#making-mods-general
1 messages · Page 141 of 1
but maybe i am only confused bc i never attempted to use reverse patch
It's described on https://harmony.pardeike.net/articles/reverse-patching.html
So, yeah, you do that if you explicitly don't want other mods to mess with it.
is there ever a case where id need a reverse patch though? like thatd be the only way to do something?
There's always more than one way to do something.
is there another way to change one line of code in a long function in the vanilla game while maintaining compatibility that isnt a transpiler
I guess if you wanted to dig out, say, the forage picking up part of gamelocarion.checkaciton
The use case of reverse patches isn't "change the base game to do one thing differently", it's "give me an implementation that's identical to the base game except for doing this one thing differently, while leaving the base game alone".
i wasnt talking about reverse patches
you said theres always more than one way to do something so i wanted to know if theres another way to do that
Well assuming we're sticking to Harmony, then sure: write a skipping prefix with a copy-paste of all the vanilla logic.
"while maintaining compatibility"
That's a little subjective, I'd say. Compatibility with what?
other mods that touch the same code?
fuck 'em
Transpilers aren't inherently more or less compatible than skipping prefixes. If the base game logic changes, the skipping prefix might still work fine while the transpiler breaks.
If another mod touches the same code in a way that breaks what you want to do, a reverse patch wouldn't maintain compatability as well, right?
And other mods that run transpilers might have their transpilers succeed on your prefixed version as well, depends on how they wrote the transpiler.
Different compatabilities will need different solutions
justice for clickCraftingRecipe
transpilers dont touch prefixes
Note, I'm not saying skipping prefix is equivalent to transpiler, or even that it's as good at solving that type of problem, but it is in fact a different way to solve the same problem as long the problem itself isn't a circular definition.
I wasn't aware that transpilers won't see prefixes, is that confirmed somewhere?
i think the point is being missed then but i dont actually care that much so its w/e
transpilers just touch the original code though, prefixes and postfixes get inserted before and after that code. multiple transpilers can interfere with each other though
Yes, and it's quite possible that a 1 prefix + 1 transpiler scenario (from two different mods interacting) would be implicitly compatible while a 2 transpiler scenario would break. Depends on what's being patched.
I should have added: "...not that any of us would ever consider such a crazy idea, so just put that idea right out of your mind".
I'm semi-guilty of it too, not skipping prefixes per se but e.g. copying parts of performUseAction. Because, well, copypasta is easy and reverse-patching is hard.
it's not an exact 1:1 and i've rewritten it since, but that's how mine are so far because egg 
If I were way less lazy I'd have used a reverse patch for something like this:
https://github.com/focustense/StardewRadialMenu/blob/a2ace5dff822f4b2cc20efa893c7648169eaa739/RadialMenu/Menus/FuzzyActivation.cs#L54
Because what happens if someone actually wants the confirmation dialog? I really don't want to reimplement the confirmation dialog.
(And invoking the entire thousand-line method it comes from is not even close to being a viable alternative.)
listen, if the difference is between copying like five lines of code and trying to harmony patch... I'm gonna copy every time 
As am I, clearly. Until the day I realize I'm actually copying five hundred lines of code, or invoking a bunch of weird reflection junk for the stuff I can't just copy.
tbh harmony is easier than trying to bend my brain backwards for some of these functions
the trick is ||crying||
(insert Speed Racer stop crying meme here)
does anyone know which file is the one room above your farm? like the land that connects your farm to the mountain??
@light jasper @lucid iron Just FYI - here is the updated Custom Bush API: https://github.com/LeFauxMatt/FauxCore/blob/develop/FauxCommon/Integrations/CustomBush/ICustomBushApi.cs
I've implemented it in a way that it won't break anything, but if any mod starts to use ConditionsToProduce, then the information displayed by UI/LA may be inaccurate.
Let me know if you have any questions.
Maps/Backwoods
I got super distracted yesterday sorry, the new api seems pretty straightforward. The bush condition is AND with the drops condition?
Sort of, but it's a bit more than that. The condition determines if/when the drop needs to be reassessed. So for example, if the condition was that the crop can only grow in spring, it'll cache the condition and check it every day. As soon as that condition fails, it will lose it's bloom and then redetermine what item can be dropped.
I made a tiny alternative textures mod for myself that was working for a few days. However, when I try to drop an update in vortex, the installation fails. Does anyone know how to fix this?
One thing this affects is that a crop can do something like grow across seasons, so it can be something like spring or summer, which will evaluate to true even as the seasons change.
Oh so within the bush condition list it is OR, kinda
It evaluates the conditions from top to bottom to find the first match, caches that match, and as long as that same condition passes each day then it won't check the list again
Then AND the drops condition
Interesting
So if I have
(DAY 17)
(SEASON SPRING)
It will cache season spring until season spring becomes false?
A sorta short circuiting thingy is what i got here
Something that is popular to do with bush is to make it behave kind of like regrowable crops (grows in X days, bloom every Y days)
Trying to figure out if there's actually a better channel to ask this, the problem lies with Vortex, and as much as I just want to say "don't use Vortex" that's not very helpful, maybe #1272025932932055121 ? but I'm really not sure as it's not specifically about using a mod either
In general, Vortex is garbage and highly not recommended for SDV modding
The previous impl i see just list out every 3 day or whatever, relative to day 1 of the month
I also tried forcing the installation with vortex's option, but then smapi can't find the manifest that is obviously there...
@lucid iron So like:
[
"SEASON Spring Summer,DAY_OF_MONTH 1 2 3 4 5 ... 28",
"SEASON Fall,DAY_OF_MONTH 1 2 3 ..."
]
This will match Spring on the 1st, continue to match through Summer 28, and condition will be the 1st item the entire time. Then on Fall condition switches to the 2nd item.
It would be nice if there was a gsq from custom bush that did the maffs for you
I would recommend going to the Nexus discord
okay, i'll try that
that said the nexus discord will probably also just recommend their new app
Previously it just did a simple check of "what season was this item produced and what season is it now" to clear out the cache. Now it's based on the conditions.
Not an urgent thing, but it'd be nice to have getter methods for your modData constants in the API or somewhere like that. I could hardcode them but it's a more brittle approach than just getting them from the API.
I could PR it when you merge your develop into main if you don't mind
Now if i were to update the copy of API?models is there a "new api only option"?
I could do that, I already have that internally just not part of the api
I think I already am getting the item via a constant string so it's not a huge deal, just convenient
And in the code, I'm pretty much translating the existing fields to the conditions if they're not included in the mod's data model
so hypothetically, if another mod's harmony patch clashed with your mod, how much effort might you guys put into fixing the clash
So if they only have Season: ["Spring"], AgeToProduce: 21, it'll turn that into ["SEASON Spring,DAY_OF_MONTH 21 ...28"]
is there a way to make a crop that will always grow to be large? like i would love a bigger crop
yeah I took a look at the develop branch
I realized as I explained it here that I forgot to do all the days through the end of the month
lmao
(i also gave you a quick ping yesterday about scarecrows Abs0rbed if you had time to give that a quick glance too
)
oh I must have completely missed it my bad. I saw matt's ping and then just closed discord lol, yesterday was busy
I'll go find it
yeah i figured it got hidden by the other pings haha thats why i wanted to mention it, no worries
i would send a PR to the other mod to replace its skipping prefix with a transpiler
I'll grab the new API and just do a version check for which compat layer to use, shouldn't be too hard
It's gonna be wild trying to give accurate information now that people can just use any old GSQ for when they start producing lol
You're giving them so much flexibility
I don't think it's a skipping prefix, I think just something in their patched code makes an assumption my code doesn't follow or something?
This mod failed in the Display.RenderedActiveMenu event. Technical details:
IndexOutOfRangeException: Index was outside the bounds of the array.
at StardewValley.GameLocation.checkEventPrecondition_PatchedBy<EnderTedi.Polyamory>(GameLocation this, String precondition, Boolean check_seen)
at MapEventMarkersMod.ModEntry.PendingEvents()
