#making-mods-general

1 messages Ā· Page 133 of 1

lucid iron
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Don't bother exposing a CP token

uncut viper
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there is no need for a token when you are doing it in C#

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and it wouldn't work even if you did

fervent horizon
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ok

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makes sense

lucid iron
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(but the cp token thing would have taken an Func<string> rather than a string)

uncut viper
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(but also for future reference, just have a token return null if the save isn't ready)

fervent horizon
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ok, off to break more code, thanks for the insights

blissful panther
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Yeah, functionally this wouldn't be too bad with C#, but the usability of the minecart menu is another thing entirely!

uncut viper
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probably more manageable if you make it an entirely separate network (dunno if that's already the plan) and just hope no one builds more than like 6 of the buildings lol

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i wonder how viable it'd be to change the display name based on the paint color of the building? for easier identification in the list

lucid iron
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Nah I think u should let ppl put a text sign

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To name their building

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It'll be great

uncut viper
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i mean I do actually think that'd be great

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a lot more work tho

lucid iron
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It's for greatness Dokkan

uncut viper
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tho hmm.. a custom map/tile action on the interior that opens a naming menu and saves it to a dictionary isn't that bad actually

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just have it be a dictionary of guid to display name and use that in assetrequested

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you'd need to squash that dictionary into a string though to save it in the save data though ig

fervent horizon
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I think when you set the destination, you can set the name to whatever you want

uncut viper
#

well
"Setting" a destination is another thing entirely still

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i thought these buildings became destinations when they were constructed

rancid temple
#

I had considered that too when I was looking at making a scrollable bus menu lol

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But considering I never finished the bus menu, the minecart menu is even that much further away

uncut viper
#

I'd much prefer the pagination

rancid temple
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I'd hate to see how many pages 108 destinations is

uncut viper
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I'd hate to scroll through them even more!

fervent horizon
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Integrated MC lets you set the carts you want, and how many show on screen at a time

teal bridge
lucid iron
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Minecraft menu mod where each destination has a lil preview

uncut viper
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well any integration with Integrated Minecarts is out of my wheelhouse so you're on your own there

rancid temple
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Ultimately I'd prefer scrolling with a search box lol

fervent horizon
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I am pretty sure the authpr of it just manually adds new locations when people release map mods

uncut viper
teal bridge
#

Obviously it wouldn't be 3 entries tall... the vertical space constraint seems a bit arbitrary.

uncut viper
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everything about Stardew modding preferences is arbitrary

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that's why they're preferences

rancid temple
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Minecart dialogue box is like... 5 entries tall though isn't it? lol

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Before it needs a new page

fervent horizon
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vanilla is 5 I believe

lucid iron
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Say did the warp network mod have nice menu?

fervent horizon
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10 works pretty good on the Minecart menu

lucid iron
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I never got to use it

uncut viper
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i don't typically use mods that add more entries to it in the first place

rancid temple
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Not sure which one is the warp network, I used to use a mod that let you set up more mini obelisks

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That one I think had a scrolling menu, but I can't be sure anymore since I haven't used it since 1.5 lol

teal bridge
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I mean, my suggestion was tongue-in-cheek and fairly blatantly self-serving, but objectively I can't see how a side-docked list of 50, 100 or more destinations with scrolling as necessary (+ wraparound and trigger buttons ideally) could ever be worse than a bottom-docked 5-line dialog box with 20 pages to sift through.

uncut viper
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doesn't sound very objective to me then

teal bridge
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It's obvious that the vanilla UI was only intended to support a tiny number of destinations, rather than any aesthetic choice.

uncut viper
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you asked me why I preferred somethin and I answered, dunno what else you want me to say

lucid iron
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I like the warp nexus thing from sve

rancid temple
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Physical space warps are cool, but they take up a ton of space if you want them to look good at all

lucid iron
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It's perhaps not most convienant but the fanfare of going through one is nice

uncut viper
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i also like the Nexus

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not the website tho

lucid iron
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I don't like that u gotta go through the wizard basement tho

rancid temple
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It only handles like what 8 locations and is roughly the size of a farmhouse

lucid iron
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This is like changing lines on the metro seriousblep

uncut viper
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wizard basement?

teal bridge
uncut viper
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isn't there an entrance in the backwoods

lucid iron
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Yeah to get to Lance's buddie's private island

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You need to first go to the wizard house

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And then go to the warp to the island

uncut viper
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my sve knowledge is out of date, I didn't know Lance had a buddy or an island

lucid iron
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The witch's hut is also through there but I'll allow that one cus vanilla

uncut viper
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im surprised they didn't add it to the backwoods Nexus

brittle pasture
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I don't think there's space left in the nexus, unless you add an outer layer

uncut viper
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they control the nexus tho. they are in charge of how much space there is

latent mauve
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I am late to this discussion but I do like teleport hub stations that maintain a few carts or trains or warps, and then a separate menu to move between hubs

brittle pasture
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future nexus shape, guaranteed space for every expansion mod

uncut viper
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imo thatd be sick actually

latent mauve
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Giving me Minecraft nether hub vibes, LOL

uncut viper
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it gives me older gauntlet game hub vibes (i know its not exclusive to gauntlet sh) but i can see the nether hub thing too
hubs are cool you can pry that opinion from my cold dead hands

cedar turtle
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ok, this might be a really dumb question, but how do I get tiled to use the sdv tilesheets?
I read the guide on the wiki but am confused. Adding tilesets needs a tsx file, but the tilesheets are pnh. And the re-using vanilla tileselts talks about an existing map with everything I want and a wrench in the tileset tab which doesn't exist?

latent mauve
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There is no required tsx if you are using embedded tilesheets, AFAIK?

cedar turtle
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no idea.

latent mauve
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As long as your tileset's source path is in the same folder as your map when editing (and where your map gets Loaded to virtually), then it should automatically pull the correct vanilla sheet

cedar turtle
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If not, how can I make a map with tiled then?

hallow prism
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tsx is just if you need specific info, and i suppose you meant png

latent mauve
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I build my maps inside the unpacked Content/Maps folder and then copy the tmx into my mod folder when it's done

And then when I need to Load the map, I make sure the Target is inside Maps/

fervent horizon
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You just need to include the png version of the tilesheets in your assets folder, and then when after you save the map, delete them

cedar turtle
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it says tsx, and to convert the png to tsx

uncut viper
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not necessarily in your assets folder. specifically, wherever your .tmx is

fervent horizon
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well yeah, can be anywhere

cedar turtle
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Well, I have nothing yet. Besides tiled and the unpacked content.
Didn't know everything has to be in the same place

uncut viper
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a tilesheet is different from a tileset which is where the confusion between .tsx and whatnot is coming from but i do not know enough about mapmaking otherwise to feel confident explaining those parts

fervent horizon
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I would go into the maps folder in the unpacked content and create the new map there

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and after you finish and save, copy the file to your mod

latent mauve
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Tilesheet directory climbing is a common error, which is why you need the PNGs in the same place as your TMX when editing, so it stays in the same directory

fervent horizon
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but don't save as to your mod

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that messes up the directories the map is expecting

hallow prism
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it's mentioned that this is if you want to keep animations and stuff from an existing tsx file, and other methods are mentioned too

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Adding a new custom tilesheet

If you made a your own tilesheet and are adding it to a map the first time, you can create a new tileset from image.

    Create your spritesheet and place it in the same folder as your .tbin or .tmx map file. This should be a PNG image with images divided into 16x16 tiles (see Modding:Editing XNB files#Intro for examples).
    Open the map in Tiled.
    Add the custom spritesheet:
        In the Tilesets pane, click the Modding - creating an XNB mod - Tiled 'new tilesheet' button.png button.
        Give it a descriptive name (like 'zcute bugs') and choose the image source.
        Make sure that Embed in map is checked.
        Keep the defaults for the other settings and click OK.```
For ex
ornate trellis
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i just copy-paste the needed vanilla tilesheets into my asset folder until i am dome editing the map tbh

latent mauve
hallow prism
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my usual approach is to copy a vanilla map which will have usually other useful data anyway, add other png that way if i need any with prefacing if needed, and use tsx only on the case when i really need to have custom stuff with animations/property set already

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if you give an example of what you want to do, we may suggest the best approach if you're still confused

cedar turtle
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I want to make a farm map.

