {
    "Items": [
      {
        "Condition": "RANDOM 0.1 @addDailyLuck",
        "RandomItemId": []
      }
    ]
  }
}```
rancid temple
#

If the list is empty it won't be used, Condition determines if the option is choosable

#

You can see in the unpack a lot of empty or null fields

worn coral
calm nebula
#

Yeah that has a null ItemId and isn't valid lol

#

Although that specific one just forward to Casey tbh

rancid temple
#

Trying to create debris on a null item?

#

Or is that spawning it, I'm still hazy on how that works

worn coral
#

I thought the SpaceCore bit was a red-herring, huh

rancid temple
#

Random crap that flies off in every direction, actual stuff you can pick up, why not call it the same thing

uncut viper
#

i mean the spacecore thing is literally the only error

rancid temple
#

I think the problem is that it's trying to create debris for a null, it should just be returning without doing anything if it's null

#

Possibly giving a warning telling you to fix your mod

worn coral
#

Too many times I bonked my head over an error that was just.. the aftershock of whatever happened right before - it's like my brain is now assuming the "obvious" is the unlikely culprit - (and the whole Dungeons\Debris did throw me off lol) SDVpufferdizzy

uncut viper
#

i dont think this one is in spacecore's purview to tell you to fix your mod for, an item becoming null can be caused by a number of bugs that may or may not even have anything to do with your mod, and besides that, spacecore has no way of telling what mod caused it in the first place anyway

#

i cant actually see why it would even be trying to call createItemDebris at all, lookin at the garbage code

rancid temple
#

I thought that's how items are spawned from them

uncut viper
#

it is, but it shouldnt try if there is no item

#

and if there is an item, it wouldnt be null when spacecore got it

#

which is not to say spacecore shouldnt do a null check anyway bc of things like this, i just dunno why the cause

warped spade
#

Hey Button, I'm updating my patchs to use cmct but there seems to be a problem with the custom token "Spiderbuttons.CMCT/Config". Would you prefer I make a bug report on the mod page ?

uncut viper
#

whats the issue?

warped spade
#

I get an error in the smapi console when launching and in game it seems the parts of my patch that use cmct aren't applied

ocean sailBOT
#

Log Info: SMAPI 4.1.7 with SDV 1.6.14 build 24317 on Microsoft Windows 10 Famille, with 20 C# mods and 3 content packs.

uncut viper
#

what did you write in the token in your content.json?

warped spade
#
    "Action": "EditData",
    "Target": "Data/Objects",
    "Fields": {
        
        "slimerrain.uncleirohapprovedteacp_Lavender_Seeds": {
            "ContextTags": [
                "slimerrain.uncleirohapprovedteacp_season_spring"
            ]
        },

        "slimerrain.uncleirohapprovedteacp_Jasmine_Sapling": {
            "ContextTags": [
                "slimerrain.uncleirohapprovedteacp_sapling"
            ]
        }
        },
       "When": {
                "Spiderbuttons.CMCT/Config: slimerrain.uncleirohapprovedteacp, KeepQLFG2Dupes": true,
                "Spiderbuttons.CMCT/Config: slimerrain.uncleirohapprovedteacp, KeepCFEDupes": true,
                "Spiderbuttons.CMCT/Config: slimerrain.uncleirohapprovedteacp, KeepWFCFDupes": true
            }```
#

My patch used a copy of uncle iroh's config options and I tried to use cmct to fetch them from the mod instead

uncut viper
#

while i should account for it too (and will in an update), that mod does not have those config tokens

#

those are dynamic tokens

warped spade
#

Oh that's why

uncut viper
#

still tho, thats still definitely an oversight on my part to let the token just completely fail, so i will make sure i fix that soon too

#

thank you for bringing it to my attention!

warped spade
#

Thanks for the quick help !

#

I could work around it for now by using the options in the ConfigSchema, users will just have to tick those instead of relying on the mod's dynamic tokens

uncut viper
#

CMCT does have a Dynamic token too if you really need the dynamic tokens

warped spade
#

Man I really feel stupid sometimes SDVpufferflat

#

That should work

uncut viper
#

CMCT should have logged a warning about it though SDVpufferthink ill have to look into why it didnt

pale crag
#

hey i wanted to ask i wanted to modify a sprite sheet for my character but im not sure what each sprite dues i know i starbound there was a simple layout what told you what sprite did what so im asking here if anyone has a example sprite sheet that covers what each sprite dues when im do things in game

uncut viper
#

a spritesheet for an NPC like Abigail or for your farmer?

pale crag
#

for the farmer

uncut viper
#

then i unfortunately have no idea about any of the farmer spritesheet, sorry to say

pale crag
#

oh x.x

uncut viper
#

there might be something on the modding wiki, but i couldnt say for sure. what kind of edit did you want to do?

rancid temple
#

But it's uh.. not fantastic I would say

uncut viper
#

oh lord

rancid temple
#

I get why it's like this, but I don't have to like it SDVpuffersquee

lucid iron
#

I guess the better question is what r u hoping to do

uncut viper
#

yeahhh
i think this is why most people dont usually edit the farmer spritesheets themselves

rancid temple
#

It's a paper doll nightmare

pale crag
#

make the belly pudgy if anything on this sprite

#

that's what im trying to do

#

but i have no clue of this layout

lucid iron
#

Hm your shirts wouldn't be pudgy though

#

They are fixed size iirc

rancid temple
#

Just gotta make a beer belly shirt

uncut viper
#

yeah you'd have to edit every single clothing sprite ever

lucid iron
#

I would look into making plus sized shirts in fashion sense

uncut viper
#

i also second the fashion sense suggestion

pale crag
#

i only plan to use one set of clothing for the character and i already know which to modify i just dont know the sprite layouts

#

i actually use fashion sense mod :P

uncut viper
#

if you already know the clothing to edit, then you shouldnt need to know exactly when each frame shows up. you should just be editing every sprite of the clothing anyway