at MapEventMarkersMod.ModEntry.OnRenderedActiveMenu(Object sender, RenderedActiveMenuEventArgs e)
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args)```
note that just bc another mod patches it does not mean its actually their mod conflicting. have you verified its a conflict and not just an error in yours?
(or an error in theirs, for that matter)
yes absolutely, I have this change in my develop branch (I'm pretty sure that snippet was written before IsScarecrow but I could be wrong)
oh okay nice! i didnt check the other branches, my apologies 
ngl both are possible. I coded mine to specifically work with the method as is, I'll have to check what their patch does to see if it's a different problem
(sure. i was just giving the example of what i actually did when it happened to me
)
it's in my local fork, there's no way you could've known lol. Also my develop branch is a mess bc I'm tearing apart all the logic in the mod to rewrite it
the logs will always say every mod that patches that function but it doesnt mean its an error with their code specifically. its just so you know who's touching it. it could be a postfix which i think would be damn near impossible to conflict with
(in that respect, because i have like, one(?) skip prefix, i still put my priority as "last on the dock" because if someone installed my mod for this one specific feature, they don't care about the rest)
so i would definitely verify what the actual error is
Just pushed the api change, let me know if there's anything else that can help.
good to know, thank you!
Maybe eventually I can incorporate all of the helper calculations into the API so the heavy lifting can be shared.
I'll have to keep an eye out to see if anyone else runs into that error because in my testing it doesn't pop up
was that log not from your testing?
no, someone sent it to me
well, sent it in modded farmers
actually, whats your mod anyway?
it adds markers to the map wherever you have an event pending
can custom bush do all the gsq describing for me ty
Eventually, maybe
i wonder if it'd be more helpful to like, forcast a season
but thats not rly the kind of thing lookup anything's ui is good for
I could maybe reverse load back to the Seasons and DayToBeginProducing if conditions are provided and those are left empty
That would at least tell you when you can expect to receive the next harvest
oh are those just not used at all now
you might be sending an empty string occasionally to checkEventPrecondition
in the actual bush logic
a string.Empty specifically
I'm pretty sure I'm not because I should always be sending the event ID (and I've run into that before), but I will double check later
https://github.com/LeFauxMatt/CustomBush/blob/ecffe377b9453fac8dbaf265204e71ffdd4a94e4/CustomBush/Models/CustomBushData.cs#L16
They are translated to the conditions
you're sending a List with the variable name filtered but it might be possible that, if ignored contains whatever the first precondition is somehow, nothing will get added?
i havent read all your code so i could be wrong, i just got curious bc i realized the log didnt say you were patching that function so i was wondering why you were the one receiving it
and the only way i can foresee an index out of range exception is on the second line of the function in question, the string eventId = split[0]
or maybe line 17, but i would think it'd just not get there first
hard to test for though bc itd depend on all the events a player has installed, rip
just install the user's entire mod list for repro, simple as /j
I figured either their patch assumes a precondition exists somewhere (I haven't checked what it is yet so I genuinely don't know if they do or don't, I assume not or they'd have clashes with other mods) or something along the same lines as you said
in this case though i dont think its the patch at all im lookin at the vanilla code
it's not their patch I would guess
they just happen to patch that function
the reason I originally assumed it's the patch is because I thought that's what the log was specifically pointing too, but ever since you said it just says that whenever it's patched I agree with you that it's probably not that
can you link the log?
I personally would just throw a try-except around that, and log the offending precondition
(i also know you didnt exactly ask for help debugging it so sorry for the unsolicitedness i get too curious about other peoples bugs sometimes lol)
no it's super helpful!
ignore the repetition, that's already been fixed
aha okay i had this thought and it is confirmed
this person is using my mod (Lacey), which uses the new readable precondition format
actually, I think that can only happen if the precondition is an empty string
also known as Unconditional_Event/
so those events might be exploding the chain of calls somehow if not handled
which is pretty common on the ES group, for intro events
atra makes a good point of course. ES is also installed
(I'm not blaming ES, btw! It's just a comment on how ES mods tend to have that, and also cliff-sitting)
to be clear, the repeated errors are unfortunately my mod's fault bc it was being called too often
theoretically, only one error popped up per call I think
(i was actually just checking the mod list and haven't even looked at the error)
incidentally, I have Questions of why there's private float sellPercentage = 1f; in ShopMenu
also event IDs can be strings
ohhh I see, ty for helping! I'll check against your mod in a bit
but it looks like you're skipping any event that is Just a string key
plain string keys are only continuations and not "real" events
List<string> array = Event.SplitPreconditions(@event).ToList();
if (!int.TryParse(array[0], out _) && !@event.Contains('/'))
continue;
I'm skipping string keys with no /
oh, events NEEd a precondition of some sort?
yep, it's required as of 1.6 to have at least one slash. otherwise it's a fork/switch target
they can be empty I think, they'll just have a trailing slash
(or is parse-able as int, becaue legacy)
ahh, gotcha, ignore me then
is forage in custom maps just handled by map property
https://github.com/atravita-mods/StardewMods/blob/6484107b7f394c72fe9cbd4f370f05b997c607e8/SinZsEventTester/Framework/SimpleConsoleCommand.cs#L84 <--- this is my precondition validity checker
theoretically it should always have the ID regardless I think, but it might be removing the trailing slash?
i think even if it did that wouldn't cause the error here but also I'm not looking at the code ATM bc I had to restart my computer so Ive already forgotten exactly what it's doing lol
damn, ringing the phone is easier than I expected
also apparently I need to check discord usernames more often because I only just realised you're atravita lmao
IIRC, current versions of roslyn will automatically convert hardcoded "" to string.Empty
thank you guys so much for helping me out btw!
hi?
hides
in this case it's the result of a string.Join
I keep thinking you're elizabeth for some reason
"some reason"
hi! sorry, it's just nice to see names I recognise from mods I use/have used lol 
all hail the mathpeople
talking to some of you guys is like a mini celebrity moment lmao
I....am still surprsied anyone ever used my mods
you'll get over it soon enough
hides behind tlitookiakin
I still feel that way about pathos and casey sometimes
anyway though i think the only way i can see this error happening is if your filtered list is empty by the time you get to checkEventPrecondition so i guess just check for that and skip as needed
atra, tia is banging on my front door to update GIMA
i dunno exactly what manner of circumstances might cause that but an empty check is free so
i am still deathly afraid of pinging pathos even if it's a valid reason so i feel that
i just make atra do it by bringing up a stupid idea i have of committing crimes
what's worse is that I don't recognise half the names here so half the time I find out who I'm talking to after the fact and have an oh shit moment
me pinging anyone normally: its fine, ill just bang out a message and spellcheck it later
me pinging pathos: writes a rough draft, triple-checks my references, searches chat history to see if anyone else brought it up
i should prepend every valid bugreport to casey with,
"Hey, hope you're doing well, take care of yourself.
In your--"
aside from reply-pings i actually am more easily able to ping pathos than i am literally anyone else
if i could figure out why i could solve my anxiety forever
I just feel guilty about it bc I know he has a huge amount of stuff on his plate normally
so it's not the fear of authority, unless you have the inverse of that, it could possibly be because pathos Is Just Too Nice™️
pathos helped me double check I posted my first mod correctly and I think I had to take a second to get my brain around that real quick that the person who replied is pathos
hey so it's me again. so i'm trying to create a new path for a house but this is normally an area off limits. i was wondering how does one remove the walls?? image if it helps, sorry if this is really simple lol
this is backwoods, correct?
yep!
like, remove the cliffs?
just remove the tiles from the Buildings layer, and make sure none of the floor tiles are marked as Passable F
- you're gonna get "this isn't compatible with SVE" /lh
- the buildings layer needs to be empty
is tiled compatible with sve /lh
avi is correct that is exactly where the sve nexus is, if that matters to you
oh yeah avi does make a good point about sve compat though
Backwoods is hardcoded off limits isn't it?

