#making-mods-general
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I'm learning a second language but if it ever made it into the game it would probably be because I put it there.
How hard would it be for someone to code something that makes the qi gem counter actually work where it shows the whole number
official sdv Welsh translation when CA
pretty rough
š¬ oh no
which one, if you're okay with saying?
Ah overnight events, so garbage
The Joja lightning storm one played so the boat fixing one didn't
I was thinking I could commission someone to do it but if it'd be that difficult ...
Perhaps not
I am! Te Reo MÄori!
it would be doable for commission, it's not like, technically challenging. Just annoying without proper motivation
where is the language change setting anyway 
i would assume the item amount is quote-aware
but lemme just see if i can purchase with 50
found it
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
Nice, I was able to replicate this disposed texture bug using my custom english language
the issue seems to be with buying specifically either weapons or your weapons
oh right that's what i was gonna test
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
What's broken? It's showing the wrong icon or something?
yeah
if you can't get it to work, you could do a two step process
sell a "weapon ticket" object in exchange for the weapon and gems then the weapon in exchange for the ticket
I still have no clue how Roku is just magically having everything work
I'm still working on my minimal mods set up to see if it's working here
i've been slowly trying to integrate mods that i could think of that touched currencies
What is your SDV-unsupported language? (If you're comfortable sharing).
Yeah it looks like a corner of a telephone
there's a mod that turns VMV's vapius coins into a currency like the qi gems, as an example?
might be hubrisā¢ļø talking but it seems like it should just require changing the money dial here to be a bigger number
Hebrew! it makes sense bc localising RTL + another alphabet is a PAIN of a pain
afaik roku does "1 expansion at a time" and right now that's SVE?
Yep
It looks like that for whatever reason
So... Would that work with Moolah do you think?
Although, I think the more expansions I play the more I'm gonna end up realizing I want them all installed at once 
I tried using that to see if it would make the counter bigger but it doesn't affect that or walnuts
Hmmmm
Strange
crop fatigue is 2strong4me
Like having too many crops to choose from?
yeah
most expansions don't add many crops 
NGL, I feel that way about the base game, i just ignore most of them
Ridgeside adds like 8 trees and that's it
tbh i boil it all down to the regrowables
I grow what I need when I need it and stick to the best cash crops otherwise
I also pretend they don't exist until I think 'hm this looks nice' and then plant it
i am also not an Aestheticā¢ļø player

i don't bother decorating my farm n all that

My aesthetic is 4 walls
I love decorating
In MC I build a shoebox with no roof and fly in and out of it
I'm half way between just relaxingly building stuff and min maxing until my brain hurts
The size expands to match my machinery and that's it lmao
Flight but no house?? Shame! Shame! Shame!
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"
I love basebuilding
I can build really well in minecraft but i despise building without flight so i never do in survival
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 
"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"
},
},```
big box for me with all my stuff strewn about like it's a war zone
Lmao
that being said, it really hates it
the bigger annoyance would be for users needing a dependency for this single specific fix
funny maraca shake, my beloathed
Maracas are my mortal enemies at this point
im going to go to sleep later and that sound will be in my dreams
tbh if you do go the comm'd route, i imagine throwing a stray .dll is fine
looks at mothman
Let's just fold that into SpaceCore then 
Poor Casey
Just gotta send in that PR to Casey
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
So anyways
xkcd and all that
I wonder if CA was just like 'no one will ever want to collect that many qi gems ever'
would it not be just a matter of adding the extra digits?
After all that time, it works exactly the same as my full mod list
Lol stardew menuing
I have nearly 800 on my switch i cant wait until it overflows...
Oh yeah I need to add myself to the comms list
What magic do you use wizard, REVEAL IT
Tia, every time I need to deal with a stardew menu I need to write at least one very stupid transpiler
The only mod I don't have from Lily's mod list is TractorMod
Often two.
Also does this ... work or is it still doing the shaking thing
did you get the item from cjb or did you do the debug item
Otherwise I just used the same ones there
shaky maraca
I did CJB
:(
sad maraca
I c annot fathom that the tractor mod would be remotely touching whatever is going on here
For shits and giggles I just did the debug gem and it also worked
𫵠wizard
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
lily, does it work if you remove the tractor?
can you send us your minimal mod list?
wait you already did
Try removing unlockable bundles
I need discord to stop scrolling me to random places
removing everything other than the following mods does not help anything unfortunately
still sad shakey maracas
I loathe that sound >:[
It's also affecting Avi and irocendar