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But without having any tilesheets available I just have blank spaces

ornate trellis
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id rather start with a vanilla map because of all the needed data to have it easier

hallow prism
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any reason why you don't want to start with a copy of a vanilla map in the unpacked map folder (or a copy of it)?

ornate trellis
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you can always just delete the layers and readd them to have an empty map

hallow prism
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it's easier to delete what you don't need than to add what you need that you don't even know you need yet

ornate trellis
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then you keep the map properties and can just move around the TileData needed to the place you want

cedar turtle
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You mean like editing a vanilla map?

ornate trellis
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ya

cedar turtle
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So just load one so everything is loaded and do all the changes I want?
I thought it's easier to just start one from scratch instead of massively revamping an existing one

ornate trellis
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just be sure to not save over the original file or you have to unpack again if you ever need that specific map again (i did that too often to count anymore lol)

hallow prism
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no, it's a pain to start from scratch, and advised to not do that (somewhere on the wiki but of course wiki is huge)

cedar turtle
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good thing I copied the entire folder from my external drive lol

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ah gotcha. Didn't know that

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I just thought starting something new is easier than basically removing 90% of something and moving the rest xD

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I suppose the same would go for farmhouses?

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I kinda want to make both at some point (yeah, probably not the most ideal thing to start modding)

rancid musk
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My source generators project is.. just about ready for proper early testing, I think? I've got attributes set up for SMAPI events, tile actions, touch actions, trigger actions, item resolvers, and GSQ conditions.

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Oh, console commands. That's what I'm forgetting.

blissful panther
latent mauve
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Unless you want to rewrite all of the renovations to match your farmhouse, which can be a lot

cedar turtle
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I feel like a farm is easier for starters SweatSmileIan
I'm already overwhelmed

faint ingot
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out of curiosity I used a debug warp while in the SVE sprite springs. I am now swimming in my farm dirt.

hollow hinge
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can i see a screenshot

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that sounds hilarious

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Im attempting to do a genderswap mod but the displayname seems to not work is there something wrong with the code?
im using Ladies of the Valley as a reference point

uncut viper
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this json doesnt show anything useful because its not any of the includes

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also id recommend just changing your config schemas to true/false and not yes/no

faint ingot
tender bloom
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Yeah warping while swimming is generally bad lol

tardy adder
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Soil swimming

tender bloom
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Setting up a swimming area can be a little tricky to prevent this

long jungle
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"Condition": "PLAYER_HAS_SEEN_EVENT Current -1"

This condition only allows the action to execute if the player has already seen the "-1" event

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Is there a way to make it a negative condition? Like, it should only execute the action if the player has NOT yet seen the event

uncut viper
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put a ! at the start

long jungle
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!PLAYER ?

uncut viper
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!PLAYER_HAS_SEEN_EVENT Current -1

long jungle
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Okay thanks

hallow prism
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is -1 an example? i am not sure there's such an event id in current system

hollow hinge
latent mauve
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...it begins.

long jungle
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It said "-1"

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So -1 it is I guess

hallow prism
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oh hmm, this one may be a bit special, so keep that in mind if you encounter issues

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hopefully it'll work

long jungle
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I'll try it out right now

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I noticed it at first too

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Other events had like 5 or more digits

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And this one was like "-1"

shadow pagoda
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If I have a question that is more about a data structure, but is related to a stardew mod, would I post it here, or in #programmers-off-topic ?

uncut viper
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probably here

rancid temple
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I think if you're trying to check if the player has seen the event that gives Meowmere, you would check the mail flag hasActivatedForestPylon

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Looks like that event isn't a real kind of event, it's loaded very specifically from a strings file

long jungle
rancid temple
long jungle
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Thank you! I will try that out if the event check doesn't work

hollow hinge
green hedge
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hii, anyone willing to look over a content pack i made perchance ? smapi says everythings alright but when i get in game, nothings changed

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not sure if im in the right channel for that

rancid temple
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!json upload it to the validator and send the link here

ocean sailBOT
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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.

lucid iron
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^that but also tell us what it's meant to do

green hedge
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oh ! alright well its supposed to change the appearance of my baby in game

lucid iron
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Are you trying to use littlenpc or just replacing the textures?

green hedge
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just replacing the textures

green hedge
# ocean sail

used it for both my content.json file and manifest.jason files and both have no errors

lucid iron
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If you don't send link here we will never know what you did

rancid temple
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Before the ] for Changes

hollow hinge
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gosh thats embarrassig

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but thank you!!!

twilit quest
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Multiple times

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^_^

rancid temple
uncut viper
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days later as i work on a thing i can now confirm it has two uses! it also rots the gold lewis statue and turns it into a rotten pumpkin (:

green hedge
lucid iron
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How does gold rot

green hedge
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yeahhh still not working

uncut viper
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your guess is as good as mine!

green hedge
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uh

uncut viper
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though more likely its Lewis placing the rotted pumpkin there

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since the statue gets teleported to his house instead (or marnies)

twilit quest
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I have a quick Content Patcher question. Is it possible to refer to a vanilla file in the FromFile when using EditImage? If so, how would I specify the path for that? I'm specifically talking about the images packaged with SDV - can I pull one of them when using CP, or must I have it as a part of my mod?

rancid temple
green hedge
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yeah, no problem

hollow hinge
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it works tysm guys!

twilit quest
twilit quest
hollow hinge
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now to do every other npc

green hedge
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i got some other mods, maybe thats interfering ?

rancid temple
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Nah, this works still

brittle pasture
uncut viper
# green hedge here

you dont have an assets folder but you are telling CP to look inside the assets folder for Baby.png

rancid temple
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When I said mods folder I meant the folder specific to your mod, but you did show me that, so you don't have an assets folder in your mods folder

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So you either can add an assets folder and move Baby.png into it, or remove assets/ from the FromFile

green hedge
uncut viper
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if your content and manifest.json are in your assets folder, thats incorrect

rancid temple
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Your content.json and manifest.json should be in the parent folder of your mod

green hedge
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OH alright

uncut viper
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everything you write inside your content.json becomes relative to where your content.json is. wherever manifest.json is, thats your mod folder, as far as smapi is concerned

rancid temple
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So you should have a folder for your mod, normally named whatever your mod is, with those two in there, and then if you want to organize it further you would have an assets folder inside that folder with the assets your mod uses

green hedge
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alright, i arranged it like that and its still not working -_-

rancid temple
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Uh, maybe show new pictures and upload and share the new json

shadow pagoda
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I am making a decision tree that checks if the player has enough of the required items to make an omelet. Since there are multiple types of eggs that can be accepted for the recipe, I would like to make the tree reflect that. Right now it's only accepts white eggs.

However, I'm having issues figuring out how to make the tree dynamic since I also need boolean delegate (checkTask) to not take in any parameters via this method in my Decision class

private DecisionTreeNode GetBranch()
{
    if ((permanent && complete) || checkTask())
    {
        complete = true;
        return trueNode;
    }

    return falseNode;
}

The attached image here #making-mods-general message is the tree I am planning to hardcode for this recipe in the meantime. (Assume that there are more eggs that go down the false branch). Though I figure there has to be a better way to do this. Anyone have any advice? I don't want to spam this channel with code snippets, so I'll link to the project on github https://github.com/BlckHawker/Perfectionist-Interactive-Guide/tree/master. The main relevant files are DecisionTreeNode.cs ,Decision.cs Action.cs, and TaskManager.cs .

I already have a method that is able to get a branch of a single item, like a white egg, called GetProducableItemTree https://github.com/BlckHawker/Perfectionist-Interactive-Guide/blob/master/TaskManager.cs#L147-L260 in TaskManager.cs , but I'm unable to figure out how to make it dynamic since the qualifiedItemId needs to be defined by the time the branch is constructed. I know this is a large ask and people have other questions, so if you would like to dm me to have a more detailed conversation, I'm all for it.

green hedge
rancid temple
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Yeah

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Also, have you checked the log to make sure there's no errors/warnings

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And are you sure the child is a baby and not a toddler

green hedge
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when smapi opens ? yeah no everythings fine there

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and yes

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i have a picture of him.. my poor, unfortunately white baby /j

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let me do the validator thing again, wait a sec

green hedge
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here

rancid temple
#

You still have .png in your Target

green hedge
#

i do ??