yes
ah shoot
NPCs cannot path through the backwoods ever
You can make your NPC warps skip the Backwoods
not until someone rewrites the pathfinder, anyway
did cory mean off limits to the player, like as in, you cannot walk through the walls
you can make npc-only warps
yes, like that. theres invisible walls
somehow I've gotten more aggressive about just-pinging-pathos, even with barely coherent bug reports
you might have to do editmap? i don't know how load plays with edits
Well for players you just gotta get the eraser out and be liberal with deleting
um please explain it to me like im 5. im not that smart with programming 😭
for player movement, just make sure Buildings has nothing in it where you want to walk
(i figured a new modder would not know that backwoods is NPC off limits so i didnt expect them to mean it in that way
)
okay! thanks
the cliffs mean absolutely nothing on any layer besides Buildings
in terms of movement
(unless the back tile has a passable=t on it.)
When you're patching in that section, I think you want ReplaceByLayer
if something is on any layer that isnt Buildings its purely visual and you can walk all over it and into the void if you want
yes, it's backwards
Rather than Overlay
okay fair back tiles sometimes too
I was wondering why you guys started talking about npcs lol. but that's probably bc I'm also a new modder haha
At risk of sidetracking, would the pathing problem be solved if we just make the stairs shortcut part of the base map
the thing with the Backwoods is that NPCs cannot walk into it
their pathfinder will not let them
water is on the back tiles, right?
circular logic iirc
¯_(ツ)_/¯
large parts yes
ill just find another place to put her nws
I think actually un-black-listing it now would be safe since the new pathing system prevents loops right?
it's the disjoint nature the pathfinder does not handle well
i wasnt deadset on having her there anyways
though npcs might still use it as a shortcut instead of going through town
i thought the pathfinding was only fixed via spacecore?
so, loops aren't fatal. loops are weird though
you can still have her live ABOVE the backwoods
and use NPC warps to let her travel elsewhere
because the underlying algo is dfs, the game will try to path npcs by the worst possible way
you just wouldnt see her IN the backwoods
Also any circular calculations will slow the pathfinding generation exponentially
It does not take very many circles to reach game-crashing lag 
anyways
I think SC fixes the loop problem, the disjointed problem remains; an NPC entering the backwoods from the mountains wouldn't know the bus stop isn't reachable unless they're a giant mole person
can an NPC path within the backwoods if they start in the backwoods?
the phone call is in. I forgot who wanted that. It'll be released before the heat death of the universe
what phone call
um itll prolly be easier if i just... dont put her in the backwoods right?
ill just put her somewhere else
Oh, maybe this is why when I was testing an NPC pathing to the Quarry he would enter the map but then just freeze in place lmao
console command to trigger a specific phone call
i wouldnt put her IN it, no
to be clear this is specifically about the exact map named Backwoods.tmx
okay thanks :)
considering how painful real estate is, if you're hellbent on a vanilla location, you'll just have to deal with Incompatibilities™️
yes
could be worse
your path looks like it would lead up to a differnt location that is NOT Backwoods.tmx
you could be house shopping
which would be fine
yeah
Just put a warp tile down somewhere inconspicuous
(i plan on just putting my NPC between the Backwoods and Mountain tbh)
ooh, button npc!
though i wanna figure out how to get her into town quickly from there lol
atp ill prolly just put her in the mountains
yes i wish to see the Innovation™️
so an alt fix is to patch in two identical backwoods maps, each of which only has one path through it and the rest is invisibly blocked, and warp only to the relevant one? 
ty!!
Button does have a WIP NPC
the game puts a staircase there
that was button's idea. Just make the staircase subtly always there
wait what
I thought that was Selph
button npc!
i had an idea?
that feels far less ill-advised
All the C# modders should make npcs i think
fwiw, it's baby's first C# to make backwoods not banned
glad I'm retired then
button getting all the sideshots, i wrongly called you for the dark souls reference 
(honestly if you tell me that was my idea and not Selph's id believe you even though i have literally zero memory of it)
(memory bad)
does that include me? bc idk if that's a good idea. last time I made a game sprite I was 9 
oops, it might have been selph
tbf i do like soulsborne stuff tho. so like it wasnt unwelcome. just confusing 
yup, it was selph
I need to sleep
(I will not sleep)
oh you meant an idea from like literally five minutes ago lmao
is it work holidays yet
clearly im not doing much better in the remembering department
dude I get three days off - eve, xmas, new years day
we were bitching about the lack of new years eve
I don't drink but like. the principle of it.
not even the monday before eve? rude
you could retire for real
cough Sick day cough
hi blueberry
As someone who have a water carbonator at work I feel so burgeousie right now
is that how you spell that word
close enough
Look, I could probably make the case for buying one but
Building of engineers
What's the fun in that?
hi hi quick question. So I'm trying to send a letter with content patcher that has a cooking recipe attached to it, but it's saying that the recipe isn't found and I am very confused cause it shows up in the cooking tab just fine? So yeah any advice would be greatly appreciated qwq
default json file (https://smapi.io/json/i18n/571f635530e444e6a7b17396e45bab86) has the letters defined at the bottom
recipes json file (https://smapi.io/json/content-patcher/1d8dd5a1d9f740d2adff022cf8b7c345) has the cooking recipes
mail json file (https://smapi.io/json/content-patcher/885182a89e954efebdef8e1680c3a511) adds the letters to data/mail and adds the trigger actions to send it
Like, the letters send just fine, it just won't attach the recipe to them.
is this default json file an i18n file?
yeah
you'd need to pass the modid into it
the spaces are irrelevant
They are? They used to be lol
ive never included spaces around my mail commands
I'll try both and see if it works?
the i18n file doesnt know what {{ModId}} is unless you tell it what it means with this method
(but do move it out of the i18n like what atra suggested)
similarly though i would recommend not putting that in i18n
oh so just define it in my mail file then?
you'd split the mail's i18in into like, Mail.Text and Mail.Title
you use the i18n key in your mail edit
and use those in your content.json
with the mail commands between them
otherwise, you just risk a translator accidentally translating the mail commands too bc they dont know not to
ohhhh okay
itd still work even if you put it all in the i18n though thats really the only real reason not to
but its a very good reason not to
okie dokie I shall try that then. Tyvm!
I haven't sent a letter before 😅 all the other mods I've converted didn't have em
most mods i think just used Mail Framework Mod pre-1.6
yeah this one did
then 1.6 came and ate all the frameworks for sustenance
i appreciate pinning that on 1.6 and not CP
ik MFM technically still works in 1.6? I think? But I'm trying to minimize the amount of dependencies in general sooo yeah 😅
theres very very little that MFM is required for in 1.6
have we narrowed down the features MFM has over vanilla?
i dont even remember a single one i just know there is at least one
but probably not more than like 2
swiss cheese memory and all that, but it might've been... queueing mail...?
i mean you dont need to queue mail with MFM if you have trigger actions
quality item in mail
okay, sorry, ANOTHER question. how do you do warps? like i want to warp from one map to another?? aaaaaaaa
oh yeah. even then though you technically dont NEED MFM for that
mapproperties
I, uh. don't think ILSpy decompiled this correctly
but without MFM it wont appear in the little item box
are you telling me that code isnt functional
https://stardewvalleywiki.com/Modding:Maps#Warps_.26_map_positions the "Map" button at the top on tiled, click "MapProperties" and add a custom property and this should follow through
I really, really hope that it did and that's genuine code (ik it would probably get compiled out, let me dream)
I've never gotten cases like this in my decompiler, though one time it did give me 6 boolean flags all equal to the previous boolean flag and used flag28 for some reason
i love seeing roslyn's switchcases tbh 
I think it's an artifact of decompiling a debug compilation, because there's nops in here.
I'm pretty sure that weird snippet is ilspy trying to reverse this bit
the same way I "love" eating one of those Korean tongue destroyer ramen bowls?
it's definitely a mangled switch pattern, no human being would ever write this
I'm including that in my next mod just to spite you now /lh
okay, trying this right now. thank you so much 
It is pretty interesting how decompilers get things almost right
Impressive, too
oh it's not just that, it's this bizzare nested chain of if/elses with a bunch of pointless variable assignments
send them here, I'll include them too 
the switchcase for playerControl is hilarious
okay i don't know what i'm doing wrong, but it's not working
i do "add new property" -> "string" -> "warp" right?
yep
well theres already another warp in there so i guess thats why its not letting me add another??
another...warp there? from vanilla?
yeah?
ah, you just tack it on at the end
i did that
@light jasper @lucid iron It was just pointed out to me that there's a little bit of inconsistency in terms of how UI Info treats the DisplayName vs how Lookup Anything handles it.
LA passes through the name. UI Info adds the word Bush to the end. I think the former is the preferred treatment since content packs may be adding items that aren't necessarily bushes.
still isnt doing its magic lol
it might not play well because it's a vanilla map
one sec
"Action": "EditMap",
"Target": "Maps/Backwoods",
"AddWarps": [
"<x of map you're working on> <y of map you're working on> <your new location> <your new location's x to warp to> <your new location's y to warp to>"
]
},```
<https://github.com/Aviroen/Custom-NPC-Edelweiss/blob/6cc8c41df71acf95514379b7416f8f0889c92a4a/data/Locations.json#L238>
this is in contentpatcher rather than tiled
I'm like 80% sure I did that because the displayName for a lot of the Cornucopia crops is the displayname of the fruit
oh okay let me try that out then
Yeah, I'm going to ping them about that. I'm adding a recommendation to the documentation to include the word Bush in the mod's localization.
it seemed a little weird for me too but I wasn't gonna make a big deal out of it
luckily there were a lot of people willing to localize the word "bush" lmao
Theoretically you could make a "Bush" that's visually a machine, and it would be strange if the word Bush were added to it
Like I could make a gumball machine using the Custom Bush framework that pops out gum everyday, and it'd appear as a Gumball Machine Bush
yeah it does make it a bit inflexible lol I just wanted it to say bush 😆
and that was the easiest way I could do it, seemed unreasonable to ask 6480 to just rename everything lmao
I'm gonna make a Bush Bush that drops Bushes