#

which is probably also true even if you did just need the farmer sheet

pale crag
#

X.x

#

im kinda new to stardew modding on the dev side of things

#

i've mostly just used modpack and went with that but decided i wanted to try my hand out at spriting

uncut viper
#

i actually didnt realize that all the shirts and stuff were that tightly packed together, you might actually need fashion sense for this

pale crag
#

well im using genie pants (female) and some sort of bikini shirt(female

#

but beyond that i have no clue x.x

uncut viper
#

there is basically no room on the clothing sprite sheets

warped spade
#

Well, it works exactly as intended... Sorry for the false alarm Button SDVpuffersweats

uncut viper
#

no no, dont be sorry! you still pointed out a very important bug to fix

#

one mod doing that wrong should not break the token for everyone lol

warped spade
#

Oh it broke for every mod ? SDVconcernedCA I would have never understood that with my testing ๐Ÿคฏ

formal crown
#

SDVpufferlurk Hi all, I'm trying to find what part in the game determines drops from artifact spots but uh, I there's a few different places that do determine things and I don't know which to take as a base; as for reason I need a mod that shows what will an artifact spot drop if dug

rancid temple
#

GameLocation.tryGetRandomArtifactFromThisLocation would probably be a good place to look at

#

It combines the current location and the default location

#

Directly under that is also digUpArtifactSpot which also includes the Mystery Boxes

#

So you'd need to add those separately of the artifact spots if you wanted to show them as well

#

Also a good method because it has the method for spawning animal crackers and skill books

coral horizon
#

Hi, sorry if this is a dumb question, i'm pretty new to modding. What are some of the common bug reasons question fork will skip over code?
i'm still testing so i dont have stuff written out for answer1 and answer2 but so far it looks like this (i replaced the dialogue i have with placeholders so theres less to read through)

(end of first event line) /question fork1 "...#I'm fine, just tired#I'm a bit injured..."/fork Not_Injured/",
(start of second event line) "Not_Injured": "pause 10/ speak Harvey "Dialogue1. $5#b# Dialogue2 $2#$b# Dialogue3 $0#b# Dialogue4 $1"/ end "

The question box shows up fine but then the farmer and harvey just kindve stare at each other no matter what option you pick.

rancid temple
#

Are you escaping the internal quotes?

coral horizon
#

what do you mean my internal quotes

rancid temple
#

Like the quotes around your fork

final arch
#

do you have multiple forks in your event?

rancid temple
#

Unless your primary quotes are single quotes

coral horizon
coral horizon
rancid temple
#

!json generally easier to tell what's going on with the actual content

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.

calm nebula
#

tbh as far as I'm concerned, don't use that method of forking

#

it's fragile and kinda weird

#

instead, use quickquestion and switchevent

#

hang on, let me find an example

coral horizon
#

ok, ill try to use those instead then

coral horizon
#

i figured it was fragile, when i was looking for the syntax for it basically every place said it was really finicky ๐Ÿ˜ญ

calm nebula
#

so, the quickquestion of yours would be

"event one": "[rest of the event]\quickquestion ...#I'm fine, just tired#I'm a bit injured...(break)whatever//for//the//just//fine//(break)switchEvent Not_Injured"

#

I think

coral horizon
#

is "(break)" signifying a new line?

calm nebula
#

no, (break) is how the game differentiates between teh question and the responses

#

the format is "question(break)first response(break)second response" and so on

#

and yes, the literal string (break)

#

here's one of mine, for eample

#

sorry, it's not very readable, lol

calm nebula
#

so, harvey asks a question, you can say yes or no, yes causes some money to be taken from you, you get friendship, and pam goes to rehab for 14 days

coral horizon
#

i'll try and use quickQuestion then, thanks a bunch :)

calm nebula
#

no worries! We can try to explain again if you run into trouble, event commands are weird

coral horizon
#

very much so

#

it was a funny bug to have tho, like harvey has a patient tell him theyre hurt and he stands there staring

rancid temple
#

Too realistic for me

coral horizon
#

๐Ÿ˜ญ

rancid temple
#

Only thing that could make it more realistic is if his response was "You're overweight, here's some experimental (expensive) drug to help you lose weight"

coral horizon
#

lmao

hallow prism
#

"but, doctor, my issue is my broken leg because of a monster in the mine" "this changes nothing to my diagnosis, see you next time"

coral horizon
#

"i was attacked by a bunch of bats" "have you tried sleeping more and going on walks?"

rancid temple
calm nebula
#

welp, I get why people think daily luck is weird now

coral horizon
#

why?

calm nebula
#

this is the seed for Game1.random

#

it's used a few times before daily luck is set, but not thatttt many

coral horizon
#

that is strange

#

all of stdv's code is a bit odd tho

#

so it doesnt surprise me

tropic walrus
#

Do farmhouse events actually fire the moment you wake up if set to 6:00? Searching gave me an old discussion and the answer wasn't very clear, seems like it's janky

coral horizon
#

do you mean farmhouse events as in INSIDE the house or on the farm, because im pretty sure events on the farm should be triggered as soon as you leave the house. but for ones actually inside i have no clue

tropic walrus
#

Inside the house

calm nebula
#

Remind me in 5 days to do an error item check in events tester

patent lanceBOT
#

I'd rather boot myself on an unprotected windows XP install than deal with you but we can't all have what we want, can we? (#6380473) (5d | <t:1732900285>)

calm nebula
#

Love you too, ub3r

brittle ledge
#

Bad bot

calm nebula
#

!log

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 didnโ€™t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

#

Log Info: SMAPI 4.1.7 with SDV 1.6.14 build 24317 on Microsoft Windows 11 Home, with 210 C# mods and 605 content packs.

calm nebula
#

Right. That

#

The problem is that you need to tell smapi explicitly to package dependencies

#

Here is what I have for atracore

#

Full docs here

#

Worth it to know that specific package was cut from smapi for being weirdly slow

teal bridge
ivory plume
#

(Update on Android modding: Stardew Valley no longer uses ahead-of-time compilation in the latest versions on Android because it was causing issues, so Android modding is likely doable once someone re-ports SMAPI.)

calm nebula
#

Oh, aot is gone for good?

warped spade
#

Giving ANY queries a try for a condition, am I correct in understanding that this will be true if any of those buildings are constructed ?
ANY \"BUILDINGS_CONSTRUCTED All Coop\" \"BUILDINGS_CONSTRUCTED All BigCoop\" \"BUILDINGS_CONSTRUCTED All DeluxeCoop\" \"BUILDINGS_CONSTRUCTED All PremiumCoop\"

ivory plume
#

Yep (aside from the building IDs per Selph below).

ivory plume
haughty charm
#

That's too bad, considering the optimization trade-off.

warped spade
#

Dammit SDVpufferpoggers

brittle pasture
#

the premium coop id is not included, you should reference SVE's files for those

#

(it has the mod unique id)

lucid iron
#

(github did a number on your indentation)

brittle pasture
#

ah fuck was I mixing tab and spaces and vim hid that from me again

ivory plume
#

Re this bit:

