#making-mods-general

1 messages Ā· Page 142 of 1

gentle rose
#

tfw you're multilingual but sdv doesn't support your other language

vernal crest
#

I'm learning a second language but if it ever made it into the game it would probably be because I put it there.

rigid musk
#

How hard would it be for someone to code something that makes the qi gem counter actually work where it shows the whole number

uncut viper
#

official sdv Welsh translation when CA

rigid musk
#

😬 oh no

gentle rose
rancid temple
#

Ah overnight events, so garbage

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The Joja lightning storm one played so the boat fixing one didn't

rigid musk
#

I was thinking I could commission someone to do it but if it'd be that difficult ...

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Perhaps not

vernal crest
uncut viper
#

it would be doable for commission, it's not like, technically challenging. Just annoying without proper motivation

gentle rose
#

where is the language change setting anyway snort

velvet narwhal
#

i would assume the item amount is quote-aware

#

but lemme just see if i can purchase with 50

gentle rose
#

found it

rigid musk
#

I've never actually commissioned anyone to code anything but I think it'd be nice - especially as an addition for the visuals so people can actually, yo uknow, see how many qi gems they have

tawny ore
#

Nice, I was able to replicate this disposed texture bug using my custom english language

gentle rose
#

the issue seems to be with buying specifically either weapons or your weapons

rigid musk
#

but it works with a rusty sword ... for whatever reason

#

How absurd

velvet narwhal
#

oh right that's what i was gonna test

rigid musk
#

I still need Item extensions for other things I just wish it worked for this because the little telephone box thing is going to annoy me

gaunt orbit
#

What's broken? It's showing the wrong icon or something?

velvet narwhal
gentle rose
#

if you can't get it to work, you could do a two step process snort sell a "weapon ticket" object in exchange for the weapon and gems then the weapon in exchange for the ticket

rigid musk
#

I still have no clue how Roku is just magically having everything work

rancid temple
#

I'm still working on my minimal mods set up to see if it's working here

velvet narwhal
#

i've been slowly trying to integrate mods that i could think of that touched currencies

vernal crest
rigid musk
brittle ledge
brittle pasture
gentle rose
velvet narwhal
#

afaik roku does "1 expansion at a time" and right now that's SVE?

rancid temple
#

Yep

rigid musk
#

It looks like that for whatever reason

gaunt orbit
rancid temple
#

Although, I think the more expansions I play the more I'm gonna end up realizing I want them all installed at once dogekek

rigid musk
gaunt orbit
rancid temple
#

Like having too many crops to choose from?

velvet narwhal
#

yeah

brittle ledge
#

most expansions don't add many crops SDVpuffersquee

rancid temple
#

NGL, I feel that way about the base game, i just ignore most of them

brittle ledge
#

Ridgeside adds like 8 trees and that's it

velvet narwhal
#

tbh i boil it all down to the regrowables

rancid temple
#

I grow what I need when I need it and stick to the best cash crops otherwise

rigid musk
#

I also pretend they don't exist until I think 'hm this looks nice' and then plant it

velvet narwhal
#

i am also not an Aestheticā„¢ļø player

velvet narwhal
#

i don't bother decorating my farm n all that

rigid musk
rancid temple
#

My aesthetic is 4 walls

rigid musk
#

I love decorating

rancid temple
#

In MC I build a shoebox with no roof and fly in and out of it

rigid musk
#

I'm half way between just relaxingly building stuff and min maxing until my brain hurts

rancid temple
#

The size expands to match my machinery and that's it lmao

gaunt orbit
velvet narwhal
#

if i'm really motivated, i'll watch a tutoral of how to build something for a base and it'll inevitably turn into a "i built a crazy lab underneath said pretty building"

gaunt orbit
#

I love basebuilding

rigid musk
#

I can build really well in minecraft but i despise building without flight so i never do in survival

rancid temple
#

I usually use mods that add flight, so hilariously I live in an open roof shoebox for a long time without being able to fly dogekek

velvet narwhal
#
          "Id": "AngelOfStars.QiHammer",
          "Condition": "PLAYER_HAS_MAIL Current angelofstars.qiweapons_mail received",
          "ItemId": "(W)62",
          "AvailableStock": 1,
          "AvailableStockLimit": "Player",
          "Price": 0,
          "IsRecipe": false,
          "TradeItemId": "(O)858",
          "TradeItemAmount": 50,
          "CustomFields": {
            "mistyspring.ItemExtensions/ExtraTrades": "(W)63 1"
          },
        },```
rigid musk
#

big box for me with all my stuff strewn about like it's a war zone

hard fern
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Lmao

velvet narwhal
#

that being said, it really hates it

uncut viper
velvet narwhal
#

funny maraca shake, my beloathed

rigid musk
#

Maracas are my mortal enemies at this point

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im going to go to sleep later and that sound will be in my dreams

velvet narwhal
#

tbh if you do go the comm'd route, i imagine throwing a stray .dll is fine

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looks at mothman

brittle pasture
calm nebula
#

Poor Casey

rancid temple
#

Just gotta send in that PR to Casey

rigid musk
#

I'm considering commissioning someone for the Qi gem counter since people did bring up it would be hard for players to gauge the currency they have otherwise

velvet narwhal
#

oh the overflow is a harder thing

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maybe

rancid temple
#

So anyways

velvet narwhal
#

xkcd and all that

rigid musk
#

I wonder if CA was just like 'no one will ever want to collect that many qi gems ever'

brittle ledge
#

would it not be just a matter of adding the extra digits?

rancid temple
#

After all that time, it works exactly the same as my full mod list

calm nebula
#

Lol stardew menuing

rigid musk
#

I have nearly 800 on my switch i cant wait until it overflows...

gaunt orbit
#

Oh yeah I need to add myself to the comms list

rigid musk
calm nebula
#

Tia, every time I need to deal with a stardew menu I need to write at least one very stupid transpiler

rancid temple
#

The only mod I don't have from Lily's mod list is TractorMod

calm nebula
#

Often two.

rigid musk
velvet narwhal
#

did you get the item from cjb or did you do the debug item

rancid temple
#

Otherwise I just used the same ones there

velvet narwhal
rancid temple
#

I did CJB

rigid musk
#

:(

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sad maraca

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I c annot fathom that the tractor mod would be remotely touching whatever is going on here

rancid temple
#

For shits and giggles I just did the debug gem and it also worked

rigid musk
#

🫵 wizard

rancid temple
#

I might make an edit to your mod to move these items to the top of the menu because them falling off the screen is annoying lmao

brittle ledge
#

lily, does it work if you remove the tractor?

velvet narwhal
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i don't have tractor

gentle rose
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wait you already did

calm nebula
#

Try removing unlockable bundles

gentle rose
#

I need discord to stop scrolling me to random places

rigid musk
#

still sad shakey maracas

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I loathe that sound >:[

gaunt orbit
#

Maybe verify game cache?

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Unlikely but possible your game files are borked

rancid temple
#

It's also affecting Avi and irocendar

velvet narwhal
rancid temple
#

Seems like I'm the only one not affected actually dogekek

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This is my current list

velvet narwhal
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ain't no way uif2 fixes it

rancid temple
#

Nah and it was on Lily's original list

rigid musk
#

I had that... yeah

gentle rose
#

a super hacky workaround would be to use "actionsonpurchase" to give the weapon when buying a non-weapon item (which I can confirm works)

velvet narwhal
#

and i'm running bare minimum

rigid musk
#

this is my og list

rancid temple
#

How are you all accessing the shop?

velvet narwhal
#

clicking it

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debug warp nut KEK

rancid temple
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Like did you go through all the process of unlocking the island and all that?

velvet narwhal
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...no

rancid temple
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I did

gentle rose
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I marked perfection and the island unlocked in cjb cheats

rancid temple
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Which is why it took me so fucking long

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I try to do as much as I can without skipping cheats like that as I can

rigid musk
#

there's no way that's the solution right

rancid temple
#

Because sometimes setting stuff like perfection doesn't give you all the mail flags you need for the game to function correctly

velvet narwhal
#

afaik it lets me purchase other things though

gentle rose
#

debugging makes us do strange things...

rigid musk
#

fruit...

gentle rose
# velvet narwhal

anything other than the weapons works, even with the same requirements

brittle ledge
#

...can someone send me the version we're testing with? I have a playtest with Qi's room unlocked normally

rancid temple
#

My original testing was on a save that I was playing normally, so I already had natural access to the walnut room

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This minimal save is with a hefty amount of cheating, I used debug commands to complete the CC and CJB to give me the items I needed to get to the island

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Then used the parrot to get all the walnuts

velvet narwhal
rancid temple
#

Yep

gentle rose
#

wait this might sound weird, but would you be able to send me a zip file of your save

rancid temple
gentle rose
#

just to see if I try it with your save if it works, and therefore if it's a save issue

#

and when you buy it, you are given the sword?

rigid musk
#

But removing the conditional requirements doesnt seem to affect anything

rancid temple
#

I can't get a good screenshot because it's off screen but you can see the dagger in my inventory and the quantity reduced, as well as the hammer is no longer in here because I reopened it and I have it in my inventory as well from buying it before

rigid musk
#

Which theoretically if it really was having to go through the process 'legit' that would impact it - since without conditions it just becomes a regular item you buy from the shop