a gumball machine bush sounds pretty wonka-esque tbh, I don't hate the idea
works like a charm!!
And the snozzberries taste like snozzberries
also update, I can confirm neither lacey nor east scarp are breaking my mod as far as I can tell
i can change it. i was just lazy and didnt want to call a dozen translators back to the scene to translate new bush-specific lines when the API change came out
Funnily enough, this makes the feature of displaying vanilla game strings, that was added to Lookup Anything and UIInfoSuite because of me, completely irrelevant haha
You might've already seen it in the other Discord, but I've got a few new things coming with this next update. I have it all documented now in case you want to wait for a more substantial update to "fix" the names https://github.com/LeFauxMatt/CustomBush/blob/develop/README.md
I'll set our default/english strings to new "<Produce> Bush" strings and set the translations to just be the "<Produce>" string since I can do that on my own, then I'll make our translators fix them when we have a bigger content update
Should be ok
I'll probably have this version out by the weekend. Going to make sure I do more testing.
Hey, sorry if this is the wrong channel, but i'm making my first mod, and i'm wondering if there are any other major mods that already use this area? (it's usually water, but i'm extending it into an east beach area)
I don't wanna use it if it majorly conflicts with commonly used mods. any help is greatly appreciated :)
pretty sure there's this one mod called the Luau that happens there once a year 
oh wait no that's the right side
tbh this isnt the wrong channel for asking but i think #modded-stardew would probably know more about mods that might use that space
why would // appear as an error in notepad++?
JSON doesnt accept comments normally
the parser that Stardew modding uses lets you use comments regardless
but its non-standard per the JSON spec and is an error if you were to follow JSON spec
Replying to this for context, but how would I get the Crop instance that is calling the Crop.harvest method? Putting this seems to give me the instance of HarmonyPatches
oh alright, i'll try asking there, thanks!
Crop __instance
look on the injections page i linked you. you can use __instance
if you want a program like notepad++ to accept json comments, you should set the language to jsonc
(aka json with comments)
I don't know of anything that ties onto the beach. There's a few things around the dock area (Trawler, Katrielle) but if you're not down that far you should be fine.
(legendary fish?)
I'm pretty much just touching the upper right area, so the docks should be left intact for the crimson fish and trawler
it would make the catchable area a bit smaller though
legendary fish is off the dock iirc
yeah i thought so too, but i vaguely remember being pissed off because i fished on that far east side and finally got a fish 
completely different question, i'm having trouble finding documentation,
Is it possible to add a warp that covers a whole area, or do I need to add them in one tile at a time using "AddWarps"?
unfortunately, one at a time
oof, gonna be a lot of copy-pasting, thanks though!
if it's for your own map/tmx, you can put the Warp property directly in the map and you don't have to type out the CP/json boilerplate
if you're adding warps to an existing map, rip though
wouldn't you just be able to comma separate when you do the addwarp?
(i've never done addwarps so i don't know how much boilerplate it is, sorry)
afaik it shouldn't be that bad
I don't understand how I'm supposed to use it. This is what I've tried so far
Crop __instance;
Log($"A crop with an unqualified id of {__instance.indexOfHarvest.Value} has been harvested"); //use of unassigned local variable "__instance"
Log($"A crop with an unqualified id of {Crop __instance.indexOfHarvest.Value} has been harvested"); //Unexpected token "__instance"
Log($"A crop with an unqualified id of {((Crop)__instance).indexOfHarvest.Value} has been harvested"); //The name "__instance" does not exist in the current context
you need it in your parameters
"Action": "EditMap",
"Target": "Maps/{{ModId}}_EdelweissAttic",
"AddWarps": [
"2 9 {{ModId}}_EdelweissHouse 12 4",
"1 8 BeachIdk 12 4"
]
},```
i have it right here 
<https://github.com/Aviroen/Mycology/blob/9e5cceebe249e6b6dfa723c61a90970eb0906168/data/Location.json#L52>
public static void MyPostfix(Crop __instance) {
...
}
so wrap what I have in this method?
i think you should take another look at the postfix docs
https://harmony.pardeike.net/articles/patching-postfix.html
the example it gives for changing the result is the same concept since __result is another injection, you'd just be using Crop __instance instead of ref string __result
a patch is a function, not a single line of code
the whole function is the patch
I found the easiest way to fix it is to highlight all the layers and use the eraser on the sections where there are invisible walls.
Then rebuild the map
oh, I don't need the other parameters bc it's not a prefix method. Sorry for this misunderstand, I was referencing more of what was on the stardew wiki harmony page
im not familiar with that page tbh. neither postfixes nor prefixes need any parameters at all though
The CanBePlacedHere_Prefix made me think it needed the original parameters, but I actually didn't check what the original method looked like in the game
maybe that's my fault for not reading more closely
I can show you an example where I patch GameLocation.explode, but I assume you managed it?
I think I got it. I was able to print this line
A crop with an id of 24 was harvested
but thank you
is there a mod and or a command that lets you force send a specific mail
Are you wanting to do this as part of a mod you are making?
If so, trigger actions can send specific mail
no no im wanting to test to see if the mail actually works/triggers what i want it to but i dont want to continuously meet the conditions over and over again
Ah, then you could probably use one of the debug commands
I forgot to look at the console command wiki
Debug broadcastmailbox <S:mailID> might do what you want
That wouldn't let you test the trigger though
That's fine - I only want to do that once or twice to make sure the triggers to send the mail are working, once THOSE work I don't want to have to repeat doing it a bunch of times to make sure that the stuff that comes after reading the mail works, if that makes sense
Also does anyone have experience with using Item Extensions to add multiple purchase requirements to a shop when you're adding an item to that shop? There's examples for adding it to your own shop, and editing one specific item that already exists in a shop, but not what I'm looking for
is there a console command that will show u what mods are editing one map? or some other method of doing that
theres the patch summary from content patcher that shows what's being loaded and what not
patch summary full
o ty i didnt know u could patch summary the full game 🙏
Am I allowed to have spaces between the word or do they have to have no space for code to work?
"PennyHairColourandElfEar":
{
"AllowValues": "Ginger, GingerandElf, Brunette, BrunetteandElf"
}
Is this for a config?