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I DO

rancid temple
green hedge
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dude 😭

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i think i didnt save

rancid temple
#

!vsc

ocean sailBOT
rancid temple
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I like VSC because it autosaves

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Not that that stops me from hitting Ctrl S everytime I finish typing something...

green hedge
#

ITS WORKING

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THANK YOU SO MUCH

green hedge
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but yeah. thank you so much

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this was my first content pack, i think im probably gonna do a whole lot more ahah

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this is so cool

desert pagoda
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Did json assets get updated to 1.6 if yes is the templates the same?

rancid temple
#

I believe it's updated in a "keeping the lights on" fashion, so it should be the same

desert pagoda
#

Now I am at a crossroads option A which is content patcher is a headache but is still supported while JA is no longer in vogue but it is A LOT easier to utilize

uncut viper
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do not use JA

desert pagoda
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But it appears to be simpler in every possible way

rancid temple
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I don't think JA is going to get any additional support, aside from being updated so old mods continue to work

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Though I have to imagine some day that will become too much trouble as fewer mods use it

uncut viper
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its really not, and not going to be as supported, and will be a major headache for anyone else looking at your mod, and people will hate having to install JA for your mod as a depndency

desert pagoda
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Even if it has no support, what it currently has allows me to do stuff simply, is it that bad?

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Is support that important?

uncut viper
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i would personally consider it that bad to intentionally use JA at this point yes

rancid temple
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As long as you don't have any problems, then no support is whatever

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But if you have any questions, the fact that very few people use it means you'll have a hard time finding anyone who can actually help you with it

royal remnant
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Where does one find the inventories png file or sprite

rancid temple
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And any mod that's becoming obsolete like that, I assume will eventually just stop getting updates

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It's a Casey mod though, so I imagine it will continue getting updates until she burns out

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Though, updates in this case just means, make it work in whatever latest version

desert pagoda
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Why is content patcher such a headache?

rancid temple
#

I never used JA, I find CP to be very easy compared to a lot of other modding I've tried to do

uncut viper
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content patcher modding is probablyh some of the simplest stardew modding you can do

desert pagoda
#

Honestly this is just kind of like between a sword and the wall for me

royal remnant
#

In what regaurds XD

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Anyone happen to know what the inventory sprite is bundled with i cant find a singular

long jungle
#

!PLAYER_HAS_MAIL <player> <mail id> [type]

This works for "Condition": but not for "When":

Is it possible to make it work for "When":?

uncut viper
#

not without a different mod

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When conditions are content patcher things. entirely unrelated to game state queries

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you cannot use a GSQ in a when condition

rancid temple
#

There should be a mail flag check for When

desert pagoda
long jungle
#

I'm gonna bookmark that page

tender bloom
#

That’s my only objection really

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Since this mostly is for furniture I don’t really do anything different

long jungle
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If I do "!HasFlag": will it be a NOT condition?

tender bloom
#

No

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That’s not CP format

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ā€œHasFlag|contains=FLAGā€: false

desert pagoda
#

For me its just fill out a template with all the info you need vs try to understand documentation that reads like arcane text.

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Are there content patcher templates?

tender bloom
#

I mean there’s the unpacked content

uncut viper
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the unpacked content is the templates

rancid temple
long jungle
desert pagoda
#

That also reads like arcane text

rancid temple
#

It's built piecemeal

lucid iron
desert pagoda
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The mod is mostly for me tbh

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But I have been trying to switch to CP

uncut viper
#

if you are only doing it for yourself and dont care about publishing it then you can do whatever you want

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less and less people in here over time will be able to help you with it

desert pagoda
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But I know i have to tackle the headache of content patcher eventually so better get it over fast but

rancid temple
#

Ultimately even if you are gonna release it, it's up to you what you want to use

desert pagoda
#

Is there anywhere else to learn other than the documentation?

rancid temple
#

The wiki has examples, there's tutorials on the modding wiki and cracking open other CP mods that do things you want are usually the best methods

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Modding wiki tutorials you gotta check carefully though, quite a few of them are outdated

desert pagoda
#

Modding wiki?

lucid iron
#

usually the best thing is to just find a mod that's close to what you want to do

rancid temple
lucid iron
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and see how it's done

desert pagoda
#

Using other mods as a template!

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BINGO!

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Thank youi

lucid iron
#

the point isnt to copy things though, important to understand why they did this and that

long jungle
# desert pagoda Using other mods as a template!

I do this a lot too. I check multiple similar mods and try to see how they do it and then apply what I learned for what I want to do. If there are no similar mods, I check unpacked content and sometimes I can just make it work.

desert pagoda
#

Also how to avoid a crowded content.json and dealing with syntax

long jungle
#

Make sure the similar mods are updated too. Otherwise, you may be learning the wrong things šŸ˜…

long jungle
rancid temple
#

!vsc will help a lot with making sure you're not missing things like brackets or commas

ocean sailBOT
rancid temple
#

You can also get content validation in VSC with schemas, trying to find where that page is

desert pagoda
#

Ah yeah the place on the smapi site

green hedge
#

question, if i change the name of my stardew valley mods folder is it gonna fuck things up ?

desert pagoda
rancid temple
#

You means the folder called Mods?

green hedge
rancid temple
#

If you aren't using some kind of mod manager, it will simply create a new folder called Mods and you'll have nothing in it

green hedge
#

oh alright

rancid temple
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If you are using a mod manager, I am unsure because I don't use those

green hedge
#

welp, i just wont risk it

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thank youuu

rancid temple
#

If you use the content.json schema, it'll give you real time validation on things/autofill capability

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It doesn't have everything, but it shaves a lot of effort off

long jungle
#

"HasFlag|contains=hasActivatedForestPylon": "false",

long jungle
uncut viper
#

sending the error without the json is not very good

long jungle
#

oops sorry

uncut viper
#

well the highlighted line at that link is missing the quotes entirely

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and on line 2971 it seems like you have some weird quotes which i think happened when you copied what Classical Mathperson put

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and i dont think theyre being seen as actual quotes

rancid temple
#

Same at 2999

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And 3026

uncut viper
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(also i think you edited the link to a different line after so im assuming you caught the missing quotes on the original line 2945)

long jungle
#

Those quotes... šŸ˜†

rancid temple
#

Also, upon scrolling up, you have a ton of things without quotes

uncut viper
#

i actually think those are fine

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thanks to newtonsoft magic

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not usual, but functional

long jungle
rancid temple
#

Ah newtonsoft, saving us from ourselves

uncut viper
#

you technically dont need quotes around the entry keys either iirc

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unless you use spaces

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or maybe any special character. idr

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i tried at one point

long jungle
#

I use quotes when they really matter

uncut viper
#

its json5 standard to allow non-quoted keys like that and newtonsoft implements it even tho its not normal json standard

rare orbit
#

actually.... anyone here into sonic the hedgehog? how would ya'll feel about the villagers portraits in a sonic the hedgehog style?

uncut viper
#

it does help with syntax highlighting though to quote em

long jungle
#

I know it's a bad practice to not use them though...

uncut viper
#

(case in point them looking strange to people not used to it on the validator)

long jungle
#

Okay, so I fixed the softy quotation marks and now it says no error

#

Thank you for pointing those out

rancid temple
#

Include lets you break up your content.json into several jsons, it makes it more annoying to get help troubleshooting because you have to upload and share more things, but when you have a big json it can declutter it

desert pagoda
#

Honestly I learn more from figuring out mistakes, I prefer getting help learning than help troubleshooting. (Honestly for me troubleshooting is more fun than making stuff for some weird reason)

#

It feels like the code equivalent of a doctor house episode

long jungle
rancid temple
#

It's also beneficial to get fresh eyes on a problem

long jungle
#

I do enjoy it though. Finally finding the issue feels so refreshing

rancid temple
#

Staring at the same blocks of code for hours can be frustrating

desert pagoda
#

Honestly this is like dark souls

#

True sometimes you need jolly cooperation to tackle a hard boss

#

But quick question can someone point me to where in the documentation content patcher tackles how to make weapons?

tender bloom
#

Content patcher documentation does not and is not intended to cover specific part of the content (other than maps vs images vs data)

desert pagoda
#

So how does one learn to alter those parts?

tender bloom
#

There may be tutorials, but it’s honestly the same as adding an object but you target a different asset with EditData

long jungle
tender bloom
#

And use the weapons format

lucid iron
#

!unpack

ocean sailBOT
#

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

lucid iron
#

do this and look at the game's content

desert pagoda
#

I have them unpacked

#

The issue isnt that I dont know how to unpack it its that I struggle to understand the game's content and how it relates to a patch

long jungle
desert pagoda
#

Thank you

#

I am sorry for all the questions, its just really confusing to me tbh

#

but thank you

lucid iron
#

you gotta just try things in game

#

the errors tend to be descriptive of what u r do wrong

royal remnant
#

you still there roku?

long jungle
# desert pagoda But quick question can someone point me to where in the documentation content pa...