ain't no way uif2 fixes it
Nah and it was on Lily's original list
I had that... yeah
a super hacky workaround would be to use "actionsonpurchase" to give the weapon when buying a non-weapon item (which I can confirm works)
and i'm running bare minimum
this is my og list
How are you all accessing the shop?
Like did you go through all the process of unlocking the island and all that?
I did
I marked perfection and the island unlocked in cjb cheats
Which is why it took me so fucking long
I try to do as much as I can without skipping cheats like that as I can
there's no way that's the solution right
Because sometimes setting stuff like perfection doesn't give you all the mail flags you need for the game to function correctly
debugging makes us do strange things...
fruit...
anything other than the weapons works, even with the same requirements
...can someone send me the version we're testing with? I have a playtest with Qi's room unlocked normally
My original testing was on a save that I was playing normally, so I already had natural access to the walnut room
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
Then used the parrot to get all the walnuts

but it still worked?
Yep
wait this might sound weird, but would you be able to send me a zip file of your save
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?
But removing the conditional requirements doesnt seem to affect anything
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
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
(and if you can just buy the fireworks and everything else then that wouldn't really be ... something)
DM sent
I did this by the way and it did not do anything
Were you sent it?
Oh I used debug commands to give myself the angelofstars.qiweapons_mail mail as well
No
yeah i'm on a save that already has the mail
I haven't touched your mods internals
I used debug seenmail angelofstars.qiweapons_mail
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
The save I sent might not actually have the mail, I forget when I used that debug
how would that even remotely..... i mean it could impact it but HOW
CC unlocks are the hidden kind of mail
I don't think it should, but I mentioned it in case it does
I spent a lot of time once testing something that relied on the CC being done
at first i thought it was a case of not having a duplicate
I copied your mod list exactly and am now running your save
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
Or at least, it didn't, I think it does now
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
Juuust in case
in the save you sent me, have you already done the mail command?
(ive been lurking but this testing thing has really been interesting)
i require ~sustenance~ so i will be sort of afk
I genuinely have no clue what is going on or why
It's okay I got up to get a snack as well lol
It's always funny to me when a few of us get the testing bug
The Need To Know is strong
and i know we're both on windows
okay with your save and your mods, it all works
Same for me

now I will check my save with your mods
Just need someone else with it not working to test unlocking the walnut room more legit
i will groans do it the legit way
I used debug seenmail angelofstars.qiweapons_mail but I didn't get the letter and they're not in the shop
my save with your mods doesn't work 
time to compare the flags between the two saves and see what the differences are ig?
that's what I used too and it worked š¤
tbh i just did the debug addmail current # now
that exactly?
well replace # with the usual
I am... I don't even know why doing it 'legit' would have any sort of impact on this
hands full of chips
I did it and have this
Do yo uhave console commands installed
oh sorry
I opened the walnut room via debug commands on a testing save the other day and it worked fine
debug action addmail
I gotta feed my cat, his teeth in my foot claim it is lunch time
And I guess myself, ugh
is there a debug command to see all mail flags? I forgot
patch summary full
thanks
If you use Lookup Anything on the player there's a field for all the flags you have
how did you get the infinity weapons btw? using the item spawner?
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.
Needs like a breakpoint setting where it stops at certain points until you push a button to progress
Default off for the average user 
And then I'd start the game, begin doing something else, and realise 4 hours later that the game never started xD
Is that a mod you are making? Because it is not on nexus. I want to friend Qi.
it's lily's mod!
Working on debugging an issue with it right now
Cool can't wait.
There should be a config option for devs to make it pause on error
Works
So often I have startup errors that I don't notice and then way later I have to scroll all the way back up
I CJB'd in the gems and debugged the mail, but everything else is (reasonably) legit
I always check for errors when I start up the game. It is just habit to scroll for red after it loads now.
So two for the "unlock it the legit way" so far
oh, I also CJB'd the hammer itself 
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?
or the gavel rather, the input one
Yes, it'll use the time of day lighting, though you can also use a command to set the lighting levels/colors
Ambient light colors are backwards or something
Yeah, but sometimes I'm making incremental changes to generics or transpilers and have to reload the game a million times
Yeah, I finally figured out that part after trying to figure out why I couldn't get it to not look green when I was like maxing out what I thought was the red value lol
Great! Thank you so much!
You wouldn't happen to know what the commands are would you? I'm looking on the modding wiki, but I can't seem to find anything other than ambient lighting.
this'un
if you don't use that it will use whatever lighting is going on at that time
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.
@rancid temple was right. It works if you go through all the steps to get to the walnut room