"Condition": "ANY \"BUILDINGS_CONSTRUCTED All Coop\" \"BUILDINGS_CONSTRUCTED All \\\"Big Coop\\\"\" \"BUILDINGS_CONSTRUCTED All \\\"Deluxe Coop\\\"\"",

You can optionally remove one level of escaping by using single quotes for the main string:

"Condition": 'ANY "BUILDINGS_CONSTRUCTED All Coop" "BUILDINGS_CONSTRUCTED All \\"Big Coop\\"" "BUILDINGS_CONSTRUCTED All \\"Deluxe Coop\\""',
warped spade
#

I still have a long way to go it seems SDVpufferchickcry I don't even understand why there are more backslash...
Thanks Pathoschild !

calm nebula
#

(I'm not at home so I can't check myself.)

ivory plume
#

Nope, since it has other arguments (e.g. the min/max number constructed).

coral horizon
# calm nebula so, the quickquestion of yours would be ```"event one": "[rest of the event]\qu...

i got the quick question working (thank you sm by the way that's gonna be a life saver) but i have a few follow up questions
do you know if its possible to have stuff like \speak Harvey"dialogue1"\faceDirection Harvey 2\ speak Harvey"dialogue2" within an answer? Its not necessary but it would make the cutscene flow better, and everytime i've tried it will do the face command but then skip over dialogue2

calm nebula
#

Oh right.

calm nebula
coral horizon
#

whoops wait, i think discord got rid of some of my slashes

calm nebula
#

Also tbh I'm currently fighting work fpga code which means I'm twiddling my thumbs for 15 min at a time waiting for it to compile but I'm also on my phone so I can't actually like see things

brittle pasture
#

put your code between backticks

#
`your event code here`
coral horizon
#

like this?

brittle pasture
#

yep

coral horizon
#

oh ok fire

lucid iron
#

itd be nice if there was gsq for Utility._HasBuildingOrUpgrade

coral horizon
#

ok lemme retry

lucid iron
#

and if that was public

coral horizon
#

@calm nebula you were saying to have them face the other direction, do you mean for the double backslashes in "faceDirection"?

calm nebula
#

Also @ivory plume how much do you care about rng not going through Utility.CreateRandom

Of the handful of cases I was looking at, most have to do with the keysmash secret. Meteor dropping prismatic shard is still old rng, and also new day after fade's game1.random seed

calm nebula
latent mauve
#

Does anyone know the default size of a painting off the top of their head?

coral horizon
haughty charm
#

There are multiple paintings at different sizes

latent mauve
#

(I think it may be 1 2 but I am uncertain)

ivory plume
# warped spade I still have a long way to go it seems <:SDVpufferchickcry:614852765080092673> ...

So there's two main levels. The actual game state query is:

ANY "BUILDINGS_CONSTRUCTED All \"Big Coop\""

You need one set of quotes ("") to group it into one argument for the ANY query, and the inner set (\"\") groups the name for the nested query. You need one set of backslashes (escapes) to avoid ending the main quote pair.

But the complication is that you're writing the query in a JSON string where quotes and \ are both special characters, so they're pre-parsed by the JSON parser before it's actually received by the game. So if you want to send one backslash to the game, you need two backslash in JSON (i.e. escape the escape character):

'ANY "BUILDINGS_CONSTRUCTED All \\"Big Coop\\"'

Where \\ tells JSON to send a literal \ character to the game. Let me know if it's still confusing!

latent mauve
#

Specifically looking for the one it uses when -1 is entered for the Tilesheet Size field, Logo

ivory plume
calm nebula
#

Will do when I get home!

warped spade
#

Just to clear things out, I have no coding/modding backgroud and started making mods in July 2024

ivory plume
#

You mean why it's like this:

ANY "BUILDINGS_CONSTRUCTED All Coop"

Instead of this?

ANY "BUILDINGS_CONSTRUCTED All \\"Coop\\""

Both versions will work fine. It's just that if there's no spaces, you can omit the quotes since it'll be a single argument either way (since arguments are space-delimited).

ivory plume
warped spade
#

I understand now

haughty charm
hallow prism
#

just want to say
i was trying to make a small mod for another game (that i may give up because arg, it sounds so tedious) and i'm grateful for : good log AND forgiving schema, because one of the error i had was a trailling comma

warped spade
hallow prism
#

what are the others? no idea

calm nebula
drowsy pewter
#

So funny

uncut viper
lucid iron
#

if u escape a few more times you'll start knitting

ivory plume
#

(Just wait until you use patch parse to pass game state queries containing quotes to a command which expects quotes through a console that parses quotes.)

warped spade
#

So if I got it right this time, my condition should be like this ? The premium coop in the sve files isn't written with additional backslash though ๐Ÿค”
"Condition": "SYNCED_RANDOM year br93.FarmersMarket_Marnie_174 0.8, ANY \"BUILDINGS_CONSTRUCTED All Coop\" \"BUILDINGS_CONSTRUCTED All \\\"Big Coop\\\"\" \"BUILDINGS_CONSTRUCTED All \\\"Deluxe Coop\\\"\" \"BUILDINGS_CONSTRUCTED All FlashShifter.StardewValleyExpandedCP_PremiumCoop\", PLAYER_FRIENDSHIP_POINTS Any Marnie 500"

uncut viper
#

i very quickly gave up on trying to use patch parse for that and just added a debug hotkey that ran it with C# instead

hallow prism
calm nebula
#

Clearly we need French quotes

hallow prism
#

"quand l'appรฉtit va, tout va"

#

(a very famous french quote, or not really)

lucid iron
#

ใ€ŠSYNCED_RANDOM year br93.FarmersMarket_Marnie_174 0.8ใ€‹

calm nebula
#

What about PLAYER_HAS_SANITY ใ€Šlol wutใ€‹

lucid iron
#

then we can get gbk encoding problems AquaThumbsup

ivory plume
# warped spade So if I got it right this time, my condition should be like this ? The premium c...