I dont know where else to ask this. Is it possible to play online sdv on a modded switch?
Because if its a config you can add spaces
this would be asked not in here thats for sure, maybe just the town square or new/seasoned farmers - but yeah if you pay for nintendo switch online you can play with other people who also have switches
Ok thx
yeah for a config. Thank you.
Using "Seasonal cute characters" as a guide
If it ends up that you cant you can also add translation files for it that'll make it appear with spaces - i know that's what I did anyways - but im pretty sure the config itself can have spaces they just need to be separated by the commas
I figured it out - apparently I was doing it right but the template/example is outdated/uses 'ExtraItems' instead of 'ExtraTrades'
Hm Okay well it worked but it's not actually working - I can't actually purchase the items with the right stuff in my inventory which is... fffffunnn
configs can have spaces in between them. just make sure that if you do use configs as tokens, you use the exact format, spaces and all
i.e. iirc tokens aren't case-sensitive, but if you're missing a space it won't take effect
Maybe show what you've got, I just tried it and was able to make it work
did you specifically do it with Qi's walnut room stuff? because it seems like that might be the issue - I did try doing a variety of things (like not using qi gems or a weapon or anything) and it just seems to not want to let me do that there
ill send the shop json in one second
I can give that a try
{
"Action": "EditData",
"Target": "Data/Shops",
"TargetField": ["QiGemShop", "Items"],
"Entries": {
"{{ModId}}_IridiumBar": {
"Id": "{{ModId}}_IridiumBar",
"TradeItemId": "(O)858",
"TradeItemAmount": 1,
"Price": 0,
"ItemId": "(W)63",
"CustomFields": {
"mistyspring.ItemExtensions/ExtraTrades": "(W)0 1"
}
}
},
"MoveEntries": [
{"ID": "{{ModId}}_IridiumBar", "ToPosition": "Top"}
]
}```
This worked for me, 1 Qi Gem, 1 Rusty Sword, got Infinity Gavel when clicking on it
Though, seems like there's something wrong with the... brain dead... whatever this thing is called
Qi Ge
Qi Ge...
And the icons are way out of place lol
That's so weird I don't get it, I can see the little icons as well with my stuff (both the infinity weapon and the gems) but it just does the little maraca shaking noise like i cant buy it
Any entry in particular?
it's for all of them
it shows up and everything (even if it uh, goes off the page)
and originally I had thought it was because the cost was too much but even making it 1 gem doesnt work
I gotta run, I'll take a look more when I get back
Much appreciated, i hope what you gotta do goes well :]
I guess I'll try with a custom weapon
Seemingly no issue with custom weapons, I even upped the cost to 10k gems, had to use console commands to give myself that many but it still worked
10k gems sounds crazy hifh
They're adding a Qi Gem crop
Unless that weapon is a one hit kill on literally everything in thr game including....oh
Ignore me
It does still seem high, looking at the stats on that picture though
SVE adds a sword that does 850-1000 damage and all you have to do is kill 3 meat sponge enemies
The atra does not understand game balance
The atra does not need to understand game balance
It's okay, nobody really understands game balance, it's not real it can't hurt us
I'm still balancing and testing it out so the price and everything isn't final
The whole point of making it cost so much is so that there's actually something to do with the Qi gems in the first place (i always find myself not using them later on regardless of if i can get a bunch with the quests or not)
I just stop doing Qi quests when I'm done buying stuff from the shop 
I also am making it so you have to have very high hearts with Qi (which i made difficult because he won't accept stardrop tea + most regular loved gifts + his loved gifts are relatively difficult to get) to get the seeds in the first place, and they're going to cost a lot. The purpose of the gem weapons is as an end game goal that makes sense for something Qi would make available to you in the first place (its also why it requires the infinity weapons since you have to reforge those and such)
you can also buy qi crows with the gems because who doesnt want a scary guy in your field all the time
also I sent the json that I have - i looked at it in comparison to what you wrote and it ... doesn't seem like I did anything dumb
Doesn't seem like
Yeah, really struggling to find an issue
No its not in a save where I could buy them (i have it set to where I get the mail that day and then run over to the walnut room to try to buy em)
I'm not sure how stock limit works, if it's just per day or what
its per day
Hmmm
i did try removing the stock limit actually
I made it infinite, tried making it global and not player based...
I am cursed i swear
I want a mod that literally just changes the Qi dialogue about "honour" and "doing it right" to praising the player for using the tools available to them to solve the problem, and then maybe I'd be willing to interact with him more 
Fun fact, he doesn't know what mods you have installed
I mean he does praise you for being resourceful with the staircases he just doesn't like that you didn't challenge yourself
theoretically I could add checks for that for special dialogue... theoretically-
you have the skull cavern elevator mod and he sends you to the stratosphere
no more scope creep 
Unless 
you can have your scope creep dessert after you finish your bug fixing vegetables /lh
It legitimately isnt - I have his dialogue, schedule, and events (granted those have like, sub lists for them but they're all the same general premise)-
:( but i dont wanna fix the bugs
I so get you
also, do you want another pair of eyes on your json later today just in the unlikely case I manage to find something you guys missed?
Of course! any help is appreciated
i was about to go check a change I made and then i realized i was fiddling with my damn maps so now i gotta do the tilesheet climbing stuff 
I usually just move all the tilesheets I'm using into the unpacked Maps folder and work on my maps from there then copy them to my folders when I'm done
"AngelOfStars.QiDagger": { "Id": "AngelOfStars.QiDagger", "Condition": "PLAYER_HAS_MAIL Current angelofstars.qiweapons_mail received", "TradeItemId": "(O)858", "TradeItemAmount": "10000", "Price": "0", "ItemId": "(W)Aos.QiDagger", "CustomFields": { "mistyspring.ItemExtensions/ExtraTrades": "(W)64 1" } },
Other than the condition this is near identical to what you wrote and yet
and yet
even removing the condition does not, in fact, let it work
Have you tried changing the extra trade weapon?
I did before but ill try it agai n
it does not work with a rusty sword
well that's... new
You copied the quantity with the ID
idk how i didnt notice that
I did it too, that's why I knew instantly lmao
well... it didnt work with the obsidian edge for some reason but I changed it to the rusty sword and i was, in fact, able to buy a rusty sword WITH a rusty sword so
i have no clue what that means
If I change it to literally any other weapon it does not work
Are you working with a minimal mod list?
Hm, only thing I don't have is TractorMod and that shouldn't affect shops