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(and if you can just buy the fireworks and everything else then that wouldn't really be ... something)

rigid musk
rancid temple
#

Oh I used debug commands to give myself the angelofstars.qiweapons_mail mail as well

brittle ledge
velvet narwhal
#

yeah i'm on a save that already has the mail

rancid temple
#

I haven't touched your mods internals

#

I used debug seenmail angelofstars.qiweapons_mail

rigid musk
#

Sorry I got distracted- the file I have has the edits to the shop entries so that it purchases it with currency (and shows the annoying telephone thing) but ill send the older one

velvet narwhal
#

is it just because the cc isn't unlocked

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but then why, where does that sit

rancid temple
#

The save I sent might not actually have the mail, I forget when I used that debug

rigid musk
#

how would that even remotely..... i mean it could impact it but HOW

rancid temple
#

CC unlocks are the hidden kind of mail

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I don't think it should, but I mentioned it in case it does

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I spent a lot of time once testing something that relied on the CC being done

velvet narwhal
#

at first i thought it was a case of not having a duplicate

gentle rose
rancid temple
#

And using debug commands to complete it wasn't working and I was stumped for a while before I figured out that using debug completecc doesn't give you all the flags you need

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Or at least, it didn't, I think it does now

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In my full list I have a personal CP mod that checks for the flags that were getting set and gives you the missing ones lol

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Juuust in case

gentle rose
#

in the save you sent me, have you already done the mail command?

rancid temple
#

I'm unsure

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If they don't show up when you open the shop then probably not

hard fern
#

(ive been lurking but this testing thing has really been interesting)

velvet narwhal
#

i require ~sustenance~ so i will be sort of afk

rigid musk
#

I genuinely have no clue what is going on or why

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It's okay I got up to get a snack as well lol

rancid temple
#

It's always funny to me when a few of us get the testing bug

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The Need To Know is strong

velvet narwhal
#

and i know we're both on windows

gentle rose
#

okay with your save and your mods, it all works

rancid temple
#

Same for me

velvet narwhal
gentle rose
#

now I will check my save with your mods

rancid temple
#

Just need someone else with it not working to test unlocking the walnut room more legit

velvet narwhal
#

i will groans do it the legit way

brittle ledge
#

SDVpufferthinkblob I used debug seenmail angelofstars.qiweapons_mail but I didn't get the letter and they're not in the shop

gentle rose
#

my save with your mods doesn't work snort

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time to compare the flags between the two saves and see what the differences are ig?

gentle rose
velvet narwhal
#

tbh i just did the debug addmail current # now

brittle ledge
#

that exactly?

velvet narwhal
#

well replace # with the usual

rigid musk
#

I am... I don't even know why doing it 'legit' would have any sort of impact on this

velvet narwhal
#

hands full of chips

rancid temple
#

I did it and have this

brittle ledge
#

am I doin it rong

rigid musk
#

Do yo uhave console commands installed

velvet narwhal
#

oh sorry

latent mauve
#

I opened the walnut room via debug commands on a testing save the other day and it worked fine

velvet narwhal
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debug action addmail

rancid temple
#

I gotta feed my cat, his teeth in my foot claim it is lunch time

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And I guess myself, ugh

gentle rose
#

is there a debug command to see all mail flags? I forgot

velvet narwhal
#

patch summary full

gentle rose
#

thanks

rancid temple
#

If you use Lookup Anything on the player there's a field for all the flags you have

brittle ledge
#

Thinking_Hmm still no letter or items

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...oh

gentle rose
brittle ledge
#

there really needs to be a way to have smapi not instazip past that

vernal crest
# rancid temple The Need To Know is strong

I'm really glad I didn't start reading this whole thing until after I got off my computer because I definitely would've dived in too and it's 3:30am as it is and none of my game, SMAPI, or mods are up to date.

rancid temple
#

Default off for the average user dogekek

vernal crest
reef kiln
brittle ledge
#

it's lily's mod!

rancid temple
#

Working on debugging an issue with it right now

reef kiln
#

Cool can't wait.

gaunt orbit
brittle ledge
gaunt orbit
#

So often I have startup errors that I don't notice and then way later I have to scroll all the way back up

brittle ledge
#

I CJB'd in the gems and debugged the mail, but everything else is (reasonably) legit

reef kiln
#

I always check for errors when I start up the game. It is just habit to scroll for red after it loads now.

rancid temple
#

So two for the "unlock it the legit way" so far

brittle ledge
#

oh, I also CJB'd the hammer itself SBVLmaoDog

wispy widget
#

Does anyone know if when changing ambient lighting for an event, will it differ depending on the time of day of the event? So if my event can happen between 4pm and 6pm, would the color change look different depending on when it's triggered? I'm trying to add a sunset effect to the event and it's proving very difficult to nail down the colors. any suggestions?

brittle ledge
#

or the gavel rather, the input one

brittle ledge
rancid temple
#

Ambient light colors are backwards or something

gaunt orbit
wispy widget
wispy widget
brittle ledge
#

this'un

#

if you don't use that it will use whatever lighting is going on at that time

wispy widget
# brittle ledge this'un

Gotcha, ok, yeah that's the one I've been working with, but it seems to look different depending on if I trigger the event at like 4pm Vs 6pm.

gentle rose
#

@rancid temple was right. It works if you go through all the steps to get to the walnut room

velvet narwhal
hard fern
#

šŸ¤”

brittle ledge
#

bug: doesn't work if you fucking cheat SBVLmaoDog

hard fern
#

LOL

brittle ledge
#

that is such a Qi thing to do

rancid temple
#

Literally unplayable

hard fern
#

is it some hardcoded thing that makes it Not Like You if you cheat?

gentle rose
#

(you can do a lot of skipping still - cheat in the walnuts and finish the cc like that. but I did go through willy's boat, and unlocked the first parrot)

velvet narwhal
#

the thing is, i was able to purchase everything else

rancid temple
#

It's probably just an oversight in how things are conditional reliant on different mail flags

hard fern
#

oh so this is cursed mail flags again

gentle rose
#

basically I didn't use any warps on the island

rancid temple
#

I wonder if it's just an IE thing

gentle rose
velvet narwhal
#

i completed the cc and immediately debug warp nut and it let me purchase

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didn't build the boat

rancid temple
#

This circles back to atra's I would have to crack open IE to know and uh... I'm not retired like atra but I tried that once and didn't get very far

velvet narwhal
#

didn't collect $200

rancid temple
#

IE patches so much

brittle ledge
#

iirc the other thing I have adding things in there (Fireworks Festival) adds the items via C# so yeah

velvet narwhal
#

well at least you know you can just be like "play legit, idk" @rigid musk

gentle rose
#

maybe it's seeing the cc ceremony?

brittle ledge
#

qi will not sell you weapons if you cheat

velvet narwhal
#

i didn't even see the cc ceremony

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joja's still there

gentle rose
#

weird. did you use cheats to finish the cc? because I did

rancid temple
#

Yeah that final ceremony doesn't actually give any flags

velvet narwhal
#

nope

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i manually submitted all the bs

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watched every single cutscene

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got willy's fishing rod and went "nah fuck that debug warp nut"

gentle rose
#

for me it worked with using cheats for the cc... pffft

rancid temple
#

It's actually those little cutscenes with the Junimos that check for if you're missing completion flags dogekek

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Yeah I think the debug command was fixed to give the missing flags

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When I was having issues, it gave every flag but the very final one that everywhere checks to see if the CC is actually complete lmao

velvet narwhal
#

welp at least it works

rigid musk
#

Right so... yeah

#

I just did a similar thing and manually did everything (cc, boat, etc)

velvet narwhal
#

your original works fine, you just Can't Cheatā„¢ļø

rigid musk
#

please have this crazy screen shot of me growing all of the gems

#

it was kinda satisfying to do that

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I have no clue why it works like that but I guess.. i mean at least it works??

rigid musk
#

I would have to guess it has something to do with IE because that is literally the only thing that makes any amount of sense

rancid temple
#

Could ask mistyspring, not sure how often they pop into Discord though

rigid musk
#

I don't want to bother them u_u

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Also I just wanna say I appreciate all of you for helping

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This was a nightmare

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I will likely dream about haunting maracas

velvet narwhal
#

it's not as if it's a major problem, if anything it's a feature to force legitimacy

rancid temple
rigid musk
#

its not a bug its a 'feature'

velvet narwhal
#

why does that flicker, that makes me mad

oblique meadow
#

Good morning all. Random question. So I made a custom farmhouse mod. I recently discovered some farm maps also edit the farmhouse furniture location. What can I do to my mod to maybe overwrite the farm settings so my farmhouse works as intended? I am not quite sure how to approach the issue

vernal crest
#

So are we thinking it's one of the cc flags that's doing it? I've lost track of who skipped what bit.

velvet narwhal
#

all of us have a legit save now and it is purchasable

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the bare minimum: need cc completed

rancid temple
#

Yeah most likely, Avi did the most minimal of legit by just completing the CC and going to the nut room

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I simultaneously hate and love calling it the nut room...