š¤
bug: doesn't work if you fucking cheat 
LOL
that is such a Qi thing to do
Literally unplayable
is it some hardcoded thing that makes it Not Like You if you cheat?
(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)
the thing is, i was able to purchase everything else
It's probably just an oversight in how things are conditional reliant on different mail flags
oh so this is cursed mail flags again
basically I didn't use any warps on the island
I wonder if it's just an IE thing
that would be my guess tbh, but I wonder why
i completed the cc and immediately debug warp nut and it let me purchase
didn't build the boat
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
didn't collect $200
IE patches so much
iirc the other thing I have adding things in there (Fireworks Festival) adds the items via C# so yeah
well at least you know you can just be like "play legit, idk" @rigid musk
maybe it's seeing the cc ceremony?
qi will not sell you weapons if you cheat
weird. did you use cheats to finish the cc? because I did
Yeah that final ceremony doesn't actually give any flags
nope
i manually submitted all the bs
watched every single cutscene
got willy's fishing rod and went "nah fuck that debug warp nut"
for me it worked with using cheats for the cc... 
It's actually those little cutscenes with the Junimos that check for if you're missing completion flags 
Yeah I think the debug command was fixed to give the missing flags
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
Right so... yeah
I just did a similar thing and manually did everything (cc, boat, etc)
your original works fine, you just Can't Cheatā¢ļø
please have this crazy screen shot of me growing all of the gems
it was kinda satisfying to do that
I have no clue why it works like that but I guess.. i mean at least it works??
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
Could ask mistyspring, not sure how often they pop into Discord though
I don't want to bother them u_u
Also I just wanna say I appreciate all of you for helping
This was a nightmare
I will likely dream about haunting maracas
it's not as if it's a major problem, if anything it's a feature to force legitimacy
Fair, most mod authors are fine with legit concerns, but still fair 
Qi is haunting me, he doesn't want cheats he wants legitimacy
its not a bug its a 'feature'
why does that flicker, that makes me mad
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
So are we thinking it's one of the cc flags that's doing it? I've lost track of who skipped what bit.
all of us have a legit save now and it is purchasable
the bare minimum: need cc completed
Yeah most likely, Avi did the most minimal of legit by just completing the CC and going to the nut room
I simultaneously hate and love calling it the nut room...
Irocender's wasn't legit I thought
irocendar did do a legit-ish one, same level of legit as I did anyways
As in got all the cc flags one way or another?
Just doing debug perfection apparently doesn't give CC stuff
I'm interested to hear that maybe completecc works now though
I think they said they used the debug completecc
Easier than doing the flag for each bundle
I'm trying to remember exactly what I was trying to test before
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.
I always type walnut room because every time I say nut room I die inside a little
I did that too - i just wanted to be thorough to make sure i didnt miss some dumb thing xD
That's fair - I just forgot there were commands to set the flags lol
yeah... yeah that would have been much easier
I knew that the command to complete the cc in full was bugged and assumed that manual completion was the only option.
Oh I have done this repeatedly
It sucks
god the joja cutscene isnt skippable
Off the top of my head I would say copy their code but change the furniture location values to what you want it to be, then fiddle with false dependencies and/or priority to make sure your mod loads later than theirs so your change overwrites theirs.
Makes sense. I'll give that a shot. Thank you!
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
I can confirm that it also works with the joja route, so it has something to do with bundle completion I would imagine
Oh it is SO on brand for this mod
Well Joja route also sets the CC flags
Yrsh but how would you know which asset to patch
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
Unless you look at every farm map under the sun
Again thank you to everyone for helping me with this horrible horrible thing
this is one of the funnier bugs I've seen 
(imagine an alternate universe where there was no joja route... imagine a "side with joja" mod)
Funny in a very painful sense ... again it all really makes sense for something like this to happen with a Qi mod too
I think someone made a mod like that
I did not remember they were map properties. In that case yes @oblique meadow it's entirely probable that they won't have any CP code for it to copy so you will need to write it yourself.
Of course it would happen with a freak blueberry who doesnt like the easy route.. of course
Poor bluebs, catching stray bullets
no blueberry made love of cooking you're getting confused