I would say it's an issue with multiple entries if it weren't for the fact that it magically works with a rusty sword
I still haven't found anything I can't get it to work on

I am going to go make breakfast and come back to this
Just to be sure, do you have any Qi Gems?
I gave myself many thousands of them yeah
Mk
It shows as highlighted and such
Can you show json again
Are you on the latest versions of everything?
the only thing that's outdated is the generic mod config menu
everything else is up to date
New quote added by tiakall as #6276 (https://discordapp.com/channels/137344473976799233/156109690059751424/1319652361312014378)

?
I genuinely have no clue why this isn't working
Yeah, I'm stumped, I was hoping atra was gonna point at something obvious 
I don't see it either but I also do not use that framework so
Try removing the extra item
Not having both items would work (and I know it does) but the whole point of using said framework is to make it so I can use both items
for balance
I think the weirdest thing about this is that rusty swords work
Yeah, I would have to look into the item extensions code
And frankly, I'll never get around to doing that
I'm going to try to re-install item extensions to see if that does... anything - also i dont expect you to do anything like that goodness
I appreciate your willingess to look at my code though - even if there isnt an obvious solution
Hey everyone, I'm having an issue with modifying a map in tiled, is this the irght place to ask for help or advice?
It is!
finally! a sword level representing my skill
sweet, so I downloaded a (super cool) mod modyfuing the famrhouse, everything works fine, just I tried to change the location of a "staircase" (which is only a pair of tiles actually) and removed every other layer on that spot; still, it acts in game as if there's stille a wall... not sure what to do here :/
if you don't mind can you send me a zip if your mod
There's probably an invisible tile on Buildings
Take the eraser button, go on to the Buildings layer, click on those tiles.
Buildings layer is a physical barrier, so make sure the tiles you want to walk on are on the Back layer
I can do that ! the map i'm trying to modify is the "farmhouse2_large"
i can do both
That was @ Lily 
Of course!
I'd also love to test a zip version of your mod if you're happy to send one 💖
I'm too curious about bug fixing for my own good 
.... I had a dream that the custom clumps i was trying to convert and get to work last night were working 😭 is this what they call "modder's effect"
will try that, I didn't know invisible tiles were a thing
My dreams usually don't involve my mods working correctly 
You want to look at it too?
my dream: "so the bbeg code should look like this"
me after i woke up: "that is 💯 wrong, you dumb--"
Better than the dream i had where i was going to eat delicious pudding, and woke up before i could :(

you start dreaming about your mod going to school in its underwear
mm smapi update...
Huh, that was two days ago
can you tell i haven't opened sdv in awhile
Yep, they can be used for exactly that, walling off areas when you don't want a wall to be visible
I've had a few mod updates pending and lost the SMAPI update notif in that list lol
ah right the macos bs
stardrop can update smapi for you??? where has this been all my stardew life
*resist the urge the ctrl k + ctrl f resist the urge the ctrl k + ctrl f resist the urge the ctrl k + ctrl f *
nope i'm weak
Do you need premium for Stardrop to update SMAPI?
no
ctrl+k ctrl+f?
in vs22 it auto aligns the whitespace
oh that's like. the first thing I do 
No, it uses the github release
The premium is a Nexus limitation
listen a fair amount of my programming experience is python, if something isn't aligned correctly my eye starts twitching
minified js code gives me nightmares
okay let me set these mails up
Dude!!!!!!! it worked, thanks so much for your help!
I changed my format hotkeys to Shift Ctrl F
keeping on forgetting to install noclip mode has made debugging mods very interesting. you have to get creative
VS22's weird multi step hotkey set up is awful
I ALSO keep forgetting to install that lmao
yeah, it's weird. also why is almost every one of them attached to ctrl+k
I immediately forgot what we were testing
should the weapons be in the qi shop?
oh we need mail, gotcha
You'll have to do debug mailfortomorrow angelofstars.qiweapons_mail
okay i've managed to replicate it
i am now going to disrespectfully look through your mod
noooo dont disrespectfully look through my mod noooo
the obfuscated C contest
its so disorganized (its not that disorganized but it is at the same time)
do you ever respectfully look through a mod, avi
So many things aren't done
no
no i don't
i'm looking through a mod because that means something is broken and it is now my problem
we don't talk about the obfuscated c contest. the obfuscated c contest isn't real, it can't hurt you
you don't ever go in just to admire what somehow-working fuckery someone's done? 
i learned my lesson the last time i got baited into doing that
fireredlily took up the mantle instead
Also you can just do debug action AddMail Current <mailID> received
debug seenmail <id> also slams it directly to received
There's a concerning number of ways to add mail through debug...
"ItemId": "(W)Aos.QiHammer",
how did i not see that in the list...
(seenmail predates trigger actions)
matches the concerning amount of importance that mail has to critical game functionality
Yeah, mail and flags should probably have been separated at some point lol
World state's seem like an attempt that was half abandoned
Name is an internal field, it should match your ItemId
DisplayName is the only name field a player will see
ah does the Item ID have to match the Name?
I see
Failing to match those is how you get weirdness like this in shops lol
I'm used to it in the recipe context usually
found them! (side note, "resilient" is spelled with two 'e's)
Cookies have an example of how to deal with the naming weirdness
But also there's no need to use the way Cookies do things if you just do them right in the first place 
changing it over has not fixed it recognizing the weapon though
thank you - I forget to write everything on a google docs before actually writing it
What did you change?
all of the weapon internal names to the entry
I have translations for every item name so i dont have to worry about the display name - i think I just forgot to make it the same cause i do it with stuff like the crops and what not
...do qi gems go back down to zero once you reach 1000 for anyone else
I was trying to buy your weapons and realised my (cjb cheated) qi gems were on zero so I watched more carefully when I was adding them
It only appears like that
Because there's only three sections to the gem counter it just shows the last three numbers
Annoying but c'est la vie
i just use my mouse macro to spam click qi gems because i cbf to type in the debug
so the issue is that we can't buy the new weapons, right? because nothing happens if I click on them
what is the debug anyway
yeah they're not recognizing the infinity weapons
uhhhhhhhhhhh
debug item 858 ## maybe?
debug gem 10000
player_add (O)858 1000 - I was just doing this 10 times but that... is more convenient
Interesting, Avi how were you getting them?
is it
Like I see the mouse macro comment, but that doesn't make sense out of context
I wumbo
i was getting them by macro clicking gems in cjb 
Dear lord lmao
thats what i was doing originally
What if you use debug gem?
for what, the overflow?
Just to give yourself 10k gems
oh it's not a matter of the gems
it's the weapons not being recognized as trade items
I was getting them by manually spam clicking the cjb gems
there's always a stupider way
though i guess i'll never know what this needs
It works with rusty swords by the way-
i wonder if i can swap them around
(yeah given the counter rolls over at 1000 and players won't actually be able to tell how many thousands they have, can I suggest a price of like 500?)
It needs an iridium needle wheeze
so it's just your wepons it doesn't work with?
no it doesnt work with anything other than rusty swords
Can you send me the file as well?
They're adding a qi gem plant apparently
All the virtual currencies need an overhaul lol