`{

"Action": "EditData",
"Target": "Data/Weapons",
Entries": {

"FatCat.NewWeaponsMod/SuperChainsawSword": {
Name:"FatCat.NewWeaponsMod/SuperChainsawSword",
DisplayName:"Super Chainsaw Sword",
Type: "3"
Texture: "FatCat.NewWeaponsMod/weaponsprites"
SpriteIndex: "0"
MinDamage: "6",
MaxDamage: "15",
Knockback: "1",
Speed: "0",
Precision: "0",
Defense: "0",
AreaOfEffect: "0",
CritChance: "0.02",
CritMultiplier: "3",
CanBeLostOnDeath: "true"
},
}
}
`

I think this should work....?

desert pagoda
#

Oh thank you! I am currently dissecting a mod

#

Also gotta load the pngs

long jungle
#

I'm not too sure though since I only made that now from scratch

long jungle
#

I never understood what Type 0 and 3 Weapons are...

#

Like... how are Stabbing Swords different from Slashing Swords?..

#

And when I turned a Sword Type 0 to Sword Type 3 in the game, I didn't notice any differences with simple testing

#

Too few people fiddle with combat-related stuff so I believe no one knows much about em

upper rune
#

sorry if this is a silly question but how would I indicate an "OR" condition? As in, this is a multiseason crop it should be displaying in the shop in both summer and fall. I tried "Condition": "SEASON Summer" "SEASON Fall" and that did not work

tender bloom
#

If it’s a condition field that should be a GSQ

uncut viper
#

for that GSQ specifically you can just do SEASON Summer Fall

tender bloom
#

using ANY also works (if they weren’t the same type)

upper rune
#

I will try that thank you!

uncut viper
#

(my own GSQ woes right now: theres no way to check the golden clock status with one ;_;)

#

it exists on netWorldState but not as a property so the GSQ for it wont work.... sad

long jungle
#

I like the wiki and author guides, but as a newbie myself, I find them only half-helpful.

Even one example per each would be really helpful for new people trying out modding ngl

#

They only become the most helpful when you already know a couple of things

acoustic summit
#

They are quite good, but yes most useful as a side resource / reference resource for filling in some gaps

upper rune
#

yeah i am refering to them but it can be hard to parse

hallow prism
#

Pathos added a lot of example and i added a couple but filling everything is a lot of work

long jungle
uncut viper
#

the thing with content patcher is that editing one thing is conceptually the same as editing anything else

hallow prism
#

My mod also was used as a reference by lot of people needing examples

uncut viper
#

so if there is one example for, say, editing objects, thats really all you need to know how to edit any other asset

lucid mulch
#

The best examples are just unpacking the game and seeing how vanilla uses them

lucid iron
#

if u can edit Data/Machines u can edit everything sleep

hallow prism
#

I suggest you add more example once you feel more confident

uncut viper
#

and providing examples for other specific things would be explaining just how the assets themselves work, which isnt really content patchers purview

lucid iron
#

that one's got every case

acoustic summit
#

Or peek gamecode lol

upper rune
#

I am scared to unpack the game I don't want to corrupt it X(

hallow prism
#

If one person adds one then another another its a lot esnasier to get one for each stuff

uncut viper
#

unpacking the game does nothing to your files

tender bloom
uncut viper
#

it is 100% entirely harmless to do so

#

and borderline essential for any modding

tender bloom
#

^^there are a variety of tutorials on the modding wiki

lucid mulch
#

its repacking them back into xnb which will cause bad thingsā„¢ļø

hallow prism
#

Also

uncut viper
#

yes pls do not repack them

#

one way trips only

tender bloom
#

If you don’t see one you want, it’s a wiki, so you can make a new tutorial !

hallow prism
#

!reset is here in case you mess up

ocean sailBOT
#

Please reset your game files. This will fix any broken game files, but won't affect your save files or mods.

If you use XNB mods, see using XNB mods for more info about why they're deprecated, and a list of Content Patcher alternatives.

calm nebula
long jungle
uncut viper
#

its how it used to be done

#

by necessity

upper rune
#

that is reassuring haha

lucid mulch
#

back in the stone age of modding

long jungle
#

Hardcore

uncut viper
#

wasnt much option before content patcher

calm nebula
#

What are we now, the aluminum age?

lucid mulch
#

information age?

calm nebula
#

Hi, Mathperson!

#

I like aluminum.

#

Definitely a favorite metal

hallow prism
#

Im in a lumina age

uncut viper
#

(xnb mods are also still being made today, unfortunately)

calm nebula
#

You can use an xnb mod if you're brave enough

lucid mulch
#

Even after they all had to start from scratch due to 1.6 nuking all them?

lucid iron
#

u can always make a C# mod that does the loading

long jungle
uncut viper
#

theres been a few monthly mod stats with +x xnb mods

calm nebula
#

(I considered packing Bella into an xnb so I could have her on mpbile.)

lucid mulch
#

would think 1.6 nuking everything would have been a great time to start using content patcher

uncut viper
#

november had +3

rancid temple
# royal remnant you still there roku?

I was away. Generally if you have a question just shoot it out, usually someone will answer even if it wasn't someone you were discussing it with previously

hallow prism
uncut viper
#

i think the major reason for most of the new xnb mods is non-english speakers not knowing how to make a non-xnb mod

lucid iron
#

sometimes ppl make both for whatever reason

uncut viper
#

mobile and switch have excuses too at least

#

(and psp vita i guess...)

tender bloom
calm nebula
#

What about steel

tender bloom
#

Also good, more complicated

#

What we call ā€œsteelā€ is actually like 12 bajillion different alloys with wildly different properties

uncut viper
#

how do you know what i call it

tender bloom
#

Aluminum and titanium, by comparison, really primarily are used in a couple of popular alloys

lucid iron
#

wolfram

tender bloom
#

Tungsten?

lucid iron
#

yes (but wolfram sounds cooler)

uncut viper
#

chu seems like the type to call it wolfram

rancid temple
#

For some reason that feels so mean

uncut viper
#

its not!! its a positive vibe i get

calm nebula
#

Why did someone make a Minecraft theme park

tender bloom
#

I associate wolfram much more with wolfram alpha

rancid temple
#

So goofy... harvesting forage grown from seeds on regular dirt gives you less foraging experience but also gives you some farming experience. Forage seeds grown in garden pots are treated as if they're just regular forage that just somehow found its way into the garden pot

tender bloom
#

Garden pots seem funky

#

Maybe blueberry knows more SDVpufferlurk

rancid temple
#

I'm poking the code for them right now, they're awful lol

uncut viper
#

are you making a foraging overhaul mod

lucid iron
#

forage in garden pots are heldObjects

rancid temple
#

Nah, I'm making my own spin on the deluxe grabber mod, since the current one throws NRE's and the source for the 1.6 redux is not open source

lucid iron
#

on the pot LilyDerp

#

u can maybe look at junimatic? i rmbr that getting garden pots support

rancid temple
#

The NRE on its own wouldn't be such a problem if the mod had any error handling, instead it just slams the whole thing to a stop so all the collection tasks after that don't happen

#

All because they decided casting everything to Object was a good idea

lucid iron
#

wait what

uncut viper
#

to SObject or Object

rancid temple
#

SObject

lucid iron
#

did they like (StardewValley.Object)thing

#

instead of thing is StardewValley.Object

rancid temple
#

But there's a whole bunch of things you can't cast to SObject

calm nebula
uncut viper
#

oh i def know you cant just cast that willy nilly, i was just gonna be very confused why they went to generic objects lol

rancid temple
#

I'm working on the base functionality now, but I was tossing around the idea of making it more balanced by adding some kind of modular upgrade system for it

#

One of my favorite upgrades currently is the global inventory with no size limit

lucid iron
#

oh did u page the chest menu

#

or make it scroll

rancid temple
#

Nah, it's like the shipping bin when you have Chests Anywhere lol

lucid iron
rancid temple
#

I might eventually paginate or work on a scrollable chest, but I'm still putting off learning StarML lol

long jungle
#

There seems to be two types of swords... according to the game.