vernal crest
#

Irocender's wasn't legit I thought

rancid temple
#

irocendar did do a legit-ish one, same level of legit as I did anyways

vernal crest
#

As in got all the cc flags one way or another?

rancid temple
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Just doing debug perfection apparently doesn't give CC stuff

vernal crest
#

I'm interested to hear that maybe completecc works now though

rancid temple
#

I think they said they used the debug completecc

vernal crest
#

Easier than doing the flag for each bundle

rancid temple
#

I'm trying to remember exactly what I was trying to test before

vernal crest
#

And much easier than the stupid way I did the cc last time I was testing it by spawning the items for each bundle. So slow.

rigid musk
rigid musk
vernal crest
#

That's fair - I just forgot there were commands to set the flags lol

rigid musk
#

yeah... yeah that would have been much easier

vernal crest
#

I knew that the command to complete the cc in full was bugged and assumed that manual completion was the only option.

calm nebula
#

It sucks

rigid musk
#

god the joja cutscene isnt skippable

vernal crest
oblique meadow
rancid temple
#

If they set the map properties in Tiled, you'll need to patch them from CP so that you're not just repackaging their entire mod

rigid musk
#

I can confirm that it also works with the joja route, so it has something to do with bundle completion I would imagine

hard fern
#

lore accurate debugging

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what a qi thing to do lol

rigid musk
#

Oh it is SO on brand for this mod

rancid temple
#

Well Joja route also sets the CC flags

rigid musk
#

Too on brand for my liking really

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I had to make sure

calm nebula
rancid temple
#

I think because the game was really designed for you to take the CC route so all the checks are on the CC flags lol

calm nebula
#

Unless you look at every farm map under the sun

rigid musk
#

Again thank you to everyone for helping me with this horrible horrible thing

brittle ledge
#

this is one of the funnier bugs I've seen SDVpuffersquee

hard fern
#

(imagine an alternate universe where there was no joja route... imagine a "side with joja" mod)

rigid musk
#

Funny in a very painful sense ... again it all really makes sense for something like this to happen with a Qi mod too

rancid temple
#

I think someone made a mod like that

vernal crest
rigid musk
#

Of course it would happen with a freak blueberry who doesnt like the easy route.. of course

rancid temple
#

Poor bluebs, catching stray bullets

uncut viper
#

no blueberry made love of cooking you're getting confused

rigid musk
vernal crest
rancid temple
#

The fact that farm maps handle the starting furniture layout is so wild lol

vernal crest
#

I have lost a sad amount of information in only 1.5 months of being away. My memory accepts only the present and just dumps anything from the past haha

dusk cedar
#

SDVpetcat anyone know if there’s a way to make the game refer to the farmer as gender neutral (they/them) when picking either gender? SDVpufferwaaah iirc, I think whenever you get married or smth, it says husband/wife right?

rancid temple
#

Harmony patch a ton of the game

uncut viper
#

that would all be in translation strings anyway, whats the harmony for

rancid temple
#

I think there's a few different projects interested in making it happen but I don't recall any that are actually done

vernal crest
#

Does the gender neutral mod not deal with that? I am not sure exactly what bit you're referring to - like in the social tab if you marry another player?

hard fern
#

šŸ¤” i was gonna say "doesnt gnm mod do that" but i think i remember it just cutting out that part of the wedding speech altogether

brittle ledge
rancid temple
#

Oh right, I guess if you don't care which gender you pick you can just change translations

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NGL, I think dealing with translations might actually be worse than patching the game

vernal crest
#

I don't think my farmer got misgendered during their wedding in my game

calm nebula
#

Vanilla always has the same farmhouse maps but changes the decor based on farm map

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Make it a 1.7 request, if there is a 1.7

uncut viper
#

what an awfully retroactive explanation SDVpuffersquee

vernal crest
#

But to be fair I just ignore all the misgendering in the game anyway due to the number of mods I have that don't make use of GNMT so I might not have noticed.

calm nebula
#

I mean you have to understand that the game sometimes just supports what it needs to

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(And I personally think this is the better way to go)

uncut viper
#

i do understand this
but i would also think making it a property on the farmhouse map itself wouldve made more sense

velvet narwhal
brittle ledge
#

just don't gender the farmer in your dialogue in the first place, ez

rancid temple
#

Gender is a construct, down with power structures

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(I don't have a guillotine emoji)

velvet narwhal
#

oh right i needed to steal that from tia

vernal crest
#

Avi can make one for you but the cost will be that it will have a Marlon moustache on it

hard fern
#

honestly i fight with wanting to make npcs react uniquely to the farmer being either male or female but dont want to deal with compatibility and stuff šŸ˜”

brittle ledge
#

I gotchu

calm nebula
#

He is traveling today

velvet narwhal
dusk cedar
gentle rose
#

I'm back, what did we break

rancid temple
#

Issue solved, cheating not allowed

velvet narwhal
#

i do not suggest creating an npc for a first mod anymore

hard fern
velvet narwhal
#

(i can feel aba's hand hovering my head meow_googlychecks_pat )

latent mauve
#

"watching tuts" for NPCs worries me, as many of the video tutorials are outdated

gentle rose
#

it's very hard to mod a game you haven't/don't play

#

because you don't know what things mean/what needs to be modded

rancid temple
#

I would suggest playing it first SDVkrobusgiggle

#

No mods or lightly modded at least

dusk cedar
vernal crest
velvet narwhal
#

there's probably something out there that chooses that last gender switch, i can check the decomp though

rancid temple
#

I think you can choose Undefined but most of the time that defaults to female

hard fern
#

yeah

#

oh right that was what was happening to the gnm mod tokens

gentle rose
hard fern
#

setting the player to nonbinary just made them female iirc

latent mauve
#

Technically, you can do that with just CP now as well

vernal crest
rancid temple
#

!fs does FS have a command

ocean sailBOT
#
Fashion Sense

Fashion Sense is a framework mod that allows modders to create static or animated clothing, hair, accessories, and shoes that can be accessed through a special in-game menu. To access this menu, players will need to obtain the Hand Mirror from Pierre's Shop. The framework supports multiple content packs and also adds the ability to save, load, and export custom outfits.

Mod Users: Install Fashion Sense as well as any desired content packs. Content packs can be found by searching Nexus, or for an interactive list, click here.

Mod Authors: Instructions, tutorials, and tips for creating FS content packs are available on the mod's wiki.

rancid temple
#

It do

dusk cedar
velvet narwhal
#

well

hard fern
#

well

rancid temple
#

well

velvet narwhal
#

what's the command for getting started with creating mods

hard fern
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

rancid temple
#

Oh I thought a bot was supposed to get mad if multiple people repeated something enough times

velvet narwhal
#

you'll want the first bullet point, 9/10 times c# isn't necessary

gentle rose
#

shit I'm late, can I also say well

rancid temple
#

The well's closed, unfortunately

uncut viper
vernal crest
#

As a community we're a lot more on top of the written docs than videos (at least in part because of how many of us prefer to read something I think).

dusk cedar
calm nebula
#

It's also easier to update a written doc

gentle rose
#

I'm on nearly 1.5k UDL and nexus still haven't given me the recognised modder thing 😭 nexus let me innnnn

vernal crest
#

Yes the work of making a video compared to a written doc is the much larger part lol

hard fern
#

I'd probably just suggest unpacking the game first and looking at the farmer's stuff

velvet narwhal
#

you'd hear a lot of me going "and then" if i made a video tutorial

rancid temple
#

I'd make videos but I'm not one of those talk-gooders

vernal crest
#

I would rather make a video than have to watch one...

rancid temple
#

My videos would just be my written tutorials, in a Youtube video dogekek

hard fern
#

You'd have to watch me open the wrong page for 5 minutes before forgetting to explain a single thing im doing on screen

rancid temple
#

Just walls of on screen text

hard fern
#

Like the old days

gentle rose
#

ngl I mod by going with the flow (read: trying shit until it works) so to make a tutorial I'd have to do a lot of research first snort

rancid temple
#

5 minutes of switching tabs and programs KEK

hard fern
#

People would open notepad and write out what they wanted to say XD

rancid temple
#

And then "oh I didn't have it open yet"

gentle rose
#

"oh shit I need to play to this point now" and then you watch me complete cc

hard fern
#

Reminds me of those drawing tutorials "just add details" and it goes from a stick figure to fully rendered

rancid temple
#

I only make tutorials on things I've successfully done already and am familiar enough to be somewhat confident in

vernal crest
#

I'd have to use one of those voice modifier programs. I wonder if I could find one that made me sound like Darth Vader.

rancid temple
#

Which is why I have 0 C# tutorials catkek

velvet narwhal
#

i could definitely free-speak an npc tutorial, but i would get sidetracked with a

rancid temple
#

I can write C# mods, but I'm not confident enough to tell you how to

velvet narwhal
#

"you can optionally--"
"but don't forget the--"
"it's not even super hard--"
"don't be afraid of--"

rancid temple
gentle rose
#

my tutorials would end up being those terrible coding tutorials that just tell you to copy things off their screen

calm nebula
#

Tbh c# tutorials are hard

vernal crest
calm nebula
#

It's hard to make them not .... drawing owl meme

velvet narwhal
#

atra did you write the harmony one on the wiki.gg

calm nebula
#

No

rancid temple
velvet narwhal
#

i can just check the logs ig

calm nebula
#

Oh, looks like 1.6.15 hit

velvet narwhal
#

(1) fear

rigid musk
#

so with custom shops (which i know is working as i can open it with a debug command) when adding it via tiled is this the correct format?