Yeahh I know it does that but I am adding a qi gem plant which is why it's so high.. it's supposed to be a super end game reward to work towards
there's like 3 mods handling them separately so good luck
Right, 4 cakes
something ain't adding up
silencing the item extension worked

"Id": "AngelOfStars.QiHammer",
"Condition": "PLAYER_HAS_MAIL Current angelofstars.qiweapons_mail received",
"ItemId": "(W)Aos.QiHammer",
"AvailableStock": 1,
"AvailableStockLimit": "Player",
"Price": 0,
"IsRecipe": false,
"TradeItemId": "(W)63",
"TradeItemAmount": "1",
/*
"CustomFields": {
"mistyspring.ItemExtensions/ExtraTrades": "(O)858 10000"
},
*/
},```
Yeah... yeah I know it works if you just don't use the extra item
are you up to date on IE, avi? Lily said they were, maybe it's borked in that but not yours?
I don't know what I did to royally mess this up so badly
mine's up to date, i checked
I have the latest IE, so far everything I've tried has worked
I just don't have Lily's custom weapons to test on, but I have tested on SVE's custom weapons
Maybe it's something with the weapon's code? I do have two versions of them technically
i transitioned them all to have the same internal
One for SVE and one without since SVE changes the infinity weapons
That doesn't explain why it wont work with the obsidian edge though-
hold on, I just realised I didn't even have item extensions installed
Yeah there's two sections in the weapons with a 'when' condition - one for when SVE is installed and one for when SVE isn't
Did you put IE as a dependency?
yes
iro's probably doing it manually
yoba's funniest clowns work the hardest n all that /lh

wait
why is it in comic sans
I was having trouble differentiating the o's and 0's as well as l and I with other fonts but comic sans makes them pretty obvious
i see the issue, let me test it
New quote added by rokugin as #6277 (https://discordapp.com/channels/137344473976799233/156109690059751424/1319687357036888148)
(iirc comic sans is more accessible for certain reading disabilities/issues)
can I play mods on ps5
No
rats
where do the maru quotes go, anyway
yoba's funniest clowns work the hardest n all that /lh
- @velvet narwhal (Jump)
I'm not sure if there's a way to see them all, I think Avi just memorizes all the ones they've made
there's not
@velvet narwhal #making-mods-art message Honestly I think you do actually have a special talent for ~~derailing ~~giving inspiration and motivation cause last time I ended up releasing a whole mod for 1000+ wallpapers after you asked one innocent question! :bongo_cat_heart: :VMVLmaoDog:
- @worn coral (Jump)
another server I'm in, they have a channel that just lists them all 
same lol, which is why I asked haha
if the farm shipping bin goes homf when using the GI bin, but no one is around to see it, does it make a sound?
- @uncut viper (Jump)
It is Button though 
price is intrinisically gold only, right?
does anything work with a weapon price requirement?
even swapping them to gems made the ticking noise
is that the item that's required or the item you can buy in exchange for infinity weapons
Price is whatever the shop currency is set to
Yes 
if you put(W) 0 as the item to buy and then (W) 0 1 as the extra item and have the actual item as qi gems it works to buy it
you can swap the qi gems and the extra item and it still works
I dont know why it works but it does
but nothing else does

wait is the qi shop currency not qi gems then
The currency setting doesnt work with the qi gem shop though
Hm
I wish it did it would make everything so much easier I think
you still have to set the trade item to qi gems
infinity blad
Yeah, I've been noticing when it requires 1 of a thing it cuts off the last letter lol
I love the infinity blad... my favorite
I wonder if the Qi Gems not working with Currency is because they are a physical item...
Casino uses Price
this is what Button said about it
okay this is weird: adding a price seems to work
kind of, hold on, let me test something else
wait so the "price" in the qi shop is coins
I could have sworn I tried adding a currency earlier and it did absolutely nothing
maybe I swapped the qi gems and the sword in the requirements like you said and forgot?
...yes I did
btw, why is that not a viable solution out of curiosity?
yeah that's what I got too, but it did let me buy it
but like, it didn't like that

"Id": "AngelOfStars.QiSword",
"Condition": "PLAYER_HAS_MAIL Current angelofstars.qiweapons_mail received",
"ItemId": "(W)Aos.QiSword",
"AvailableStock": 1,
"AvailableStockLimit": "Player",
"Price": 10000,
"IsRecipe": false,
"TradeItemId": "(W)62",
"TradeItemAmount": "1",
},```
does it actually consume your qi gems? because for me it consumed coins lol
i have 0 money
so yes, it ate my gems
i have no idea why it's the telephone sprite though
is that not the inventory/bag sprite?
oh is it the bag
my eyes are bad i crawled out of bed when i asked for the zip
lemme reload though just to ensure it's gems
because i have no idea how many gems i have
replacing the infinity weapon requirement with the rusty sword doesn't help
yeah it takes gems
"Id": "AngelOfStars.QiHammer",
"Condition": "PLAYER_HAS_MAIL Current angelofstars.qiweapons_mail received",
"ItemId": "(W)Aos.QiHammer",
"AvailableStock": 1,
"AvailableStockLimit": "Player",
"Price": 10000,
"IsRecipe": false,
"TradeItemId": "(W)63",
"TradeItemAmount": "1",
},
"AngelOfStars.QiSword": {
"Id": "AngelOfStars.QiSword",
"Condition": "PLAYER_HAS_MAIL Current angelofstars.qiweapons_mail received",
"ItemId": "(W)Aos.QiSword",
"AvailableStock": 1,
"AvailableStockLimit": "Player",
"Price": 10000,
"IsRecipe": false,
"TradeItemId": "(W)62",
"TradeItemAmount": "1",
},```
Well, at least we know why the gem shop uses gems as a trade item now lmao
wonky aa icon
Been sitting here for 20 something minutes with Lily's DM unopened, I never look in that corner 
i wonder how painful it'd be to fix that draw
i recall that draw issue now. i think chu thought it was the corner of a phone
Definitely looks like part of the inventory to me lol
i am nowhere near as smart as chue but i'm glad i'm not alone
anyway has the original trade issue been fixed and now it's just a draw issue or has nothing been fixed
I haven't been paying attention I'm literally sitting in a dentist chair right now
mmm teef
It seems like the trade issue can be fixed by embracing the draw issue?
yeah i was about to open the decomp
good luck fixing that one
Just draw over it
i have no idea where it even sits
i suppose if the currency type is hardcoded anyway it's not too bad
with the item extension?
hello i have returned -
I made no changes from the file you gave me