Type 3: Slashing Swords
Rusty Sword
Iron Edge
Templar's Blade
Claymore
Neptune's Glaive
Pirate's Sword

Type 1: Stabbing Swords
<The Rest of The Swords>

I noticed that Slashing Swords seem to be bulkier types with thicker sprites. They also have "0 or lower" attack speeds. The Pirate Sword is the only exception with +2 attack speed. The Tempered "Broad"sword seems to also be a Type 0 instead of Type 3 even though it is also bulky and slow.

Stabbing Swords seem to be the thinner blades with mostly 0 and above attack speed.

Do you guys notice any difference between these weapon types in game?

uncut viper
#

i know this is about making a mod but you still might be better off asking #modded-stardew bc they actually play

rancid temple
#

(I would have said the two types were Galaxy/Infinity and Every other weapon /j)

uncut viper
#

ive never paid attention to a single weapon besides my trusty dagger

long jungle
long jungle
uncut viper
#

plausibly. i try to forget any channel besides the ones in this category and modded-farmers even exists

rancid temple
#

My weapon progression is almost always, first sword, insect glaive, lava katana, galaxy sword, and that's it lmao

lucid iron
#

starderwui aint that great for chests menu blobcatgooglyblep

lucid iron
#

unless u just wanna redo whle thing

uncut viper
#

i like the iridium needle

long jungle
#

That's 99% the Vanilla Weapon Progression

uncut viper
#

but the wicked kris into infinity dagger is fine too

lucid iron
#

but i think u can do the spans of inventory wren mentioned

long jungle
lucid iron
#

cus the backing items is infinite, all scroll does it progress the span by ROW number of items

calm nebula
#

Yeah

#

That's basically how the museum overflow in atracore works

calm nebula
#

I don't even recall the weapons

long jungle
rancid temple
#

Maybe it is the one I'm thinking of, whatever you get at the bottom of the mines lol

hard fern
#

i fr just rusty sword it until i reach the bottom

rancid temple
#

It's literally, all free weapons until have to pay with Prismatic Shard

hard fern
#

i dont bother changing weapons unless i get a drop

long jungle
uncut viper
#

my top priority in weapon choice is aesthetics since my partner is the one that actually does the mines and combat most of the time anyway

rancid temple
#

I like the idea of more weapons but honestly early on I don't really have the money to spare on a weapon

long jungle
#

I asked in #stardew-spoilers but no luck... players there aren't too technically-minded

uncut viper
#

so. yknow. take my preferences with a grain of salt

rancid temple
#

If I wanted to make a weapon mod, it would need to revolve around other ways of getting them

lucid iron
#

I think weapons r fine but they should all shoot sword beams

uncut viper
#

i still think someone should just mod the combat into turn based gameplay SDVpuffersmile

lucid iron
#

To make up for my awful aim

calm nebula
#

Neptune. Obsidian. Galaxy sword. Infinite hammer

#

Oh no I also had a random dark sword I used for a while

lucid iron
#

Wouldn't even take effort, since weapons have a projectile field

long jungle
lucid iron
#

Idk what the name of ur mod is

rancid temple
uncut viper
#

the best way to get there is to start

long jungle
lucid iron
#

Maybe it could be like ADOM where u fight by walking into enemies

rancid temple
#

Either FF or maybe Mario RPG style

lucid iron
#

And u & enemy both get to roll a hundred different dice in the background to get final damage

rancid temple
#

Something about timing based attacks that increase damage or efficiency is kind of fun

uncut viper
#

like a sword with active reload

lucid iron
#

I have s&s this save so I am tearing through da mines

long jungle
#

Sounds interesting

lucid iron
#

Idk ask me once I'm outta year 1

#

But u get to dual wield immediately and that's strong

uncut viper
#

completely unrelated aside: it bothers me that the networldstate value for whether the gold clock is active is called "goldenClocksTurnedOff"
so its true if clocks are off and false is clocks are on. why

uncut viper
#

but why not make it goldenClocksTurnedOn instead

#

or goldenClocksActive

rancid temple
#

shouldGoldenClocksDoTheirThing

candid estuary
#

is there a texture dump of .xnb to .png for 1.6?

rancid temple
#

!unpack

ocean sailBOT
#

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

uncut viper
#

as another aside thank you getFarmer for becoming obsolete but also explaining how to replace it incorrectly in the obsolete notes

#

very cool

#

(its just a typo but still)

reef kiln
#

Is there a guide some place on how to code worldmap overlays so my farmer shows on the world map when in the custom area I am making?

candid estuary
long jungle
#

Goodbye everyone. Thank you for the help during the past few hours. I have achieved my goal of the having the Far Away Stone giving a buff and a glow when near the wizard's tower, and the buff and glow disappearing after the event.

Thanks a lot!

#

Ciao

candid estuary
#

also any idea how I should go about fixing my town exterior tilesheets for 1.6?

rancid temple
#

I haven't done anything with world maps, so not actually sure how to go about doing anything there

candid estuary
#

its a mix of mods i put together awhile back

#

gotcha

rancid temple
#

What's wrong with the tilesheet?

reef kiln
candid estuary
#

i can take screenshots, some stuff shows up fine but there will be minor inconsistencies, like the dirt under crops are a different color and there's some weird squares on sams roof

rancid temple
#

If you use Lookup Anything with the data mining options enabled I think it'll tell you which sheets a tile is from

#

And tile lookup

#

I think those are the option names, don't have it open atm

candid estuary
#

thank you!! ill definitely try that

rancid temple
candid estuary
#

so i tried using the mod but pressing f1 on the map doesnt seem to work on enviromental tilesheets, unless im using it wrong. also it looks like the bus got moved to a new tilesheet as my retexture of it doesnt show up

rancid temple
#

There's an option for tile information

#

It's false by default

ivory plume
#

@calm nebula Hi! I'll be getting updates ready for Cherry's mods; do you have draft release notes for your big Stardew Aquarium PR?

calm nebula
#

Uh, not really, sorry! I think I did write some comments on the PR itself which should be accurate

ivory plume
#

Alright, I'll draft something. Thanks!

calm nebula
#

Sorry!

ivory plume
#

Well, I don't have retroactive release notes for older versions yet. So I guess I'll do that at the same time after merging the PR.

lucid iron
#

anyone know where this ? on cursors is used

uncut viper
#

isnt that just the one rendered over empty speech bubbles

#

to indicate a Thing

lucid iron
#

im having trouble figuring out what the source rect is (when used by game)

tiny zealot
#

is that what floats over quest drop boxes?

lucid iron
#

no that one's yellow

rancid temple
#

When you make a new character it floats over the calendar to attract your attention

lucid iron
#

that sure is specific bolbonfire

teal bridge
#

Aren't all the Cursors sprites hyper-specific?

mighty falcon
#

Hello! I am very new to stardew valley, and the modding scene. What are some base-line mods reffering to currency, artisan time? Or ore-selling npcs?

uncut viper
#

im sure its used in more places but i couldnt get you a specific example

rancid temple
lucid iron
#

ah ok its 175, 425, 12, 12

rancid temple
#

The calendar is the only place I can think of off the top of my head

lucid iron
#

i was thinking its 16x16

uncut viper
#

raccoon stump, the bridge before repair on the beach, and adventure guild monster board

#

thats the other places its used

#

the bridge repair is the one that was on the tip of my tongue

lucid iron
#

previously i was using the (?) at cursors 240, 192, 16, 16

#

in hopes that ui recolors would recolor that one

#

they didnt recolor that one prob cus its even more hyper specific

uncut viper
#

i cant even find more than one usage of that sourcerect in the code

#

and its used in the character customization screen

lucid iron
#

i like that its 16x16 and in a circle blobcatgooglyblep

rancid temple
#

I wish everything in cursors had a box that marked just outside of its used area

uncut viper
#

question what are some things that can happen on the farm that can be affected by the seasons changing
i.e. crop growth/death, tree fruits, and bee houses
what else is there

teal bridge
#

Animals don't go outside. (And can get cold inside)

uncut viper
#

oh good point i forgot animals

reef kiln
#

OK, I downloaded someone else mod to see how they did it. they have
"PixelArea": {
"X": 64,
"Y": 22,
"Width": 26,
"Height": 33

How do I find those number to put my place on the map

teal bridge
#

Grass and weeds don't spread in winter, not sure if that counts as crops. And grass gets a big regen on the day of season change. And random junk spawns on season changes.