velvet narwhal
#

ah barley, your contribution to society has not gone unnoticed

rigid musk
rancid temple
calm nebula
#

It'll be fine!!!!

rigid musk
#

so close... yet so far

brittle ledge
hard fern
#

LOL

calm nebula
#

I don't think they expect many breaking changes in 1.6.15

gentle rose
#

that's how they get you /lh

velvet narwhal
#

welp might as well rip the bandaid off now

brittle ledge
#

ah, I see I was sharing the brain cell with atra

rancid temple
#

1.6.9+ has felt particularly cursed

velvet narwhal
brittle ledge
#

and yeah Pathos said in theory nothing should break

velvet narwhal
#

turns on logo's list

#

oh wait i gotta update all god damn 22 mods

calm nebula
#

I mean like. I don't really trust their "nothing will break" anymore lol

#

But also like, enjoys retirement

rigid musk
vernal crest
#

Welp on that note I'd better go to bed now in case something does break and I get sucked in and never sleep again

rancid musk
#

At least when the game breaks things, download numbers go up. I really enjoy numbers going up

calm nebula
#

Hilariously, number go up has little effect on me

rancid musk
#

Right. Time to update my decompile then.

#

You're quantum math person surely you're experiencing all numbers simultaneously

calm nebula
#

That's not how it works

rancid musk
#

*knitting all numbers

velvet narwhal
calm nebula
#

The other reason why I don't do tutorials is I have a hard time explaining things lol

gentle rose
#

I used to publish very well-tested tutorials for doing something in another game. It turns out the worst part of writing a tutorial is some of the people who read it...

rancid musk
#

My local copy of the decomp repo is getting a bit cluttered...

gentle rose
#

one thing that used to constantly happen is people telling everyone else (in comments on that tutorial and in other places) that my tutorial "is broken now" and "didn't work any more" when in reality, they were doing it wrong, and always because they chose to skip steps for some reason? I had to add like five disclaimers saying if you randomly skip steps the tutorial won't work snort

rancid temple
#

Yeah reading comprehension is always in high demand and low supply

#

Kind of just universally to every medium lol

gentle rose
#

it's what made me realise that a lot of people can write but not read...

velvet narwhal
#

looks at how many times i've had to edit the wiki.gg after posting my tutorial because i've either 1) forgotten something 2) typo 3) blatantly wrong

rancid temple
#

It's usually not even an issue of not being able to read because as soon as they've got your attention they can understand what you're writing to them, even when it's just copying what you already wrote down

latent mauve
#

I don't understand half of what I do enough to explain them in a tutorial

#

I just make it work once and then copy it or build a Google sheet to save time if it's more complex and I ever have to repeat it

gentle rose
rancid temple
#

I dislike just doing things without knowing why they work

velvet narwhal
#

tbh ripping things apart at the seams is the only way i've learned

gentle rose
velvet narwhal
rancid temple
#

I use intellisense to see what my options are all the time lmao

velvet narwhal
#

tbh i do that when i'm passing around looking for a getfunction

latent mauve
#

I read all the docs and try things, it just seems like half the time I run into "well, this doesn't work the way it should be"

oblique meadow
#

HA! I fixed it. Looks like I just had to add it as a non required dependency which forces their farm to load first. Then my mod comes in and overwrites.

rancid temple
#

Usually I have an idea of what I want but sometimes I just wanna see what else is in there

gentle rose
#

when I originally modded just for myself all that time ago, I was intimidated by unpacking stardew, so to find the source code I used that one incomplete github repo that pops up when you google "stardew valley source code"... (which, btw, is that even allowed to be posted?)

velvet narwhal
#

nope

#

the legit one is locked behind pathos' approval and cheeto

gentle rose
#

does github do anything about reports? it's been there for ages

#

the wedias one

velvet narwhal
#

i think so, but iirc you have to be the original licensure/owner?

gentle rose
#

so basically, either CA or maybe pathos would have to report it

velvet narwhal
#

probably uhhh, what the heck is it, dmca?

gentle rose
#

github do take dmca seriously in both directions tbf but it's also a hassle to report I'm guessing

rancid temple
#

At least we're allowed to decompile it ourselves, so that's nice

velvet narwhal
#

i like to look at the things khloe has posted and go, "that's neat" and then promptly look away, blissfully unaware

gentle rose
velvet narwhal
#

oh the decomp on github

rancid temple
#

Khloe's mods are open source

#

Oh and she's handling the official decompile of the game

gentle rose
#

ohhh I see

rancid temple
#

The official decompile has nice things like being able to debug it and version history

gentle rose
#

the repo I'm talking about has 45 forks and 180 stars šŸ’€ that's annoying

rancid temple
#

Yeah, a few of the naughty ones are a little too popular

gentle rose
#

I wonder why people are forking it. Like what do you do with a fork of half of the sdv 1.5.6 source code

vital shale
#

Hi. I'm trying to learn how to create mod. I read a bit about json for content patcher. What programming language yo learn for Stardew 1.6 modding? Is it still C#?

velvet narwhal
#

it ultimately depends on what kind of mod you want to create

#

9/10 times you can get away without reading a lick of c#

rancid temple
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

vital shale
#

I'm currently blindly downloading tutorials

rancid temple
#

If you want to make more sophisticated mods than a framework can handle, then you need C#

velvet narwhal
#

it'd be best to figure out what you wanna do, and we can redirect

rancid temple
#

Otherwise, there are a lot of frameworks that handle many of the common things you could want from a mod

#

Content Patcher being the basis for most of the content mods you would make

#

Adding new items, NPC's, machines, etc can all be handled by CP

oblique meadow
#

I was shocked at just how much~~ damage~~ fun I could cause using just CP

rancid temple
#

Yup and it's fairly safe, there's only a few things you can do that could cause a real problem dogekek

velvet narwhal
#

We have 9,811 Content Patcher packs.
vs
We have 3,055 tracked C# mods

some of them are packaged alongside the cp packs, but you get the idea, it's not wholly important to learn c# unless there's a fundamental thing about game mechanics that you want to change

oblique meadow
#

"I want new hats" - CP
"I want people to exclusively wear 2 hats on their butts" - C#

velvet narwhal
#

"i wanna put hats on npcs" ok easy, sprite/portrait edit
"---as a farmer" well shit

rancid temple
#

Technically speaking I think you could achieve the second with CP but it would be a lot of art and very specific patches lmao

oblique meadow
#

I was just thinking that....

hard fern
#

Put a hat on a sea urchin? No! Sea urchins on hats.

oblique meadow
#

ha

velvet narwhal
#

i don't even know if the updaterate would go through immediately

oblique meadow
#

omg. Is there a mod that all the fish wear random hats? I'll brb

velvet narwhal
#

you'd have to tell the player to leave the area to update draws

rancid temple
#

There's OnTimeChanged

velvet narwhal
#

no

#

i refuse

rancid temple
#

It's a little slow but better than nothing lmao

#

The concept of wanting something specific while avoid C# is always... Can I interest you in a dependency perhaps?

rancid musk
#

Alright, my decomp is updated for 1.6.15

rancid temple
#

I still haven't requested access, did .14 ever get approved?

velvet narwhal
#

oh i should go look and see about the lockeddoormessage

rancid musk
#

Pathos hasn't merged anything since 1.6.8 to upstream, so anything past that is on my fork.

#

(If you need access to my fork since you only got access to Pathos' repo after I forked it, go comment on my PR or something so I know you actually have access.)

rancid temple
#

If I ever bother Pathos for access I will keep this in mind SDVpufferheart

brittle ledge
rancid musk
#

For some reason there's a JSON parser now šŸ¤”

velvet narwhal
#

i decided to Just Grab Itā„¢ļø because i forsee pain in my future

rancid musk
#

And it seems like I might need to update Better Crafting's Buildings add-on, since a new general name field was added to buildings. šŸ¤”

velvet narwhal
#

lockedDoorMessage = Game1.content.LoadStringReturnNullIfNotFound("Strings\\Locations:DoorUnlock_NotFriend_" + ownerName) ?? Game1.content.LoadStringReturnNullIfNotFound($"Strings\\Locations:DoorUnlock_NotFriend_{ownerGender}", ownerDisplayName) ?? Game1.content.LoadString("Strings\\Locations:DoorUnlock_NotFriend_Female", ownerDisplayName); KEKLEO

my "bother atra with an extremely dumb looking transpiler so they can send a pr to pathos" worked

teal bridge
#

Oh bother, I saw the SMAPI update the other day but another game version too.... I am not looking forward to finding out what broke this time.

velvet narwhal
#

afaik stardewui is fine

#

unless it's "inactive" unless a mod utilizes it woopsDerp1

teal bridge
#

Stardew UI is usually the least likely one I'll be worried about since there are fewer than half a dozen classes that even reference the game. But I do have 6 other mods!

faint ingot
#

If I only want to prevent a character from visiting the island can I do it like this or will that remove other data? ```"Action": "EditData",
"Target": "Data/Characters",
"Fields": {
"Pierre": {
"CanVisitIsland":"False"
}
}

rancid temple
#

That should be fine

velvet narwhal
teal bridge
#

Content packs almost always survive upgrades anyway, it's the code mods that are at risk (and all of mine are code).