Yeah

wait what? when I used that I couldn't
what mods do you have?
I plugged it in, gave myself the mail and an infinity gavel, did debug gem 10000 and bought it
So many man
huh 
I preach that people should use a minimal list but refuse to do it myself
do as i say not as i do and all that
I also do that
the more i work on the seasonal aspect of this fence stuff, the more I come to appreciate Gwen's work lol its stellar, especially the snow
My flabbers are sufficiently ghasted
are you using an older version of item extensions or something??
Because I know im competent enough that I can debug if it's a mod compatibility issue
(most of the time)
listen, we didn't know macs were some kind of 3rd citizen
alright i'll try again
I'm fully up to date on SMAPI and IE currently
i dont know what type of Houdini magic you have but hand it over because I would love it if it just worked
but if it's not working for actual generated gems, then i assume it is unfeasible in actual gameplay
I downloaded the other mods I had out of date (BETAS and Farmhouse Fixes) but forgot to install them again
do you have any other mods that do things with virtual currencies
like unlockable bundles
SpaceCore

Oh yeah I do have UB
I don't think I have anything that uses it, but it's installed
Lemme trim some fat
I'm going to try with spacecore enabled now and see if that fixes it
it puts them into the special powers tab doesn't it
No idea, I never open that page 
I mean if I have to add another mod as a dependency to make it work properly I will do it... I will
and makes them an actual item maybe. or something. I don't remember
I'll check after I test removing UB
i'm going 1 at a time
i'mma do it the manual cjb click way though
or both, actually
yeah
you young whippersnappers and your acronyms 
I removed UB, gave myself the mail and an Infinity Dagger and Gavel
i swear to god if it worked
it's not ub
Bought the Gem Hammer using debug gem 10000 and bought the Gem Dagger by spamming gems from CJB
All of my flabbers are ghasted right now

does it work if you manually collect all 10,000 gems through normal gameplay means
that should be a quick test right
Is this crop functional?
you should be able to quickly grow it using CJB yeah
I could give myself a bunch and just instant grow it lmao
afaik spam clicking it in cjb is also "legit"
rokugin, what happens if you do a minimal mod profile? like cjb cheats, IE and the qi mod only? that way we can figure out if it really is a mod issue or something weirder
hihi, does anyone have some good tuts and stuff on making textures to put onto your farmer thingy? however it's called.. 😭 im not good at wording
Clothes?
i think so? im wanting to put custom textures onto my farmer so clothes and stuff! would that include things like wings? i don't play stardew often...
You could use Fashion Sense to add stuff
Does FS have a feature for wings?
FS has a few packs for wings, yeah
Fashion Sense would basically be the only option for things like that
wait roku that means you have SVE on right?
Yeah

I had to test putting UB back on and collecting gems from CJB, that worked with no issue
if sve is what fixes it...
Also checked the special powers tab and there's no gems in here or any currencies

Also just realized how many of Button's books I'm still missing wow
Oh, Walnuts and Qi Gems show up in my Skills page though
I do have the compatibility thing within my weapons file so if SVE is what fixes it I will genuinely explode
That makes it sound like you actually play the game sometimes
I've been testing a mod I made, so I've been playing a lot lately 
"playing"
Well, considering I need it to function in normal play, and it's primary function is to do stuff on day start, I've taken it as an excuse to actually play
In the file you sent me - was the only thing you changed the internal ID names in the weapons file?
It also does things on time changed, so I need to make sure those continue to work properly
internal name + shop swap
All good excuses to keep playing
it is not in fact, SVE

I really wanted to avoid making a minimal mods pack
Nice. I don't think I'm going to be able to do that with Hiria (when she one day exists enough) because if I get into the game enough to be actually playing I will forget I'm meant to be testing lol
Thank you - I had been editing a few (other) files and i cant remember which ones I changed so im gonna merge em
also yes I sent them the OG one
For an NPC that might be the ideal outcome though
Is there a way I can add a custom language to SDV that's just English so that I can test localized things without being confused? There are some bugs that only happen if the language is changed, but if I switch to a language other than English I'm pretty much lost.
this was all a ploy to force you to do that
uhhhhh
for a moment I thought you were asking to do that facebook "pirate english" thing and I was 100% on board
i would just hit the "enable all" but i have 22 outdated mods
thinking about a mod that swaps out its default.json so everything is pirate on september 19th
and no more premium
No because I will totally fail to notice if she does stuff like wear the wrong outfit or have the wrong schedule or her events don't work properly lol
Fair
right, it's a mistake to patch summary when i have sve enabled

oh no
Ugh, how do you test without Fast Animations
Get Over It™️ or Just Never Use It™️
hopes and prayers
slowly
mfw i have to load up SVE for compat purposes and watch the torrent of CP trace messages

Pff, I forgot my personal mod turns on in game / commands
Got the CA nice try message 
i don't know of any other mod that'd screw with the recognization of gems
big brain move (citation needed) is never install QoL stuff like fast animations so you never get spoiled by them
i tried the combination of pizzahut tacobell spacecore and ub
then sc + ub + SVE
I cannot even play without it
the one thing I can't stand to do without it is geodes
Anytime I'd eat something I'd get like a full on pause for a second or two while the gane caught up
i have never used fast animations and never wanted to. y'all are in such a rush smh /lh
Just tell clint to geode faster
I recently discovered a funny bug(?) with it where if you use the horse flute and try to move, you move the distance you would have while the animation is playing but all in like one frame lmao
My hyperactive ADHD manifests primarily as impatience. I'm not here to wait!!!!
Tbh I feel that
I literally added 1k and 10k bets to the slots so I could slot machine faster
I.. do not understand why the thing shows as telephones but I guess it works with the shop edit so there's that
I'm glad I'm multilingual
(I typically test in Chinese or French)
this works:
"Pineapple seeds": {
"Id": "Pineapple seeds",
"ItemId": "(O)833",
"TradeItemId": "(O)858",
"TradeItemAmount": 5,
"CustomFields": {
"mistyspring.ItemExtensions/ExtraTrades": "(W)62 1"
}
},
but this doesn't:
"Pineapple seeds": {
"Id": "Pineapple seeds",
"ItemId": "(W)Aos.QiSword",
"TradeItemId": "(O)858",
"TradeItemAmount": 5,
"CustomFields": {
"mistyspring.ItemExtensions/ExtraTrades": "(W)62 1"
}
},
So my suggestion to you is Duolingo
I mean technically I should understand a lot of Spanish, but I'm out of practice