brittle pasture
teal bridge
#

Types of forage and artifacts can change... available fish can change if the farm allows fishing...

uncut viper
#

i am taking notes

lucid iron
#

fiddlehead fern and mushroom trees get stumpy

uncut viper
#

the random junk and weeds are taken care of bc the gold clock stops those already

brittle pasture
#

isnt that just a graphics change

lucid iron
#

i think content packs can apply that to their trees

#

well they r stumpy selph blobcatgooglyblep

teal bridge
#

Speaking of trees, regular trees don't grow in winter unless fertilized. Similar to crop growth but definitely handled in a different place.

brittle pasture
#

ah huh

#

til

uncut viper
#

i think trees just check IsInSeason

#

as an aalternative

brittle pasture
#

yeah pine trees still grow in winter

lucid iron
#

button what if u just

uncut viper
#

tbh i never noticed they still did

lucid iron
#

SeasonOverride go brr

uncut viper
#

bc i wanna make each thing configurable

lucid iron
#

r u gonna do something about content patcher {{season}} then

uncut viper
#

no

teal bridge
#

What is the context here, some kind of Season Configuration Framework?

uncut viper
#

im not sure why i would

#

i want the Gold Clock to stop more things from happening

#

bc atra said they didnt want their jack o lanterns to rot and it was eating away at me ever since and i finally caved and opened Rider

lucid iron
#

za warudo

uncut viper
#

but that didnt feel like enough to constitute a whole mod

lucid iron
#

so it's focused on behaviors and not appearances

uncut viper
#

so now i also want crops to not die and trees to continue to bear fruit and bee houses to keep making honey

#

well. i would like to see if i can just let the player choose what seasonal tilesheet to load too

#

so thats more appearances

#

but thats an extra thing for later

teal bridge
#

Bring back the ability to prolong thunderstorms, haha.

uncut viper
#

SDVpufferthinkblob im not familiar with this

lucid iron
#

well i guess u can check what reads GetLocationContext()?.SeasonOverride

teal bridge
#

Used to be if you used a rain totem during thunderstorm, you'd get a thunderstorm the next day, but that was "fixed" in 1.6.9.

#

I don't know, it feels kind of like a "gold clock do more things" feature.

uncut viper
teal bridge
#

(Not that you have any reason to care about that by the time you get the gold clock, but... eh)

lucid iron
#

yea i mean

#

reading that would let u know what is gonna respect season in the location

#

for the most part anyways some r rogue PecoSmile

uncut viper
#

but i wanna know what doesnt respect it

lucid iron
#

like fruit trees in greenhouse

teal bridge
#

Oh, another useful thing would be to have it preventing un-hoeing and un-fertilizing.

uncut viper
#

oh good shout

#

"this will be a quick and easy mod," i stupidly thought

brittle pasture
#

hmm so just a global greenhouse effect SDVpufferthink

uncut viper
#

just on the farms!

lucid iron
#

creep is eternal

uncut viper
#

since the original gold clock only works on the farms

slender badger
#

Random question, but what would happen if I synced two CP Randoms using the same key but one had more options in the rotation than the other SDVpufferthinkblob

uncut viper
#

well unless you're a fence

brittle pasture
#

can't believe my beloved moss brethen outside of the farm still dies smh my head

uncut viper
#

just make a "Gold Clock Works Everywhere" mod smfh

lucid iron
#

oh yea there was that person who wanted to stop autumn mossy trees

calm nebula
uncut viper
#

i hate that i like that idea

uncut viper
#

(also re: the random question though i have no idea but am also interested in the answer)

calm nebula
teal bridge
#

Gold clock is 10 mil, so upgraded gold clock is... 100 mil? Does anyone play that long?

lucid iron
#

the last upgrade shall cost intmax number of money

uncut viper
#

i wonder if it'd be fine to just lower the price of the clock, as long as i made perfection dependant on Max Clock

calm nebula
slender badger
teal bridge
#

Since it's gold, maybe for the upgrades you need 36 stacks of 999 gold bars.

uncut viper
#

im not much of a balancer

lucid iron
#

maybe u can just make "downgrades" of the gold clock

#

so that its not the base building

#

and u buy it up slowly

teal bridge
#

36,000 gold bars.

uncut viper
#

but i already made a lovely GSQ that detects the gold clock

calm nebula
#

But basically

lucid iron
#

it can be more lovely

ivory plume
uncut viper
#

also i dont wanna deal with multiple clocks being turned on or off independently

lucid iron
#

maybe its like

slender badger
lucid iron
#

big craftables u gotta put around da clock

uncut viper
#

multiblock machines...

calm nebula
#

If the first is (a,b), and the second is (a,b,c), you get a 1/3 chance of a and a, 1/6 chance of a/b, 1/6 of b/b, and 1./3 b/c

#

So nothing useful

lucid iron
#

not machines tho just uh pylons

uncut viper
#

multiblock machines is what that kind of thing is typically called in minecraft mods

#

that concept

slender badger
#

Reason for asking is that I'm looking at stuff with DSV's Spirits Eve costumes, and some characters have more costumes than others. So I was curious how it'd go if I synced 1,2 with 1,2,3

lucid iron
#

oh i see my brain's still on selph furniture machines

uncut viper
#

i think just adding upgrades would be easier

slender badger
#

I'll just have to duplicate outfits for characters that need to match up so they have the same number then

calm nebula
#

W what's a Minecraft

uncut viper
#

i feel like people would expect different sprites to go with the upgrades though and i cant do art*
*not in a good timescale

calm nebula
#

For one, instead of (a,b,c)

#

It syncs the position of the choice

lucid iron
#

well if u do some shenanigans to load gold clock to different targets then ppl can edit that

uncut viper
#

i dont know if publishing a mod with shitty art and saying "its fine it sucks just edit it yourself" is a good first impression

slender badger
# calm nebula Yeah, or do (a,b,b)

Ah, true! It's currently handled by dynamic token though so that I can use one Random for multiple characters and reference it elsewhere when needed (for overlays and such), but I'll keep it in mind for later whenever I get around to the big costume revamp SDVpufferheart

calm nebula
#

Ah, the classic programmer trick or "letting someone else deal with the art"

lucid iron
#

maybe u change those 3 purple gems

brittle pasture
#

tint the entire thing iridium with hue shift, ez SDVpufferwoke

calm nebula
#

Maybe you add a paint mask to the final level

uncut viper
#

somehow i feel like my scope creep for this mod took an exponential turn as opposed to my usual linear and im not sure how i feel about it

lucid iron
#

well

calm nebula
#

I will literally give you the png for that

slender badger
lucid iron
#

thats why i feel pylons was better idea

#

u only need to do 16x32 pixels for that

uncut viper
#

itd be so annoying if you ever wanted to move the clock tho

teal bridge
#

Nah, not exponential. Maybe polynomial.

lucid iron
#

u can make it more relaxed

#

jus pylons anywhere on the farm

calm nebula
#

I can use polynomials to approach an exponential

uncut viper
#

i like the paint mask idea

lucid iron
#

urple

uncut viper
#

delicious MIT assets

brittle pasture
#

inb4 bug reports from users installing building retex

uncut viper
#

installing what now

brittle pasture
#

ture

#

s

uncut viper
#

its ok take ur time

lucid iron
#

selph possessed by the sneezing cat

uncut viper
#

(fsr i thought it was the name of a mod)

calm nebula
lucid iron
#

i thought ur mitt patterns are CC not MIT

uncut viper
#

hmm tho adding upgrades to a building makes it like, a completely different building right

teal bridge
#

I didn't think you knew any jokes like that.

uncut viper
#

like its no longer gonna be "Gold Clock"

teal bridge
#

Iridium Clock

hard fern
#

šŸ¤” gold alloy clock

teal bridge
#

And later on, the fabled Radioactive Clock (you know you want one)

uncut viper
#

thatll be annoying to patch all the places that c hecks for Gold Clock

#

not impossible by any means
just annoying

#

im easily annoyed by work

calm nebula
#

Instead of doing anything useful today I'm going to bed lol

uncut viper
#

huh... apparently a gold clock will only ever actually visually look right if the Wizard builds it, even if you mod it to be built from someone else

#

since it has to be "magical"

hard fern
#

...huh

teal bridge
#

I think I finally cracked the code. XNA's graphics API was designed by drunk, sleep-deprived, disgruntled programmers playing a practical joke on the users.

uncut viper
#

Dangerous

teal bridge
#

That's just the test view I use, since everything with scissor rectangles is even more broken.

hard fern
#

What....