#

(Though it's no wonder why people like atra and aedenthorn burn out, imagine having to fix 60 or 600 mods instead of just 6)

rancid temple
#

I think if it were just the code it would be less of a problem, if you weren't being pestered every 2 seconds on when you're updating

velvet narwhal
#

yeah a vanilla update i just enable The List, and watch the screaming red wall of text from my own mod because it has placeholders

faint ingot
#

Hrmmm OK I'm really confused. I finally made a proper warp room to deal with some schedule issues I was observing. I confirmed via patch export that Pierre has his default schedule (starting with 700 SeedShop 10 20 0), but when he started the day in the warp room he chose the warp to my jail instead of the warp to the SeedShop.

rancid temple
#

Like it's a fucking DBZ spirit bomb and what was actually missing was just another person saying they really love your mod and can't wait for it to be updated

teal bridge
#

I watched all those DBZ episodes multiple times in my childhood but I still don't quite get the joke...

rancid temple
#

Like the energy for the spirit bomb is normally from the people, so in this case it would be the users providing the energy needed to update the mod

#

The joke being what was missing to update the mod was the belief of the people that you could do it

#

And not just time and patience

teal bridge
#

Oh, so like the clichƩ where it's just one user holding out and that somehow makes the other 6.999 billion irrelevant?

rancid temple
#

Yeah

teal bridge
#

Haha, except I think if you ask Atra he'll say it works in reverse, each new user who asks for an update takes away some energy.

rancid temple
#

Probably comes back to reading comprehension a bit or something anyways, I can't imagine walking into a comment section where 50 other people are asking for an update and thinking "it's just that I haven't asked yet"

teal bridge
#

Reading comprehension implies they even took the time to read previous comments. I'm guessing in most cases, they did not.

#

Half the time, they cannot even be bothered to read sticky comments appearing above theirs.

velvet narwhal
#

-20 sanity per "when will this mod be updated?"

rancid temple
#

Yeah, in that case probably, it's always hard for me to tell when people are reading and not understanding or just not reading

vital shale
velvet narwhal
#

-100 sanity when the mod works just fine, the user just didn't have an updated dependency

rancid temple
#

You'll need to check the permissions of the mods in question

rancid temple
#

And if they're open enough to update then you can check to see what kind of mod they are

rancid temple
brittle ledge
#

Are you looking at a specific mod?

velvet narwhal
#

if it's dead and no perms allowed = let sleeping dogs lie
if it's dead and open perms = go buckwild

teal bridge
brittle pasture
#

hmm I have no comments on my mod page yet and it's been 1 hour, guess I'm safe then

rancid temple
#

I wish I could use that as a metric

velvet narwhal
rancid temple
#

I've had mods with really big issues out for weeks and no comments about the broken shit

faint ingot
# faint ingot Hrmmm OK I'm really confused. I finally made a proper warp room to deal with som...

what is WRONG with this NPC!! I thought I hated Pierre before but this makes me want to quit the game entirely. I created a brand new save and checked on Pierre on Spring 2. I have not touched his schedule in any way. Just set his home to my warp room. He is still taking the jail warp instead of the warp to his shop which I tested to be working and warps 1 tile away from his 7am schedule destination.

rancid temple
#

Default is only used if no other matching schedule is chosen

#

It goes specific schedule, default, spring

faint ingot
#

I wasn't using default in a specific sense, I just mean he is using the game's schedule and not mine

#

the point is he should want to go to his shop, and he does start moving at 7am as scheduled, but he goes to the wrong warp point

rancid temple
#

Warp rooms I'm not greatly familiar with, but generally I think you just have a singular warp out and you change where that warp goes depending on your current needs

#

I'm not sure where the game stores new custom locations in terms of like how close they are to other locations

#

It could just be that it thinks the jail is geographically closer to the seed shop for some reason

faint ingot
#

oh dang, I can try that, thanks. but now I regret spending time making the different warps look nice for my own benefit

#

I guess I can still leave the different warps and just make one of them active at a time. just to make myself feel better.

velvet narwhal
#

suspicious i'm missing a very important mod, where's the j club

green patrol
#

Quick question. So I know you can make loading files for a mod depend on config options set for that mod, but is it possible to make it so that mod A only loads files depending on whether a specific config option for mod B is enabled?

velvet narwhal
#

yes, with a dependency

#

but it is Extremely Highly Technicalā„¢ļø so if you can't worm your way out of content patcher, i don't suggest it

brittle ledge
#

if mod A is looking at mod B's configs, they need either a C# component or Cross-Mod Compatibility Tokens

green patrol
#

ah okay

velvet narwhal
brittle ledge
#

(to be clear, either mod B would need the C# to make its configs global tokens, or mod A would need to use CMCT)

green patrol
#

I think I'll just leave a note on the nexus page that you have to have the config option enabled...that sounds a lot easier

#

either that or make the main version just sell the item, and the optional version have the production enabled

#

ty for the assisstance!

velvet narwhal
#

is it... all your own mod?

green patrol
#

no

velvet narwhal
#

okay, just making sure

green patrol
#

so I'm porting Champagne Wishes with Fwippy's permission

#

but it needs the Vinegar Keg to make the Champagne Vinegar from Cornucopia

#

But that's not included in the default Cornucopia mod, it's under a config option

#

so I can't just do a simple "load this when this mod is installed" statement like I could with say, my port of baker's life continued

drowsy pewter
#

hi

velvet narwhal
#

i should actually look int- hi

drowsy pewter
#

Thats what the mailflag checks are for

#

Check Artisan Machine's content.json to see it in use

rancid temple
#

Oh right, I always forget Cornucopia has mail flags for config settings

green patrol
#

o okay I'll take a look!

#

ty :)

drowsy pewter
#

Np

velvet narwhal
#

6480 smart and good, tia and i, suggesting hell šŸ¤

rancid temple
#

I mean, I find CMCT to be pretty straightforward, but a mail flag and a dependency that already exists is way easier

velvet narwhal
#

tbf it is reasonable to expect not all mods will set flags based on configs, so it's useful to learn cmct, 6480 just Built Smartā„¢ļø

drowsy pewter
#

I wonder if it's worth switching to CMCT eventually

velvet narwhal
#

well if it's everything else depending on you your mailflags are nice

whole raptor
#

As an avid CMCT enjoyer from day one I definitely recommend (but honestly it's like it was tailormade for me SDVkrobusgiggle )

rancid temple
#

It would trim a lot of content out of your mail flags, but if you're already doing flags to make it easier for other mods to get compatibility then it's probably not worth switching

final sequoia
#

Hello. I have an odd question but I couldn't find an answer for it. It may be silly.

I am noticing in a lot of heavier mods, they separate the code/data into a new folder, and then sometimes in another folder. I understand keeping like with like, but is this recommended practice? I have everything in my mod in content.json and it is getting kind of big with the different things I am doing. It isn't an expansion or anything, but from shops, crops, machines, mail, etc., I see the appeal. I just didn't know the effect this has on the game for the player.

If possible, is having everything in a content.json better (load better, faster, etc.) or does it make no difference if the data is in other jsons and pulled in? And is there anything that absolutely should be in a content.json, or can everything be pulled in with include?

drowsy pewter
#

It's fully up to you

rancid temple
#

If you have sprites, you can get a slight boost in load time by keeping them on as few sheets as possible, but as far as just the jsons go, that's just for organization

drowsy pewter
#

The main priority is how you want to organize your mod for ease of writing it. Splitting files can make it easier for other people to find stuff in your files, but that's not that much of a concern unless you're making popular mods

brittle ledge
#

yeah, I don't have it split in smaller mods (dialogue) but I do split them on larger mods (NPCs)

lucid iron
#

The file structure has negligible impact on performance

hard fern
#

i started doing it because it became easier for myself to remember where all my patches and stuff were

brittle ledge
#

now if your content.json is 31k lines long, yes, please for the love of yoba split your files

lucid iron
#

That's is more determined by the update rate and tokens used

royal stump
#

re "anything that absolutely should be in a content.json", I think dynamic tokens and such still need to be in content.json, since Include files consist only of a "Changes" list

hard fern
#

like i dont have to scroll through my 5 foot long content json anymore to find one place where i typoed

#

i can just look in somethingsomething.json

rancid temple
#

ConfigSchema, DynamicTokens

#

~~CustomLocations ~~ that shouldn't be used

tawny ore
#

So do whatever makes modding friendlier for you

rancid temple
#

If you're following a tutorial that splits files, you should probably do so as well, any deviation from a tutorial makes it harder to follow along

sharp plover
#

greetings, i have the alternative textures mod installed for a while now but decided to take a picture of a silly goofy snow man me and my gf made and put it in the game as a texture any idea how to do that? its already cropped and backgroundless png image and ik in alternative textures u can put ur own texture but i have no clue how

hard fern
#

!at

ocean sailBOT
#
Alternative Textures

Alternative Textures is a framework mod that provides options to change asset textures with in-game tools.