Lol good point but to be fair to me I barely even remembered enough to suggest what I did let alone do any problem solving for them haha
The fact that farm maps handle the starting furniture layout is so wild lol
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
anyone know if thereās a way to make the game refer to the farmer as gender neutral (they/them) when picking either gender?
iirc, I think whenever you get married or smth, it says husband/wife right?
Harmony patch a ton of the game
that would all be in translation strings anyway, whats the harmony for
I think there's a few different projects interested in making it happen but I don't recall any that are actually done
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?
š¤ 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
Gender Neutrality Mod probably handles the wedding?
Oh right, I guess if you don't care which gender you pick you can just change translations
NGL, I think dealing with translations might actually be worse than patching the game
I don't think my farmer got misgendered during their wedding in my game
It kinda makes sense
Vanilla always has the same farmhouse maps but changes the decor based on farm map
Make it a 1.7 request, if there is a 1.7
what an awfully retroactive explanation 
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.
I mean you have to understand that the game sometimes just supports what it needs to
(And I personally think this is the better way to go)
i do understand this
but i would also think making it a property on the farmhouse map itself wouldve made more sense
- dialogue mods need to have it in their dialogues already
- gotta patch a bunch of strings
- Hellā¢ļø
just don't gender the farmer in your dialogue in the first place, ez
Gender is a construct, down with power structures
(I don't have a guillotine emoji)
oh right i needed to steal that from tia
Avi can make one for you but the cost will be that it will have a Marlon moustache on it
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 š
You wanna ask Pathos?
He is traveling today
Acceptable
you don't really have to fight compat?
it's kind of embedded in the form of ${male^female^nb} as a dialogue command
Iām currently trying to watch tuts on making custom character sprite thingy for an oc⦠but I donāt play stardew or really know how to mod it..
šš¤Iām probably in over my head but Iām trying to figure it out
I'm back, what did we break
Issue solved, cheating not allowed
i do not suggest creating an npc for a first mod anymore
š wait oh im silly, that's new in 1.6 isnt it?
(i can feel aba's hand hovering my head
)
"watching tuts" for NPCs worries me, as many of the video tutorials are outdated
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
Iām not wanting to make an npc luckily, Iād die doing that⦠just trying to figure out how to make custom clothes, hair, accessories etc to put onto the farmer :3
Except the game doesn't actually have a way to let you choose nb so it doesn't help much. Unless that's a new development I've missed?
there's probably something out there that chooses that last gender switch, i can check the decomp though
I think you can choose Undefined but most of the time that defaults to female
I think someone mentioned this earlier, but you need to look for something called "fashion sense" to do that
setting the player to nonbinary just made them female iirc
Technically, you can do that with just CP now as well
Have you been reading the fashion sense docs?
!fs does FS have a command
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.
It do
I saw that ^^ but I just have the problem of⦠not entirely knowing what to do on the sprites- since I havenāt played in months :ā3
šor how to access the sprites to make them work and stuff
well
well
well
what's the command for getting started with creating mods
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itās easier to start with making content packs, since you don't need to learn programming.
Oh I thought a bot was supposed to get mad if multiple people repeated something enough times
you'll want the first bullet point, 9/10 times c# isn't necessary
shit I'm late, can I also say well
The well's closed, unfortunately
once 1.7 is on the horizon i will, and i will let pathos know you recommended i do
Unfortunately videos are not going to be your friend here unless they're really, really recent because otherwise they will have been made for older versions of the game and since you're unfamiliar with modding you won't be able to tell which instructions are still valid and which are now incorrect.
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).
ahh yeah- it sucks cause i don't do very well without visual examples
im not thatt unfamiliar with modding, i did have a few friends help me with it prior- but making a mod is the struggle to me lol š
It's also easier to update a written doc
I'm on nearly 1.5k UDL and nexus still haven't given me the recognised modder thing š nexus let me innnnn
Yes the work of making a video compared to a written doc is the much larger part lol
I'd probably just suggest unpacking the game first and looking at the farmer's stuff
you'd hear a lot of me going "and then" if i made a video tutorial
I'd make videos but I'm not one of those talk-gooders
I would rather make a video than have to watch one...
My videos would just be my written tutorials, in a Youtube video 
You'd have to watch me open the wrong page for 5 minutes before forgetting to explain a single thing im doing on screen
Just walls of on screen text
Like the old days
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 
5 minutes of switching tabs and programs 
People would open notepad and write out what they wanted to say XD
And then "oh I didn't have it open yet"
"oh shit I need to play to this point now" and then you watch me complete cc
Reminds me of those drawing tutorials "just add details" and it goes from a stick figure to fully rendered
I only make tutorials on things I've successfully done already and am familiar enough to be somewhat confident in
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.
Which is why I have 0 C# tutorials 
i could definitely free-speak an npc tutorial, but i would get sidetracked with a
I can write C# mods, but I'm not confident enough to tell you how to
"you can optionally--"
"but don't forget the--"
"it's not even super hard--"
"don't be afraid of--"
This ending like that is perfect
my tutorials would end up being those terrible coding tutorials that just tell you to copy things off their screen
Tbh c# tutorials are hard
Except for me because I just keep bugging you until you tell me 
It's hard to make them not .... drawing owl meme
No
That's less tutorial-y and more help-y 
i can just check the logs ig
Oh, looks like 1.6.15 hit
(1) fear
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?
ah barley, your contribution to society has not gone unnoticed