#

😭

#

The ui scares me

teal bridge
#

Transform propagation is scary, especially with all the opaque insanity going on in MonoGame.

candid estuary
#

so i dumped vanilla textures and used look up anywhere, the placement of the map tiles haven't changed since the new update so i have no idea why the grass and bus edits refuse to show the correct modified texture. any chance someone could test it in their game and see if it appears normally? šŸ™

uncut viper
#

if it doesnt work on your game its not likely to work on someone elses. if i had to guess theyre using one of the new tilesheets added in 1.6 that your edits dont account for

scenic warren
#

Hello all, I am new to modding and I had a question regarding git. Is it necessary to add a gitignore to my new repo for a CP mod?

uncut viper
#

you can do whatever you want with git

scenic warren
#

Lovely! Thank you so much for responding. I'm very grateful to now have access to the modding community. I look forward to talking with you all from here on! šŸ™‚ Cheers!

brittle pasture
#

one specific situation where .gitignore is useful is if your work folder is also the installed mod folder, and you want to exclude the autogenerated config.json file

scenic warren
candid estuary
#

thanks anyways

uncut viper
#

i mean you can edit the new tilesheets if you can figure out which ones they are

hard fern
#

Probably just springoutdoors 2

#

?

candid estuary
#

look up mod said grass tiles came from spring_outdoorsTileSheet but ill try editing that and see if it fixes anything

uncut viper
#

did you use it on the actual miscoloured tile?

#

and not just any random grass tile

latent mauve
#

island_tilesheet_1 (and it's seasonal variants) also has grass that sometimes gets used on some maps, I think

hard fern
#

Oh right

#

It's used on the beach farm usually

latent mauve
#

As far as the bus, have you also changed it on Cursors?

tiny zealot
hollow hinge
rancid temple
#

You didn't include the first { so it mad

hollow hinge
#

omg

lucid iron
#

i hope you are using vsc or np++

uncut viper
#

it also helps if in the future you give the error along with the json

hollow hinge
#

will do!

hollow hinge
rancid temple
#

I definitely suggest a text editor that'll check for stuff like that

#

Saves a lot of headache

hollow hinge
#

oh there is one?

rancid temple
#

!vsc

ocean sailBOT
rancid temple
#

Either of those will do

hollow hinge
#

oh wait i have one of those!

rancid temple
#

!software

ocean sailBOT
hollow hinge
#

tysm ill def start using those

rancid temple
#

There's also a big ol' list of software suggested for mod creation

old edge
#

Hey guys just a reminder not to respond to any curseforge reps.

#

Also don't upload to CForge. Your mods will end up on some hacker website called cursefire a knockoff curseforge site that uses the Curseforge launcher.

quiet nebula
#

Or you could let people make their own decisions rather than trying to disparage CurseForge for something out of their control.

uncut viper
#

people here dont like curseforge for a number of reasons already, daemon.

#

you're in the wrong channel if you want to find curseforge support

#

it kind of seems like you literally just joined this server to say that lol

quiet nebula
#

Because I did, after dreamy decided to join the CF server just to make a stink

drowsy pewter
#

Sigh

#

I would personally like there not to be some inter-server beef. Just putting it out there

old edge
#

I joined because I wanted to try curseforge as a mod author.

uncut viper
#

it definitely does not belong

rancid musk
#

I had prior experience with CF from the Minecraft community, so when they came to Stardew I knew I wanted nothing to do with them. And then they added my mods to a list of "hey you can upload these even though the author says don't upload their mods" which was fun.

old edge
#

I'm really bummed its on another site out of my control now

#

not sure if it has viruses

quiet nebula
old edge
#

happned after uploaded to curseforge though

cedar turtle
#

Please stick to talking about mod making, not how different hosters do something.

vapid oak
#

I don't think this is a discussion for here

hard fern
#

šŸ˜” the hardest part about making an npc really is writers block huh

blissful saddle
#

yeap

#

it is not easy to be creative when we need to

gaunt orbit
#

Remind me in 12 hours to do npc paintings compat for home designer

patent lanceBOT
#

uhhhhhhhhhh oh yeah k i'll probably remember (#6413825) (12h | <t:1734024706>)

faint ingot
#

So I noticed if you use removeTile in an event, it affects that location for the rest of the day. Is there a way to avoid that behavior? or to undo it at the end of the event?

#

oh maybe I could try makeInvisible I haven't used that command before...

#

hrrmmmm that didn't seem to work for some reason

latent mauve
#

Is there a reason you need to remove the tile during the event but bring it back after?

#

If it's necessary to keep the object in the normal map, using a Temporary Map may make more sense.

faint ingot
#

I've done a temporary map before it just seemed like a lot of work for what I wanted to do.

latent mauve
#

What exactly are you trying to do?

faint ingot
#

it looks like changeMapTile will do it which I hadn't seen before. basically I want to open a door and close it but its not actually a door

#

OK cool that did the trick, sorry!

#

dang OK here's the follow-up though, I want this event to trigger the next morning if I go to sleep in a particular location (not on the farm), but I want it to trigger immediately at day start instead of on location change. Is that possible?

wise river
#

just a update because i don't think i mentioned it and wanna give yall a update, it did indeed work how ever i couldn't get tilted to work, it did work though when i simply just tossed that SVE file thingy

rancid temple
#

Farmhouse events trigger when you wake up, so have you tried just setting the event to trigger at that location?

#

If that doesn't work, there might be some specific Farmhouse logic that checks for events

faint ingot
old edge
#

HEllo I'm trying to fix an issue with my C# code. My ring buff is removed on after a save/new day. How can I ensure it is not removed when it is stll equipped in the menu ui?

brittle pasture
#

are you adding the ring buff yourself or relying on a CP framework?
either way, buffs don't persist over a new day, it's up to you to add them again

old edge
#

they are added with the ring buff system in content patcher.

#

but then I also have some code in C# to trigger the buffs when equipped

brittle pasture
#

are you only putting the add buff code in onEquip

old edge
#

yes so far

brittle pasture
#

that function only gets called when you physically put on the ring

#

simplest way to keep it is a OnDayStart event, if farmer has ring then re-add buff

#

alternatively you can convert your buffs into a postfix/override for Ring.AddEquipmentEffects

royal remnant
#

Cant get my content to load, {
"Format": "2.0.0",
"Changes": [
{
"Action": "Load",
"Target": "Maps/MenuTiles",
"FromFile": "assets/Maps/MenuTiles.png"
}
]
}

#

not to sure if im missing a path refferance or what :/

rancid temple
#

Anything in the log?

royal remnant
#

Well the problem is that its not even trying to load the content thing at all the only thing i have doen is had some tracing stuff looking for certain assets but this dosnt really pertain to what im currently dealing with cause im not really to sure what to do for the content pack in general because i havent made one the tracing stuff i have going on in my code for the mod part and not the content part is as follows [00:50:27 TRACE n/a] Tracing inventory background asset...
[00:50:27 INFO n/a] Found asset at: Minigames/Intro
[00:50:27 INFO n/a] Asset dimensions: 240x357
[00:50:27 INFO n/a] Found asset at: LooseSprites/Cursors
[00:50:27 INFO n/a] Asset dimensions: 704x2256

uncut viper
#

you have a C# component and a content patcher component?

#

are they in the same folder?

royal remnant
#

seperate folders

#

or should i just make a content pack mod only

rancid temple
#

As long as they're in separate folders with their own manifests it's fine

uncut viper
#

i dont know what your end goal is, so i cant answer that. do you for sure have an assets folder inside your content patcher mod folder, with a Maps folder in there, with a MenuTiles.png?

royal remnant
#

correct thats what it is now i can send through the file structure?

uncut viper
#

does it say its at least loadingf your mod in the log?

rancid temple
#

!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 didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

royal remnant
#

the mod is loaded in general but the content part is not loading

wide flint
#

How does one add a single line of custom Dialogue without CP?
I was using new Dialogue(NPC, STRING) but that's no longer working/available. The String only accepts TranslationsKey now instead of plain text.

translationKey: The translation from which to take the dialogue text, in the form assetName:fieldKey // like Strings/UI:Confirm.

royal remnant
#

contentfoldername
-manifest.json
-content.json
assets
Maps
-MenuTiles.png

uncut viper
uncut viper
royal remnant
#

ok

wide flint
uncut viper
#

might as well try it

#

i didnt look super deeply into the code

#

just skimmed

royal remnant
uncut viper
#

!log no, please upload the full log here

ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

wide flint
# uncut viper might as well try it

Well, it works with an emtpy string as translationKey. Don't know how I missed that constructor... Went through Dialogue like 10 times to find a replacement. Thanks!

royal remnant
ocean sailBOT
#

Log Info: SMAPI 4.1.9 with SDV 1.6.14 build 24317 on Microsoft Windows 11 Home, with 7 C# mods and 0 content packs.

uncut viper
#

it doesnt seem like your content pack is being loaded. are you sure they are in separeate folders, both with their own manifest, and both with their own unique id?