Yep, that looks fine. Or if you use single quotes for the JSON string, you can remove one level of quote escaping:

"Condition": 'SYNCED_RANDOM year br93.FarmersMarket_Marnie_174 0.8, ANY "BUILDINGS_CONSTRUCTED All Coop" "BUILDINGS_CONSTRUCTED All \\"Big Coop\\"" "BUILDINGS_CONSTRUCTED All \\"Deluxe Coop\\"" "BUILDINGS_CONSTRUCTED All FlashShifter.StardewValleyExpandedCP_PremiumCoop", PLAYER_FRIENDSHIP_POINTS Any Marnie 500'

Not quoting FlashShifter.StardewValleyExpandedCP_PremiumCoop is fine, since it doesn't contain any characters that would split the argument (i.e. space and comma).

#

(Syntax highlighting doesn't like that since it's not strict JSON, but it's valid for the parser SMAPI uses.)

warped spade
#

What a relief SDVpuffermusic With that I'll be able to update tonight SDVpufferparty
Thank you very much Pathoschild and Selph, couldn't have done it without your help !

rotund elm
calm nebula
#

Ignore what lookup anything says about fish conditions rn

#

There is a known issue wrt to the Condition field

rotund elm
#

I see, so why would certain fish still be catchable with the correct conditions I have set for that location and some aren't?

warm sinew
#

hey

rotund elm
#

For example the Bluegill has no issues, but the mossy cod is not catchable at all

warm sinew
#

can some one pls tell me how te fix tis bug ?????????

lucid iron
#

is this your mod that you are making?

rotund elm
calm nebula
#

Tbh you don't need both the location gsq conditions and the fish data conditions

#

If they don't differ

rotund elm
#

True, but that still wouldn't fix whether these fish are catchable or not, no?

#

I'm just so lost at how those specific fish are having issues but all others are working perfectly

rotund elm
#

I fixed it๐Ÿ˜ญ

rotund elm
#

anyone know the dimensions for the aquarium fish sprites

rancid temple
#

24x24

rotund elm
#

Thank you!

fathom hound
#

I have a question since I don't see any info on the wiki or any patch notes of it, what exactly here is the difference in what makes trees grow in winter in the desert from 1.5 to 1.6

// StardewValley.TerrainFeatures.Tree
public override bool seasonUpdate(bool onLoad)
{
    this.loadSprite();
    return false;
}
``` vs.
```// Stardew Valley, Version=1.6.14.24317, Culture=neutral, PublicKeyToken=null
// StardewValley.TerrainFeatures.Tree
using StardewValley.Locations;

/// <inheritdoc />
public override bool seasonUpdate(bool onLoad)
{
    if (!onLoad && Game1.IsFall && Game1.random.NextDouble() < 0.05 && !this.tapped.Value && (this.treeType.Value == "1" || this.treeType.Value == "2") && this.growthStage.Value >= 5 && this.Location != null && !(this.Location is Town) && !this.Location.IsGreenhouse)
    {
        this.treeType.Value = ((this.treeType.Value == "1") ? "10" : "11");
        this.isTemporaryGreenRainTree.Value = true;
        this.resetTexture();
    }
    if (this.tapped.Value && this.Location != null)
    {
        Object tileObject = this.Location.getObjectAtTile((int)this.Tile.X, (int)this.Tile.Y);
        if (tileObject != null && tileObject.IsTapper())
        {
            this.UpdateTapperProduct(tileObject, null, onlyPerformRemovals: true);
        }
    }
    this.loadSprite();
    return false;
}
latent mauve
#

Does anyone know if it's possible to change the offset of the fire on a fireplace furniture piece without C#?

lucid iron
#

desert have hardcoded spring season for trees iirc

fathom hound
livid nebula
#

Hey there, Im super new to modding but a log time player/ mod user of SV and I wanted to try and add a bunch of cute shrimp to the fish tanks. Im having a very hard time figuring out how to load the .pngs i have for the shrimpies. Should i be using LOAD or INCLUDE? I cant find a solid answer anywhere and Ive been at it for hours. Any help would be greatly appreciated!!

#

For more context, i dont want them to work as shrimp right now (like crabpot spawning, requesting, selling, etc) but wanted them to be more like an animated decoration for the tank- perhaps something that can be spawned by a cheat menu or config?

hallow prism
#

include is just a way to say "add this json file", which in turn can contains edit/load and such, so you want to load

#

if you have a lot of stuff, you may want include later but it's like, akin to folders, it's a way of organising

#

for your objects, add them as objects then to the aquarium file (and its own tilesheet)

#

coral may be a good starting point

livid nebula
#

Ohh okay that makes a lot of sense- i can see in this other mod im referencing that they are using the include function in this way. Thank you! Is there a way to add multiple assets at once or do i need to create a new load action for each png?

hallow prism
#

you can have them in one image, but you then need to understand how the index works

#

basically, each item will take a square (usually 16x16, but aquarium i believe is 20x20),

livid nebula
#

I didnt want to do a tilesheet since they are already separate pngs. Maybe thats inconvenient and i should combine them out and doo the coordinates like i did for the shrimp

rancid temple
#

24x24

hallow prism
#

the first will have index 0, the second index 1

#

what you find convenient is up to you

rancid temple
#

You can do a TargetWithoutPath

calm nebula
#

My recommendation is to combine the png

rancid temple
#

Combining is generally better for performance

calm nebula
#

There are online spritesheet combiners

#

It took me like, two minutes to combine more fertilizers

#

Also corncrib just fyi but

#

The ransom ass shit you can add to fish tanks is very hardcoded

#

Like the pineapple

livid nebula
#

They have animations on them is the only thing that worries me. They are 3 images of shrimp that animate when put into the game. I have it working right now for the default shrimp, but i want to do different colors, and i cant seem to do more than one color at once without it making them invisible lmao

rancid temple
#

Oh right, objects in the tank are 16x16 I think

livid nebula
#

Yes! 16 x 16

rancid temple
#

Well, technically the sprites for fish are roughly 16x16 too, just the full sprite area of each index is 24x24 for the aquarium, it's a weird sheet

#

For fish specifically

#

The objects are at the bottom of that sheet, though I'm unsure how adding custom textures for objects added to the aquarium works

livid nebula
#

I can config and toggle the colors in mod manager, but i want like a red and yellow and blue and green shrimp all in the same tank and cant seem to do that without just making new shrimp. I dont want to reskin existing fish, and i didnt think this would be SO hard but sheesh the aquarium code is so persnickity