For an interactive list of texture mods, click here.

To make a content pack for AT, see the author's in-depth wiki.

sharp plover
#

thank u!

#

is there a video at all for this tbw?

brittle ledge
#

I doubt it, video tutorials get outdated quickly

gentle rose
faint ingot
#

I got started by following a video tutorial and yeah I found out quickly that a lot of it was out of date. that being said it was still a big help

gentle rose
#

I was going to do some more modding tonight but I have to go to urgent care for a dressing change now 😭 and I don't think they'd appreciate me bringing in a computer and asking for the wifi password snort

lucid iron
#

AT might be alright, didn't change as much

sharp plover
# ocean sail

yea cuz reading through this has me confused and i got so many questions lol not sure if i can do it without a video but i will see what happens

velvet narwhal
#

i mean most you'll get is the uh

#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

gentle rose
#

these kinds of things are worth taking the time with to properly have a thorough read and understand. You won't be able to get very far without that understanding of how mods work

faint ingot
#

(also I made no code changes that would have been refreshed with the client restart)

velvet narwhal
#

you said this is schedules right, you changed the schedule n stuff and advanced a few days?

#

schedules are annoyingly cached so to see your own changes you'd need to have saved a few days for it to settle itself

midnight skiff
#

If I have this in a mod (attached image), and I was informed that Loaded asset on a base game data file is often bad and You would need to extract the lines that are actually different and edit the mod to use editdata, not load, can I simply change
"Action": "Load",
to
"Action": "EditData",

#

When doing this, it fixed the problem of this:

velvet narwhal
#

editdata is a lot more than that

midnight skiff
#

Where Strings\StringsFromCSFiles:SocialPage_Relationship_Single_Male was showing on romanceable characters

faint ingot
#

and if so is there any way around that?

midnight skiff
faint ingot
#

actually I know he is using the expected schedule because of the time he starts walking so I don't think that's it, unless it's an issue with a cached path or something like that

velvet narwhal
#

if your MaleCaroline.json looks quite literally like:

"Key": "Dialogue"
}```
it's going to act strange/not load at all if all you're doing is changing the action
lucid iron
#

Atm you loaded over the entire strings from cs files asset

midnight skiff
#

It looks like this:

         "Action": "Load",
         "Target": "Portraits/Caroline_Winter",
         "FromFile": "assets/CharlesBeard/CarolineMaleBeard_Winter.png",
         "When": {
            "BeardVariant": "Beard",
            "SeasonalOutfits": "false",
            }
      },```
midnight skiff
#

(also, it's not mine -- I was tinkering to see if I could keep the mod but remove the problem)

lucid iron
#

You should change it to editdata yes, but the syntax is a lil different than load

velvet narwhal
#

basically everything inside of the StringsFromCsFiles now only has whatever keys are inside of that MaleCaroline.json, so it's throwing errors because there's no translation/missing keys

midnight skiff
#

Ok, so, the perhaps offending piece is this:

      "Action": "Load",
      "Target": "Strings/StringsFromCSFiles",
      "FromFile": "assets/MapStringsMaleCaroline.json",
     },```
#

I don't actually know what I'm doing and looking at pathoschild's page is interesting but probably going over my head, as I am not a modder or a coder. I don't want to radically mess up my game. I see the author hasn't been around since the summer. I was hoping to just remove the error.

#

But, if it's too complicated, I can also remove the mod.

velvet narwhal
#

is that what the base looks like?

midnight skiff
velvet narwhal
#

no i meant the mod is doing that*

#

cause if so, i'd bring it up to them that they're effectively nuking half of the game by doing so

brittle ledge
velvet narwhal
#

or encompass the offenders with /* starting and */ ending

midnight skiff
#

Is the "strings" in this case their personal dialogue?

brittle ledge
#

no, they're strings used in certain situations

velvet narwhal
#

Strings/StringsFromCSFiles is a vanilla file that shouldn't be missing keys
MapStringsMaleCaroline.json is their personal file

midnight skiff
#

Ok, so do you think if I just comment out that one section, the mod should still "work" and not bork the rest of the game?

velvet narwhal
#
     {
      "Action": "Load",
      "Target": "Strings/StringsFromCSFiles",
      "FromFile": "assets/MapStringsMaleCaroline.json",
     },
*/``` you can encompass the offenders lik this
midnight skiff
#

I just want to make Caroline a handsome man ..

brittle ledge
#

Yes.

midnight skiff
#

yay!

#

Ok, I'll try that

#

Thank you for your help šŸ™‚

hard fern
brittle ledge
#

yes

#

I just find // easier for some reason SBVLmaoDog

tawny ore
#

In VSCode, you can toggle // for a bunch of lines at once using CTRL+/

velvet narwhal
#

oh, tia hates it when i say it, but it's just a trait i've remembered of my c++ Hell Daysā„¢ļø

tawny ore
uncut viper
#

aside from that tho I'm very "if it ain't broke don't fuck with it"

sharp plover
#

i give up lol i tried to make this snowman texture for alternative textures mod and honestly finally hit a brick wall i dont get it does anyone wanna do it?i can send the image and someone can try to turn it into a texture if someone is up for the challenge šŸ’šŸ»

lucid iron
#

Button did anyone use ur harmony nonsense yet

uncut viper
#

not yet!

#

only a handful of people use BETAS at all

lucid iron
#

Menacing enthusiasm you have

uncut viper
#

thank you!

lucid iron
#

What were some envisioned use cases?

uncut viper
#

some what?

brittle ledge
#

What can we do with it? SDVpuffersquee

lucid iron
#

Like use cases you imagine people have

uncut viper
#

yeah the joke is that I wasn't envisioning anything. ive said before I just added it for fun

velvet narwhal
#

afaik it was increment/decrement and... simple postfixes?

uncut viper
#

it's just in case someone really wants to run a trigger action after a specific function that I've not turned into a trigger yet

buoyant zenith
uncut viper
#

or change simple return values of a function based on a gsq

#

you can prefix with it

brittle pasture
#

tbh I'm not sure "people who knows how to read code and is familiar with harmony" and "people who doesn't know how to write code, specifically harmony patches" has a mightily big overlap, which I presume is the target audience
(Apologies if I presume wrongly)

velvet narwhal
#

as the one person this probably pertains to, i think i got more confused on the syntax of the BETAS harmony than it'd be of me just doing my own

uncut viper
#

assuming I have a target audience instead of coding a mod for fun is the wrong presumption in the first place

#

I like doing weird things with mods, that's all

velvet narwhal
#

where's the pathos quote

patent lanceBOT
gentle rose
brittle pasture
#

yeah same, still surprised there's at least 1000 people out there who wanted animals to poop

velvet narwhal
uncut viper
#

if anything, if I was already using BETAS for my own mod and wanted a specific trigger, I'd honestly probably use the harmony feature in BETAS if I didn't have any other reason to have a C# component

patent lanceBOT
brittle ledge
#

cn't believe that wasn't already a quote

velvet narwhal
#

yeah that's valid tbh, chucking in a c# component and then fiddling with the manifests is the bane of my existence

gentle rose
#

yet another acronym... BETAS?

tawny ore
#

I wouldn't give Button all the credit. Casey made Content Code which had the same potential for causing the next modpocalypse.

velvet narwhal
#

button is a good egg, that actually puts the acronym in the nexus search, but

uncut viper
#

it's also good to remember that BETAS itself did not have any imagined use cases or target audience. like there was no one planning to use it before I started working on it, not even myself. but it was just fun to write new triggers and GSQs

gentle rose
#

content code is an excellent mod for breaking things with SCyes

velvet narwhal
hard fern
#

everything does happen so much šŸ˜”

uncut viper
#

the original plan for the harmony thing was actually to include content code style "write c# directly" until I decided not to and then found out that already existed

tawny ore
#

Imagine if we didn't get 1.6 with all of its flexibility, and major content packs actually did start using content code for a bunch of things

velvet narwhal
#

as the resident advertiser of BETAS, please, for the love of god, become a consumer so that i'm not the only one to blame

uncut viper
#

Aba and Lumina use it too!

velvet narwhal
#

this is true, i think you got 6480 to use it too

uncut viper
#

6480 uses it as an optional fix for a niche bug

#

which won't be required for newly spawned items

velvet narwhal
#

i make the joke because i'm pretty sure i'm the only one who's gotten a bug report from a "warning"

gentle rose
#

wait so BETAS lets you make json harmony patches? that seems absolutely demonic in an extremely useful way, gonna check it when I get back home

tawny ore
#

My SpritePatcher mod would have been "dangerous" like that. I came up with two approaches, one involving writing C# as content, and another involving a bunch of reflection, all for content packs to target fields/properties.

velvet narwhal
#

oh button was already contemplating the "content patcher mod that can write c#" but that's probably xkcd

uncut viper
#

casey did do that first, i just also thought of it independently but didnt have the follow-through like casey did

brittle pasture
#

A "safer" approach is that LUA mod that someone was working on a while back

drowsy pewter
#

Let's stop talking about making mods safer, why not make mods even more dangerous and user-harming

tawny ore
uncut viper
#

i think casey showed that pull request last time we talked about BETAS harmony too SDVpuffersquee

#

I for one woulda loved it

#

maybe its not too late to ask for it again—

tawny ore
#

The effort though is what makes it so great. That actually compiled and worked.