#

(as in, the content pack mod itself is not being loaded, not just your edits)

royal remnant
uncut viper
#

a mod folder cannot be inside another mods folder

#

they need to be entirely separate

#

you can put both the C# mod and the CP mod in the same parent folder next to each other, but one cannot go inside the other

royal remnant
#

so do i just make a new folder or?

uncut viper
#

you need to treat them as if they were entirely unrelated mods

#

so they just both go inside your mods folder as if they were unrelated mods

royal remnant
#

ok so new mod essentially

uncut viper
#

you can package a content pack mod with your C# mod using something with the modbuildconfig nuget package, but i dont know how, you'd have to look at the docs for that

#

but all that does is just remove the manual part of giving them their own folders

#

they dont actually get combined into a single mod

royal remnant
#

ok so hmm in theory i could just use a referance to the content pack to coinside with the c# with loading of the content pack stuff possibly?

uncut viper
#

i dont know what you mean

#

for the record, if the only thing you're doing with CP is loading that one png, you can just easily do that inside the C# mod

royal remnant
#

hmm like so i make the content pack then i use a referance to to the content pack info or whatever in my c#

#

and im not sure how i have tried numerous time and cant figur eit out

uncut viper
#

you wont be able to get a direct reference to the content pack in your C#

#

at best you can make the C# mod have a dependency with your CP mod

#

you can load the Maps/MenuTiles asset after your CP mod edits it though just fine

royal remnant
#

Ok so what i am doing is i am trying to stylize each upgraded backpack after the 36 pack so then afterwards they would get the stylized png inventory png in the bag upgrade after the 36 bag

uncut viper
#

your edit to Maps/MenuTiles in your CP mod as is, is going to change the appearance of Maps/MenuTiles permanently

rancid temple
#

Everywhere

woeful lintel
#

For FF's example pack, I have it in the same project folder, and I added a post build command to copy the pack to the mod folder as its own mod

royal remnant
#

correct but i was trying to make it so that say i use menutiles.png 2 loaded in eafter the next upgrade after 48 and then so on and so forth with numerous versioned like a bag check to then corespond to the png to be used for the style of that bag

uncut viper
#

do you have a way to check what the current bag upgrade is?

royal remnant
#

let me check

uncut viper
#

(but also yeah, if Maps/MenuTiles is used for anything else, which i imagine it is, your edits will show for more than jus the backpack)

royal remnant
#

i dont even think i have added that function because i am trying to even get it so that it would work before proceeding hmm

uncut viper
#

in fact Maps/MenuTiles seems like it'd affect like every menu with an inventory slot in it

royal remnant
#

well see the thing is that it is jus tthe inventory gets stylized you get what i mean so liek 48 is a style and then say 56 is stylized different but just the inventory outline etc

#

ye3ah thats fine

uncut viper
#

im saying its going to affect things that are not the inventory

royal remnant
#

yeah hotbar etc? like here

uncut viper
#

or things like donation boxes, chests, museum reward pickup, etc

royal remnant
uncut viper
#

okay those parts specifically are probably going to change like many many things

royal remnant
#

Well thats kind of the point like your inventory and boxes get stylized i mean idk then idk

uncut viper
#

if you're fine with changing the UI everywhere then its fine, its just not going to be limited to your inventory/backpack

#

assuming this is even the png that controls the inventory and its not some weird nine slice on cursors.png or whatever

rancid temple
#

Literally every menu lol

#

That's the texture that's loaded into Game1.menutextures, which is used to build every single menu in the game basically

uncut viper
#

not some menus, at least

#

junimo notes have their own

rancid temple
#

That's true, the weird little slabs

uncut viper
#

and prize tickets and tailouring

#

cursors also has some menu stuff

#

but yeah point is, its not just changing your inventory

golden basin
ocean sailBOT
#

Log Info: SMAPI 4.1.7 with SDV 1.6.14 build 24317 on Microsoft Windows 11 Home, with 41 C# mods and 33 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

golden basin
#

isolating the error, it seems to be this part here '''Invalid tile gid: 5823'''

#

but what does it mean exactly?

uncut viper
#

invalid tile gids i think are caused by, usually, saving the map without the tilesheets present

golden basin
#

oooh a tiled issue

rancid temple
#

Move all the tilesheets back into the same folder as the map, make a change and save the map

uncut viper
#

(emphasis on "i think")

golden basin
#

i can do that

uncut viper
#

is mineral town your mod?

rancid temple
#

I should probably have made a note of it when it happened, I think there was another cause for GID errors, but I'll have to search for it now

golden basin
uncut viper
#

ahh, gotcha gotcha

rancid temple
#

Oh, it was using a tilesheet that no longer exists

#

The wizard house tiles or whatever that got axed

uncut viper
#

oh yeah thatd do it

golden basin
#

oooh interesting okay

uncut viper
#

mentally making a note of that being a potential cause for that error too

#

that way i have plenty of time to forget it again in a few months bc its probably gonna be very niche and uncommon

rancid temple
#

I'm gonna add it to my wiki entry on the Maps page for GID errors

royal remnant
golden basin
#

yep that fixed it

uncut viper
#

did you make sure to fix it by finding the tiles in a different tilesheet and not jsut copying an old wizardhousetiles or w/e into the tmx folder

#

i mean you can do that but you'd need to package that tilesheet .png with the mod then

golden basin
#

yeah i did

#

all is well

uncut viper
golden basin
#

thank you for helping i appreciate it a lot

hard fern
#

šŸ¤” would i mess anything up if i renamed the loom to spinning wheel, and then made another machine called loom that then turned spun thread into cloth

#

I haven't touched machines much

rancid temple
#

Why not just change the recipe for Cloth in the Loom and then make a new machine called Spinning Wheel that makes Thread?

hard fern
#

It was mostly because the appearance of the loom was bothering me šŸ˜”

rancid temple
#

You can also change the texture of the Loom

hard fern
#

...... Why do i always go for the more complicated options first

#

So i can change the texture of the loom to something else, then add a new machine called spinning wheel that uses the original loom texture

slender badger
#

On the other hand, there's no way to get the original texture directly with just CP, so it wouldn't work with retexture mods while renaming the loom would SDVpufferthinkblob

hard fern
#

Yeah, that was my original intention

#

I wanted to keep any retexutres intact

slender badger
#

Renaming the loom would potentially confuse people who have new recipes that require the loom though... Hmm.

rancid temple
#

Can't you just set the Texture to TileSheets/Craftables and SpriteIndex to 17?

hard fern
#

I guess I'd have to test it first

hallow prism
#

i would say, do you want the mod for personal use, or publishing, and are confused users a big deal

#

once you decided that two points, you can move forward to see which approach works best for you

slender badger
rancid temple
#

Well, Data/BigCraftables

hard fern
#

Well im concerned about confusion users because it's part of a larger project i want to tackle

rancid temple
#

Machines have... something they can do with textures... moving to the next index or something?

#

Ah yeah, ShowNextIndexWhileWorking and ShowNextIndexWhenReady

hard fern
#

Like the auto geabber?

rancid temple
#

Loom uses WhenReady

#

Auto Grabber isn't actually a machine

hard fern
#

Oh.

rancid temple
#

It's one of them hardcoded nightmares

hard fern
#

Oh no

#

You learn something new every day, i gues...

grave scarab
#

someone added to my translation the other week, it was very nice of them and they apparently fixed some strings being changed that weren't being referenced correctly with recent patches

#

but they did it by giving me the changes as a whole zip of the changed mod so gonna have to look through with a diff tool

#

bit of extra work but hey it's a free contribution