#

Ive been following more new fish and ornamental shrimp as guides

rancid temple
#

Maybe this is the issue I was butting up against last time I was messing with the aquarium stuff

coral horizon
#

is there a doAction but for npcs? the event guide specified it was for the farmer, but i want the npcs to open doors too and not js.. float through them

livid nebula
#

Thanks for the help though everyone i appreciate it

coral horizon
#

i mean it has to exist because gus opens the saloon doors when he walks through them

hallow prism
#

in events?

coral horizon
#

yes

hallow prism
#

i don't remember if it really needs the farmer to be next to it to happen

#

have you tried it like you want it to happen?

coral horizon
#

I haven't tried it yet i was js curious if there was like, a common knowledge command lol

#

idk if what i js said made sense

hallow prism
#

yes, i get it

coral horizon
#

ok great

hallow prism
#

when people are like "no, shake doesn't work for farmer, use jitters instead"

coral horizon
#

so many different commands ๐Ÿ˜ญ

#

i didnt wanna spend time trying to debug smth for a command i wasnt supposed to use

hallow prism
#

i get it! however the cases, while they exist, aren't the rule, and a quick test while keeping in mind it may not work may be better long term, when you'll feel ready to experiment

rancid temple
#

The Shane event in AnimalShop uses doAction when the farmer isn't near the door so Marnie can walk into his room

hallow prism
#

(also with events we have a lot more debug info which is great)

coral horizon
#

all of the guide "books" have been so helpful :)

hallow prism
#

i am grateful for the documentation and the error logging

coral horizon
#

fr, this is the first mod im really committing myself to, and its probably too expansive for a first mod so im a bit in over my head and im VERY glad i have examples to work from or else id be completely lost

brave fable
#

general question i suppose, not to button specifically

brave fable
#

small update SDVdemetriums

coral horizon
#

im glad you got your thing working :)

brave fable
#

oh dw it's probably broken again now, but that's what 2.0.1 is for

coral horizon
#

real !

brave fable
#

have to stay on-brand

coral horizon
#

you cant deviate too much

#

theyll get suspicious

calm nebula
brave fable
#

did you manage to break the 30,000 changes mark SDVdemetriums

#

my numbers are super pumped from converting JA items to CP

calm nebula
#

To be fair that 450+ commits includes a handful of mods I started working on for 1.6

#

And never released

#

Because releasing is uncool now

brave fable
#

wow so when i do it it's uncool

#

i see how it is

calm nebula
#

Gotta keep my cool enby allure you know

hallow prism
#

maybe you stole all the cool and there's nothing left

coral horizon
#

where is interaction text stored, as an example, when you interact with a shop and it tells you its closed, you would access that text with
"Target": "Data/...?

hallow prism
#

i'm not sure

#

but

#

if you have the text in mind, i suggest using a text editor able to search in a whole folder

#

and search for the text

coral horizon
#

i haven't used a text editor before, or if i have im not aware of it
is it like stardewxnbhack?

#

where it decompiles stardews folders..?

hallow prism
#

it's stuff like notepad++, sublime and such

coral horizon
#

OH

hallow prism
#

here an example in french for searching in the whole folder of another game, a very useful example

coral horizon
#

i didnt know they could do that

hallow prism
#

notepad (no ++) doesn't have the feature, but any "advanced" text editor will

#

!software

ocean sailBOT
coral horizon
#

thank you :D

hallow prism
#

sure ๐Ÿ™‚ it's very convenient for all stuff like "where did i mention junimos in my mod?" "there's a dialogue about fairy in base game but i don't remember where" "i reference some wildflour items but where?"

coral horizon
#

:))

next plaza
#

Meow

#

I should do some bugfixing today and finally get SpaceCore/GMCM updates out

rancid musk
#

That sounds like work

next plaza
#

Unfortunately... it is

rancid musk
rancid temple
#

I tried to do work and had to take a 4 hour nap, hard pass

next plaza
#

My sleep schedule has been really bad lately, I had to catch up on sleep a lot this weekend

old edge
#

For blocking the crows event all I did was a harmony patch and I've been trying to trigger the crows by planting over 20 crops but they won't show up. Should I conclude my code works?

rancid temple
#

Isn't the trigger 24 or more?

#

The chance is also actually pretty low

old edge
#

It says on wiki 15

next plaza
#

I would set a breakpoint in the patch and make sure it's running right

#

Or logging

old edge
#

I saved and went to bed like 10 times

#

Whats a breakpoint I know how to add logging tho

next plaza
#

For what it's worth you get one chance of a crow per 16 crops planted

spice inlet
#

you can use debug commands to test things like this easier btw

old edge
#

You can trigger the crow event?

spice inlet
#

eg. debug setupbigfarm, or
clearfarm -> spreaddirt -> spreadseeds <id> -> growcrops <days>

#

or similar

rancid temple
#

Isn't there like setupbigfarm or something?

spice inlet
#

will plant crops in your entire farm which will likely massively increase likelihood for crows

old edge
#

Ok thanks

#

Just need to test that harmony patch I made and then also I am making a island farm I wanted it to have ginger island location context but it causes an issue on the farm when it is raining. The interior looks dim like rainy weather but outside it's not. So I decided maybe I should remove the location context for the island or is there a way to change the farmhouse weather?

next plaza
#

@brave fable Just letting you know I just implemented the fix for SpaceCore skills in splitscreen, for upcoming 1.27.0. Have some other fixes I need to do so not releasing right this moment

brave fable
#

thanks! perfect timing haha

lucid iron
ocean sailBOT
#

Log Info: SMAPI 4.1.7 with SDV 1.6.14 build 24317 on Microsoft Windows 11 Home, with 44 C# mods and 59 content packs.

lucid iron
#

Do you think you could add a check & warning log for it bolbwawawa

rancid temple
#

Warning for the specific problem really was wishful thinking on my part lmao, Button was right that there's not really a reasonable way to know what is causing the null

#

Not without patching in a whole bunch of extra arguments passed

lucid iron
#

Yeah I don't expect spacecore to know what mod put in bad garbage data

rancid temple
#

Oh do you just mean a general warning about something passing a null?

lucid iron
#

Yeah, tho hm enough ppl bug spacecore for benign logging like this tbh

#

Maybe silence is best sleep

#

The path finder warnings weh

rancid temple
#

If it were actually stopping something from happening it would matter more I think

#

It's just currently throwing an error for something that wouldn't do anything anyways lol