#

All for a throwaway gag

velvet narwhal
tawny ore
#

Also I love that it's a minor version patch

velvet narwhal
#

i'm still begging for casey's yarn events framework SBVPensiveButt

brittle pasture
uncut viper
#

that said even if no one ever uses it im still kinda proud of my patch construction code

velvet narwhal
#

i'm stupid, i can't remember what you said about patch priorities

gentle rose
uncut viper
velvet narwhal
#

so if i used a BETAS harmony and a different mod did a harmony, it's just "whoever rolled the dice" ?

uncut viper
#

pretty much

sharp scroll
#

Hello all. I have a question regarding custom gift reaction dialogue for a custom item. As far as I can tell, I have the CP entry set up correctly, but it won't seem to trigger. I see no error messages in SMAPI, so it seems like it may just not be triggering? The item in question has it's title done through i18n, if that matters?

The entry is:

"Action": "EditData",
"Target": "Characters/Dialogue/Abigail",
"Entries": {
"AcceptGift_(O)Bob's_New_Item": "Oh wow, a new item$4"
}

The character defaults to their normal reaction text instead though. Is it something simple like the apostrophe in the title being an issue? Or the Underscores instead of spaces being a problem?

brittle pasture
#

what's the item id

sharp scroll
#

its a custom item. Just a name and not a number. Should be "Bob's New Item"

velvet narwhal
#

tbh i'd do that in the displayname, not it's internal name

brittle ledge
#

I would not put spaces or apostrophes in the internal ID, yeah

#

best practice is {[ModId}}.name

buoyant zenith
#

hii anyone know how to set the entry point for greenhouse in a custom map? I was looking around in the map guide / other mods couldn't find anything

velvet narwhal
sharp scroll
#

So in the Objects file:

         "Action": "EditData",
        "Target": "Data/Objects",
        "Entries": {
            "Bobs_New_Item": {     <--What I should use?
buoyant zenith
brittle ledge
#

{{ModId}}.bobitem

#

or something of that nature

brittle ledge
#

{{ModId}} puts in your mod's unique ID, so if your mod is nerdahedron.bobitemadder the full name of the item would parse as nerdahedron.bobitemadder.bobitem

velvet narwhal
#

ah if your entry is Bobs_New_Item the apostrophe is unnecessary

#

AcceptGift(O)Bobs_New_Item

sharp scroll
#

OK, I think I get it now. I'll give that a try! Thank you much! {{ModId}} would prevent it from getting tangled with other mods in the case of a common item name I assume.

brittle pasture
# calm nebula Whyyyyyy

my leaky brain doesnt remember if SMAPI's DayEnding runs before or after the code I want to patch, like feeding animals custom feed, while with a prefix I can assure the feeding code happens before the hunger check code
I know it's bad, I'm sorry, 1000 years of torment on my bloodline

velvet narwhal
#

(that being said, keeping your Name and your Entry the same will clear up confusion later)

sharp scroll
#

That seems to have done it! Thank you!!!!

calm nebula
#

I just tend to be suspicious of harmony, and have moved away

royal stump
#

(thinking about the fact I'm still prefix-false-ing an NPC scheduler in newDayAfterFade and calling it later)

#

tbh I should probably update Exclusions just to put a deprecation warning on that

#

that one "null items sold by the player" bug is handled by the game now, so ig I could remove that patch too SDVpufferthink

next plaza
#

I see a report on the SpaceCore page that it isn't working, anyone else getting this, or do they just need to update SMAPI? (They didn't provide a log of course)

rancid temple
#

Really non-specific dogekek it seems to work for me as far as I can tell

ornate trellis
#

I am not getting any spacecore related errors either

rancid temple
#

(unrelated) Hm, my change to make the main menu have hardware cursor is not working properly

#

Seems like that variable is being reset whenever you switch screens now, fun

tall wind
#

Hi. Are there any flags, etc. that can be checked to see if the broken bridge on the beach has been repaired?

#

There's an item I'd like to change at the same time the bridge is repaired, but I can't find that flag...

royal stump
#

Content Patcher's HasFlag might be able to see beachBridgeFixed, though it's technically a "world state ID" rather than mail

tall wind
#

Oh, thank you very much!
I didn't notice that this flag didn't seem to be sent the same day it was repaired...

rancid temple
#

Might be sent for delivery next day

tall wind
#

I went to bed after the repair and the next day it showed up in HasFlag.

calm nebula
#

Token update rate

rancid temple
#

Or since it's not a real flag but is visible to CP it might be that something checks the world states for it and adds it to CP the next day

tall wind
#

Hmmm... I will try various things! Thanks for letting me know!

royal stump
#

I think update rate should work since it happens alongside the map edits, but yeah, best to try it out

tall wind
#

I tested it and the flag was sent as soon as it was repaired!

rancid temple
#

Oh nice

tardy adder
#

Remind me in 3 hours to check typos and deal with the config in KFSC. Do the KSS compat patch. Do the dreaded mod description for WTH. And probably some other thing I am forgetting.

patent lanceBOT
#

alllllllllrighty then, 13midnight (#6430454) (3h | <t:1734747211>)

tiny latch
#

does anyone know where the coop tileset is or is called??? like, the outside.

velvet narwhal
#

should just be in the buildings folder

tiny latch
#

oh im dumb thanks

tiny latch
#

another question, how does one create the cows like at marnies ranch and the plants?

rancid temple
#

If I recall I think you can use MEEP for that

#

Otherwise that's hardcoded

tiny latch
#

meep??

rancid temple
#

It's a mod

tiny latch
#

oh okay let me look it up

brittle pasture
ocean sailBOT
brittle pasture
#

how the hell did I mess that up royally

rancid temple
#

Ayo, that was dangerously close to a bonk

uncut viper
#

selph barely missing getting sniped by the automod

calm nebula
#

I mean you would have gotten bonked

uncut viper
#

did you copy it from a nexus description

calm nebula
#

Linux I owe you a soda

uncut viper
#

oh wait no discord just does that if you paste a link over text huh

brittle pasture
#

yea

rancid temple
#

That's crazy Discord

tiny latch
#

what about crops, is it the same deal?

gentle rose
#

discord is trying to lead you astray

rancid temple
#

Does Marnie have real crops?

teal bridge
#

Oh hey Button, I got my first question about compatibility with one of your mods, specifically the book one. What's the mechanism by which it removes the weekly gift limit?

#

Is it just a Harmony patch to the "receive" method or are there changes to UI and other things?

uncut viper
#

its a transpiler on NPC.tryToReceiveActiveObject way down on line 688 when viewing the method directly in ILSpy. its an if statement that checks if friendship.GiftsThisWeek < 2, i just change the 2

#

i dont do anything with the UI

teal bridge
#

So the check isn't removed, just replaced with some large number?

uncut viper
#

well, a number between 3 and 7 inclusive bc its configurable (and no reason to go beyond 7, it doesnt bypass the daily limit, just weekly)

teal bridge
#

Does the configuration change the transpiled output or does the transpiler call out to a method to get the actual limit? (Or feel free to just link me to the relevant source here)

uncut viper
#

this for pen pals im assuming?

fervent horizon
#

is forage in custom maps just handled by map property or do I need something else to get forage to spawn

teal bridge
uncut viper
#

you could ask Pathos/CA to make it less hardcoded in vanilla SDVpuffersquee

teal bridge
#

Haha, and have to deal with another SDV release? No way!

#

Although there's probably going to be another release anyway, so... hmm.

uncut viper
#

how are you checking gift limits currently? just checking for 2 as well?

teal bridge
#

Yeah it's just hardcoded.

vale stream
uncut viper
#

hmm

teal bridge
#

This is in fact exactly the sort of thing that I wish reverse patches would do, but won't since they receive the original method and not the transpiled.

#

Can still read the IL from the post-transpiled method, I think, though it is a little tricky when it's stubbed out with a new method call.

uncut viper
#

i suppose i could just store their config value in their mod data and update it every day

vale stream
#

Speaking of custom maps:
Does anyone know why the viewport gets locked on warp?

uncut viper
#

that way you can check that mod data if it exists

#

though it is still a bit "kinda has to be aware of it" sort of compatibility, but im not sure a better way

teal bridge
#

I'll circle back when I've had more time to think about it, just wanted to get the basics on how it's implemented now.

uncut viper
#

SDVpuffersalute well if y'need me to do somethin specific to make it work im more than willing to help make compat happen there

#

tbh, putting all their config values in their mod data probably isnt a bad idea in general anyway. they exist as CP tokens already but it'd make it easier for any arbitrary C# mod to check too without needing reflection or a dependency

teal bridge
#

Appreciate that. Mod data might well be the best way (short of an API which is overkill IMO) but often I get ideas in dreams.

uncut viper
#

oh yeah ill admit like, i would do it if an API was needed but i was definitely thinking "man i really dont wanna make an API for books" lmao

#

i gotta update BEB soon anyway since someone sent me a translation PR

teal bridge
#

The mod data just feels a little clumsy since it's not actually a per-NPC setting, but maybe that doesn't matter as long as it's kept up to date.

uncut viper
#

as long as i update it in the DayStarted event and in the GMCM setter function (assuming they are in game at the time) it should be up to date always

teal bridge
#

Ah, translation PRs... someone sent me one for Pen Pals but I'm just going to post it as an optional file.