#

The best you can hope for with improperly set up id's like that is an error item lol

next plaza
#

How is that even possible

#

Like, it's Game1.createItemDebris

#

That will be erroring anyways with a null item

#

I can add a check so people don't blame SpaceCore, it's really weird though

rancid temple
#

I started falling down that rabbit hole trying to figure out how it could even get a null in the first place, but I'm not in a look-at-code-headspace today

mighty quest
#

anybody know if it's possible in Nexus BBCode to place images side by side?

next plaza
#

Don't think so

wanton pebble
#

Is there a debug command to remove a conversation topic?

next plaza
#

Or I'd be surprised if so anyways, BBcode normally doesn't allow that

rancid musk
#

That if statement has big "this could have been a return statement" energy

wanton pebble
#

If not, thanks to a user on one of my modpages I need to build in a trigger action

mighty quest
#

damn

brave fable
next plaza
wanton pebble
#

But want to check if there's a simpler way, since "conversation" or "topic" don't show results on the console commands page

uncut viper
#

oh

#

i misread sorry

#

i thought you wanted a trigger action for it

rancid temple
#

You can use a debug action

next plaza
#

You can also just do ^

hallow prism
#

Cant you run trigger action as debug command

rancid temple
#

To run a trigger action lmao

wanton pebble
#

Yeah I know the trigger action SweatSmileIan It's an easy fix trigger action wise

#

Oh, duh, right, the trigger action debug

#

thank you

hallow prism
#

Jinxed...

calm nebula
#

[[Luau]]

empty radishBOT
calm nebula
#

thank you!

brave fable
#

you're welcome SDVpufferthumbsup

drowsy pewter
#

Okay, coming back with a log for this reported error:

[Unlockable Bundles] cleanupDay was called by NotOnHostComputer -7105846935796677645
[SpaceCore] Doing skill menus
[SMAPI] Skipped reload for 'Cornucopia.MoreCrops/teabushes' because the underlying asset no longer exists.
[Unlockable Bundles] cleanupDay was called by P0 2382915790532795785

This hasn't happened before today but I am getting this error just before I crash on my multiplayer game! Help!
<https://smapi.io/log/666e9c2c4a0947d7856162d905a82870 >

Player has some mods which should not be commented on. Other than that I see that there are dozens of trace messages in between the warning for cornucopia and the end of the log. So this seems like a not my problem, right? I just want to point them in a direction to go in

ocean sailBOT
#

Log Info: SMAPI 4.1.7 with SDV 1.6.14 build 24317 on Microsoft Windows 11 Home, with 36 C# mods and 29 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

lucid iron
#

oh ive seen this frequently

drowsy pewter
#

The cornucopia asset reloading warning is pinging multiple times which is weird, wonder if there's some host/player interaction with the season token

lucid iron
#

back in 1.6.8

#

but it never crashed me game

drowsy pewter
#

Yeah I dont know about this crash

lucid iron
#

always figured it was some custom bush quirk on linux

drowsy pewter
#

It's suggested that it's because I use the {{season}} token in the filename to load season specific pngs to the asset

#

so when you quit the game to menu, the season becomes invalid

#

etc

lucid iron
#

if thats the cause i'd expect seasonal big craftable mods to have the same issue, but they don't

drowsy pewter
#

because those have a default texture thats patched later

lucid iron
#

anyways i dont see anything obviously causing crash here bolbthinking

drowsy pewter
#

Yeah

lucid iron
#

still it's prob not cornucopia's deal LilyDerp

old edge
#

Why are my mixed seeds not showing up as ginger island crops? If I set location context.?

lucid iron
#

thats all u can say to em

lucid iron
old edge
#

Why

lucid iron
#

to change mixed seeds

old edge
#

I am but it's not used in my farm mod

lucid iron
#

i ask cus i think mix seeds r pretty hardcoded

old edge
#

Yeah so it's not on islandwest.cs code?

lucid iron
#

Crop.ResolveSeedId

#

does ur farm map class inherit IslandLocation?

old edge
#

Idk just put the map property

#

So I assumed it would work

lucid iron
#

bolbthinking guess it's not implemented

#

but as mentioned item extensions has mixed seed features

old edge
#

I put the location context as island but mixed seeds still grow normal

lucid iron
#

yes, take a look at Crop.ResolveSeedId

#

it is explictly checking the type, rather than just checking location context

old edge
#

Ok

#

How do I override the farmhouse interior weather to match ginger island?

#

Guessing farmhouse.cs ...

tiny zealot
livid nebula
#

Does anyone have any experience getting the Content-Patcher schema to function on VS Code? I followed the instructions on github but cant seem to get it to run

next plaza
#

SpaceCore 1.27.0 released with HD texture override support, fix for SpaceCore-driven skills in split-screen, and some other small things/fixes. ( @brave fable )

GMCM 1.14.1 is out with the API behavior changes from 1.14.0 for the openmodmenu stuff reverted and a new method for the new behavior ( @teal bridge )

drowsy pewter
#

HD texture support! I can't imagine what I'll use that for, but I'll try my best to come up with something

devout otter
drowsy pewter
#

Hmmmmm

brave fable
#

real life photo of lewis' shorts

next plaza
#

Though in theory you could do weird things to use overlays

#

I think

#

(ie. Load and then EditImage an HD image, then use that as the SourceTexture in the texture override)

snow heron
#

hiiii im a newbie modder and was wondering if there was a software that allowed non collision objects to be made.. I want to make string lights smile3

devout otter
latent mauve
modest dagger
#

what're the base expression an NPC needs?

tiny zealot
#

for a marriage candidate you really want to have 6:

sad     unique
love    angry```
modest dagger
#

whatabout a regular townie

velvet narwhal
#

1

modest dagger
#

lmao

#

so I can just do however many i want

tiny zealot
#

there's no hard minimum but 4 is good (happy and sad are useful for gift reactions)

velvet narwhal
#

You're the one making the portrait calls in dialogue, it's pretty free wheeling

uncut viper
#

(fun fact: i made that old mod to dehardcode gift reaction portraits specifically bc i didnt want my npc to ever look sad when receiving a gift)

modest dagger
#

normal, happy, sad, angry. That'll be good enough for now. Thank ye

velvet narwhal
calm nebula
#

would like it if someone gifted me a bug

#

lol

#

at work one day there was like, a cockroach in the building

#

so I picked it up, then a coworker asked me a question, then I just stood there and answered the question while holding the cockroach

#

then I left the cockroach outside

#

apparently this is weird behavior

uncut viper
#

i find that endearing

finite ginkgo
#

It does sound unusual, wouldn't quite describe it as weird though

uncut viper
#

ive done that with spiders but not cockroaches

velvet narwhal
#

I hate flying bugs so I cannot say the same. I'll sit there and watch a scorpion do it's thing for hours though

rancid temple
#

Squirmy gut feeling aside, my biggest concern with grabbing bugs with my hand is that I'm worried I'd do it wrong and injure or kill them unintentionally

#

Much safer for them if I scoop them in something they can't escape and deposit them outside that way

#

I have the sausage fingers

velvet narwhal
#

I can't remember if you can set the gift dialogue portraits though. I thought I could do a normal portrait call SDVpufferthink

next plaza
velvet narwhal
#

Wait then what's your dehardcode for woopsDerp1

uncut viper
#

i made that in 1.5.6

velvet narwhal
#

Oh SMCKekLmaoDog

calm nebula
#

does Item really not have an IsErrorItem?

rancid temple
#

Can only Objects be error items?

uncut viper
#

gotta get the ParsedItemData

calm nebula
#

yeah that's annoying lol

uncut viper
#

you could check if Item.Name == Item.ErrorItemName i guess

tiny zealot
#

brb making a functional item called "Error Item"

uncut viper
#

what was stopping you from doing that before

rancid temple
#

It wasn't a meme before

uncut viper
#

a meme? arent i supposed to take what ichor said completely seriously?

rancid temple
#

Absolutely, v serious meme

brittle pasture
tiny zealot
#

sexynes has returned to my nexus DMs with a confusing message asking me if i want to continue work on Dynamic Map Tiles, now that another, different person has been working on it. ("they will be allowing access to their code on github soon" ???)

woeful lintel
#

Exact same

drowsy pewter
#

they're in this server

#

btw

modest dagger
#

what a situation

brittle pasture
#

are they just asking everyone with the Blacksmith role

uncut viper
#

( SDVpuffersmart )

velvet narwhal
#

That's a lot of effort

modest dagger
#

is it a dead mod or something

lucid iron
#

its an aedernthorn mod i think

#

does some map tile stuff PecoWant

rancid temple
#

I laughed too hard at aedern

lucid iron
#

spel hard

rancid temple
#

(and also read it in a southern drawl)

lucid iron
#

i dont want to do it cus it looks like hell mode multiplayer situation, and i dont really care about anything it does

uncut viper
#

i would do it for money SDVpuffersmile

lucid iron
#

3.50 final offer \j

modest dagger
#

well it sounds like a pain in the ass so i don't blame you button

brittle pasture
#

uh I have weeks old candy and some pocket lint

modest dagger
#

I can draw you a dollar

woeful lintel
#

I don't have time with classes, research and FF, so that's a solved situation for me

rancid temple
#

3.50 a minute is pretty generous

velvet narwhal
#

3 doller

uncut viper
#

i charge by line of code

tiny zealot
woeful lintel
velvet narwhal
#

I don't even know what DMT does. Would MEEP be able to handle it

#

Or wren/rokus map projects woopsDerp1

rancid temple
#

Definitely not my map project

lucid iron
#

the multiplayer hell thing is apply map patch as result of tile action

#

ichor had a time with that

rancid temple
#

This seems like half of this is already covered by some other mod though

next plaza
#

You could probably apply map patches as a result of a tile action with SpaceCore spawnable set pieces

uncut viper
#

doesnt seem like thatd be that bad with multiplayer

next plaza
#

Though they might not apply until you re-enter the location, can't recall

rancid temple
#

Just a lot of messages I guess

next plaza
#

Yeah, it's on re-entering the location for SpaceCore

royal stump
lucid iron
#

it does sound like the kind of mod the are make (some hogwards thing?) could be done with some combo of other framework

tiny zealot
# lucid iron ichor had a time with that

getting a map to forget all previous patch state and recalculate which patches should apply was the most Funโ„ข๏ธ part of getting Portable Hole working

brittle pasture
#

something something you miss 100% of mod makers you dont dm

drowsy pewter
next plaza
# tiny zealot getting a map to forget all previous patch state and recalculate which patches s...

For some reason I hadn't seen that mod of yours, it looks neat.

The map patch thing was tricky when I tried it too (for clearing set pieces) - I ended up reloading the original map and applying that with GameLocation.ApplyMapOverride over the areas set pieces used to be in. Probably has some bugs if applied to areas other mods use ApplyMapOverride on, but that's rare as far as I know and should be fine for the main use case (SpaceCore dungeons)

#

That being said, set pieces do work on any map, so it could interact weirdly with any mod doing map/tile patches not through the content pipeline

next plaza
tiny zealot
#

what i ended up with sounds super obvious: force reload the map, clear the list of applied overrides, then apply the ones i need. but it took a bunch of attempts at other stuff to arrive there.
for all i know i overlooked something important, but i couldn't discover any obvious problems in prerelease testing so i pulled the trigger

next plaza
#

It clears all applied overrides? That does sound like it would interact weirdly with anything using map overrides. SDVPufferThink

tiny zealot
#

just the ones for that location

next plaza
#

I figured

#

I mean "all" compared to "just the ones you did"

tiny zealot
#

ah, yes, all, but it's my location, so i hope there aren't any others

next plaza
#

Ah

#

I thought you meant you did that when applying the entrance hole

tiny zealot
#

ah, no, that's just tile edits. inside the hole, the ladders only appear below open entrances

next plaza
#

Admittedly I was wondering why you would use a map override with a single tile ๐Ÿ˜…

tiny zealot
#

it only matters after you get the second entrance upgrade, so either entrance could be open (or closed)

next plaza
#

Ah

#

It sounds like with the second entrance you could do things like I coded for the S&S Potion of Return (which is basically just the Terraria Potion of Return), but with more possibilities (ie. not just going to the farm and back)

#

Sounds pretty useful and fun

tiny zealot
#

it's a little bit like portal (which is why i made the holes blue and orange), yeah. shenanigans

brave fable
#

god i love this fuckin cat

#

are we able to have item icons in special order Deliver objectives? or is that only for Collect. or did i imagine them entirely

next plaza
#

I think you imagined it entirely?