#

Does DayStarted run when you first load the game?

uncut viper
#

thats what i plan on doing from now on for my smaller mods but BEB's already collated all the translations ive been sent since it was uploaded so itd be strange to stop now i think

#

should do

teal bridge
#

One of the events doesn't... but I think I'm getting that one confused with the Warped event.

uncut viper
#

" Raised after loading a save (including the first day after creating a new save), or connecting to a multiplayer world. This happens right before DayStarted; at this point the save file is read and Context.IsWorldReady is true. "
thats for SaveLoaded, so i assume DayStarted will happen just after

#

though, keep in mind if im just storing their config setting for how many gifts they get per week, that still wouldnt tell you if they actually can gift up to that amount, unless i also stored whether or not they had that power in the first place

#

but thats already stored for me in the form of a player stat upon reading the book

#

so it'd need a check to uhh. Farmer.Stats.Get("Spiderbuttons.ButtonsExtraBooks_Book_ExtraGifts") i think it is or whatever the stats get function is

teal bridge
#

Actually, then what about maintaining a separate stat on the Farmer rather than mod data on the NPC?

#

Seems like less work to keep up to date, and also less work to read externally.

uncut viper
#

the config is a mix of bools, ints, and floats, but stats can only use ints

teal bridge
#

Right, I mean a stat whose value is the actual gift limit, based on config and books read.

uncut viper
#

i mean i could do that, feels weird to only do that for one specific config value though

#

id also need another harmony patch i think to update that stat immediately after the book is read

#

which is not the end of the world

teal bridge
#

What about a GSQ?

uncut viper
#

id also still need to keep it up to date the same way

#

a GSQ cant return a number, only true/false

teal bridge
#

Yeah, GSQ would be something like "is_max_weekly_gifts <npc>". All the solutions are clumsy in their own way, I guess.

#

GSQs run on demand though, so I don't think there's any work keeping it up to date?

uncut viper
#

ah, i see what you mean with the GSQ now

teal bridge
#

Aaaand I guess it would make your transpiler more complicated too. Always tradeoffs.

uncut viper
#

i dont think it'd need to change my transpiler at all, actually

teal bridge
#

Well, not unless you want to use your own GSQ.

uncut viper
#

id just need to make a GSQ that does the same if (GiftsThisWeek < GetGiftLimit)

teal bridge
#

Yeah, I was thinking if you wrote the GSQ, you'd want to update the transpiler to do the check with GSQ instead of substituting the number. But if you don't care, then doesn't matter.

uncut viper
#

is there a benefit to doing so that im missing? (genuine question)

teal bridge
#

Just DRY.

uncut viper
#

GetGiftLimit would still need to exist anyway, so it'd just be me calling one function (GetGiftLift) or another (GSQ.CheckConditions) and not much different in terms of repetition

#

im not too fussed basically

#

hello selph

brittle pasture
#

why not just clear GiftsThisWeek every day start with your book

#

hi

uncut viper
#

that is actually what i used to do

#

easier this way to make it configurable though

brittle pasture
#

(note, I tuned in mid discussion and have no context as I usually do)

#

yeah makes sense

teal bridge
#

Yeah, I assume if the limit is "no weekly limit" then clearing works but not if the limit is, say, 3.

uncut viper
#

it used to be just a flat "no gift limit" thing

#

it would actually just decrement it if it went over 1 bc i didnt want the UI to show 0 lol

teal bridge
#

That's probably worse overall for compatibility, since it's technically lying to the game and to other mods about the number of gifts actually given. Mods using it only to check the limit would be fine, but what if some logic actually cares about the real number?

uncut viper
#

oh im not gonna disagree that it was a bad way to do it

teal bridge
#

The current implementation definitely seems better than that.

uncut viper
#

it was like the 2nd book i ever made and when i was very new to modding though

#

just dont look at giantCrops or you'll hate me

brittle pasture
#

on the other hand most mods/code would probably assume that "GiftsThisWeek > 2 = no more gifts", so clearing GiftsThisWeek if anything is more honest

uncut viper
#

like focustense's mod SDVpuffersquee

teal bridge
#

Well, no rush on any of this. Like I said, ideas tend to come to me in my sleep, in the shower and so on. There might be a way requiring very few changes or syncs.

uncut viper
#

ill probably do it tonight when i inevitably get bored of procrastinating my everything

teal bridge
#

Well, if you're bored, you're bored. Though I am not actually going to be getting back to Pen Pals for probably another week or two.

#

Or longer, depending on how painful the Radial Menu migration is.

uncut viper
#

though, something i did just realize with the GSQ is that just blindly checking it will throw a warning in the SMAPI console if a user doesnt have my mod installed

#

and probably cause your check to fail completely

teal bridge
#

Isn't that the case with all mod-added GSQs? Have to check that they exist first.

#

Unless there's no way to check that they exist. Been a while since I touched any GSQ-related code.

uncut viper
#

there is GameStateQuery.Exists() which i forgot about, so i guess thats fine as long as its kept in mind

gaunt orbit
#

oh no stardew did another update when I wasnt looking didnt it

uncut viper
#

yes!

#

enjoy SDVpuffersmile

latent mauve
#

Thankfully, all you should need to do is update SMAPI. šŸ˜›

gaunt orbit
#

oh okay that's not terrible

#

I was worried when it said CP was no longer compatible

latent mauve
#

CP not being compatible always means: Update SMAPI or update CP

gaunt orbit
#

though I am gonna have to do some fiddling bc one of my other projects on my dev instance is crashing on startup with reflection problems

latent mauve
#

The link on the Steam update post is.... borked, to say the least. It looks like they accidentally copied it twice and inside ( ) in the Steam post, so Steam's URL filtering flips out.

uncut viper
#

im amazed that mannequin data was noticed in any capacity

gaunt orbit
#

tbh I barely looked at 1.6.10 and didn't look at .11-.14 at all so it could be something from one of those too
I'll figure it out

gentle rose
#

can fs clothes be put on mannequins?

uncut viper
#

FS clothes arent even generally items

latent mauve
#

I think .11-.14 was a lot of fixing controller issues or crashes

#

I don't recall any meaningful modder updates in those, but I could be wrong

uncut viper
#

"Added two variants of the locked-door message tile property: DoorUnlock_NotFriend_{npcName} (for a specific NPC) and DoorUnlock_NotFriend_Undefined (for non-binary NPCs)."
avi's mod eaten by vanilla before it even got finished...

latent mauve
#

Isn't that the goal, though? xD

#

"It got added to vanilla, I can stop now"

uncut viper
#

in some cases! assuming it gets added the way you'd prefer it anyway SDVpuffersquee

tiny zealot
#

i was glad to bury NPC Geometry but vanilla did the change in a way that i would not have done it and made my subsequent job of using the feature slightly more annoying

gaunt orbit
#

I'm happy that SMAPI has official light draw hooks now but I'm sad that my flicker fix never got added

tiny zealot
#

(it also took until one of the 1.6.x patches to make the two different emote offsets be the same, so i actually had to reintroduce a harmony patch in the meantime)

gaunt orbit
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then again, I think I'm also the only person actually using the custom lighting hooks right now

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all of the custom lighting mods I've seen just modify LightSources

patent lanceBOT
teal bridge
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Them's a lotta acronyms.

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Is WTH the lite version of WTF?

calm nebula
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Remind me in 4 hours to go outside and howl at the moon

patent lanceBOT
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Gosh darn it, fine, atravita (#6430746) (4h | <t:1734762011>)

tardy adder
tardy adder
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Remind me in 2 hours what I was supposed to be reminded.

patent lanceBOT
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sure thing, champ (#6430751) (2h | <t:1734755029>)

candid estuary
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Curious: does anyone know how detailed I can get with story branches?

I’m writing a new character, the story has 2 endings planned.
After the death of Rival’s grandmother they can no longer afford to keep the farm going, they accept defeat and leave by train.
I wanted the farmer to have the option to stop them from leaving, that’d be the confession scene but you’d have to start a relationship with the rival farmer for that route.
Can I base them leaving around relationship status? I’m not sure if this outcome is even possible in SDV

brittle ledge
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So what I'd do is use mailflags to mark which choice the farmer uses, and then have patches to their schedule based on leave/stay

uncut viper
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keep in mind that them leaving permanently may have Perfection implications

candid estuary
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Glad to hear it’s do-able! Thank you.
Would’ve sucked if I wrote an entire ending scene that wasn’t even possible to script šŸ˜‚

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Schedule is a good idea, I can just hide them off of the map lol

gentle rose
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after I finally thought I was done debugging my map marker mod, I think the wrong version uploaded to nexus s_sigh so now I have to release what is hopefully the correct version and also put more try-catch statements there to hopefully quash the errors

calm nebula