#

I don't see code in QuestLog for drawing item icons for any objectives

#

And CollectObjective just has context tag fields

brave fable
#

another victim of my imagination SDVpufferpensive

brittle pasture
#

were you perchance thinking of that

#

perchance

brave fable
#

no ๐Ÿ˜Œ

calm nebula
#

huh, the bird house is cute

velvet narwhal
#

man, nexus webp really ate that image

brave fable
#

yeah i'm pretty unhappy with nexus' image compression. makes me mad looking at cornucopia's unbelievable mod media getting completely ruined

lucid iron
#

i dont think special orders have icons do they think

brave fable
#

apparently not haha

lucid iron
#

like its collect 1000 stone and not collect 1000 O390

brave fable
#

i was probably just imagining the big blue bar for Collect objs

#

but like, with a flower on it

#

how do u know this special order has sunflowers...

lucid iron
#

i shoot with my eyes, yet is unseen

calm nebula
#

next bluebs framework

#

special order icons SDVpufferheart

lucid iron
#

ah nice now that spacecore is skip on null it's visible fish's turn

calm nebula
#

huh, I didn't mean to aim gsq checker at buildings

#

building required materials

#

but I don't...mind

lucid iron
#

actually this is smth else that i rmbr seeing in 1.6.8

#
[Visible Fish] This mod failed in the GameLoop.UpdateTicked event. Technical details: 
NullReferenceException: Object reference not set to an instance of an object.
   at showFishInWater.Trash..ctor(Item item, Int32 tileX, Int32 tileY, FishTank fishtank) in C:\Users\shekurika\source\repos\showFishInWater\showFishInWater\Trash.cs:line 48
   at showFishInWater.FishManager.SpawnFishInLocation(GameLocation location) in C:\Users\shekurika\source\repos\showFishInWater\showFishInWater\FishManager.cs:line 299
   at showFishInWater.FishManager.OnUpdateTicked(Object sender, UpdateTickedEventArgs e) in C:\Users\shekurika\source\repos\showFishInWater\showFishInWater\FishManager.cs:line 78
   at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/Events/ManagedEvent.cs:line 101
brittle pasture
# brave fable i was probably just imagining the big blue bar for Collect objs

Yeah there was never any icons, hence my own custom UI
(yeah the competition is actually just a souped up special order. Shameful I know)
https://www.nexusmods.com/stardewvalley/mods/29299

Nexus Mods :: Stardew Valley

Be rewarded for selling fresh, high quality produce. Increase sell price of high quality crops and other organic items, and add a season-long competition to crown the farm with the highest variety of

brave fable
#

i have seen this in my dreams

#

icons in special orders...

#

a banner that got blown out by jpeg compression.......

lucid iron
#

i mean i could add it

#

its prob only 1 transpiler, 2 tops

brave fable
#

well maybe, special order deliveries work on context tags, so without an item_ tag you're clueless

brittle pasture
#

just pick a random item with that tag

lucid iron
#

its ok i'll make machine mod a dependency so that i can just share the tag icon cache

#

my actual thought is simplier though, just thing that let ppl specify icon for objective

brittle pasture
#

(dont)

tiny zealot
lucid iron
#

my core mod would be called chore, which is self evidently a bad idea

brittle pasture
rancid temple
#

*looks at the four core mods I still have to have installed* did they die?

fiery rampart
#

How?

rancid temple
#

I don't have much re-used code, but I am tempted to make a fucking core mod for loading assets, I'm really tired of making new asset managers

lucid iron
#

what if u make a code gen for that instead

rancid temple
#

I will have to look it up, not familiar lol

lucid iron
#

it'd be nice i think, if u could declare a field and generate the lazy prop and invalidate and ready

brittle pasture
#

I just have a common class for that

lucid iron
#

but i feel like i have at most 1 custom asset per mod so eh

brittle pasture
#

at least it's harmless and wont crashing ppl's games, unless they use no more lag and mess with the asset loading and cause the erroneous line in question to return null

rancid temple
#

Ah well, NML is currently broken anyways isn't it?

brittle pasture
#

maybe, havent checked

calm nebula
#

so

#

not a good example?

tiny zealot
rancid temple
#

atracore sounds exactly like the kind of core mod I would make lmao

brittle pasture
#

yeah by "broken" I very much took it as "doesnt load in the first place"

rancid temple
#

Oh I think it loads, it just breaks shit really bad

calm nebula
#

hilariously enough, there is indeed an AssetCache and an AssetHolder in atracore

#

solving the exact same problem lol

#

who the hell is requesting a random every time furniture is created

#

also, I'm moderately annoyed that FieldType and PropertyType are named the way they are

#

this class would be so much easier to write if it wasn't the case

subtle saffron
#

Was tweaking some RSV dialogue, When I came across some lines from Phillip, those being "Philip.Dialogue.Mon6" and "Philip.Dialogue.Mon6.GN"

I figured out the .GN was to indicate its a line meant for GNM Token mod to process, however this gender neutral dialogue is not present within Philips dialogue file at all, so I'm wondering how that all works since theres no key the dialogue is being connected to? Can I just make my alterations, and just have my mod include the GNM token mod the same way RSV has done it, or am I missing something?

teal bridge
teal bridge
#

(If I ever feel the impulse to do another "core" mod, I'll just make another framework instead)

woeful lintel
#

It's hardcoded in the Furniture draw function, so the only way to move the position of the fire while keeping all the Fireplace properties is to harmony patch it (either hard prefix rewriting the whole draw code, or transpiler to change the position on the draw call for fireplace fire).

brave fable
#

are we able to chain %item commands in mail entries? eg.```json
"{{ID}}_Flowers": "{{i18n:quest.mail.flowers}}%item money 2500 %% %item conversationTopic {{ID}}_Flowers 7 %%"

lucid iron
#

You need a %% per

brave fable
#

like so?

lucid iron
#

So %item <stuff> %% %item <more stuff> %%

grizzled stag
#

So I want to make a mod that changes sound effects to be stereo, like if a player or npc is on your right, the sound would be as such, From what I am seeing, I might have to use harmony patching? Or can I change it in the SMAPI

lucid mulch
#

there is no "use stereo" boolean, but the non reflection/harmony way would be to set Game1.audioEngine to your replacement audio engine that can do stereo playback even when the source audio is recorded in stereo

brittle pasture
#

I think SDV already supports locational audio?

#

just in a bunch of specific places

rancid temple
#

SDV's locational audio is just volume based on distance

brave fable
#

every experiment i've made with locational audio in sdv has been a complete disaster

#

never again

grizzled stag
#

Didn't SDV swap to OpenAL for sound engine?

lucid mulch
#

sorry, Game1.sounds with a ISoundsHelper

brittle pasture