It'll be fine!!!!
so close... yet so far
"draw the rest of the fucking owl"
LOL
I don't think they expect many breaking changes in 1.6.15
that's how they get you /lh
welp might as well rip the bandaid off now
ah, I see I was sharing the brain cell with atra
1.6.9+ has felt particularly cursed
and yeah Pathos said in theory nothing should break
I mean like. I don't really trust their "nothing will break" anymore lol
But also like, enjoys retirement
i cannot wait to test that theory/sarc
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
At least when the game breaks things, download numbers go up. I really enjoy numbers going up
Hilariously, number go up has little effect on me
Right. Time to update my decompile then.
You're quantum math person surely you're experiencing all numbers simultaneously
That's not how it works
*knitting all numbers

The other reason why I don't do tutorials is I have a hard time explaining things lol
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...
My local copy of the decomp repo is getting a bit cluttered...
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 
Yeah reading comprehension is always in high demand and low supply
Kind of just universally to every medium lol
it's what made me realise that a lot of people can write but not read...
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
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
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
I mean, they know HOW to read in the technical sense, it just seems like they can't actually do it for some reason
not until you hold their hand and guide them through the process
I dislike just doing things without knowing why they work
tbh ripping things apart at the seams is the only way i've learned
I use a very, very inadvisble tactic sometimes of typing Game1. in rider then just going through the completions 
"find me the function i was thinking of"
I use intellisense to see what my options are all the time lmao
tbh i do that when i'm passing around looking for a getfunction
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"
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.
Usually I have an idea of what I want but sometimes I just wanna see what else is in there
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?)
i think so, but iirc you have to be the original licensure/owner?
so basically, either CA or maybe pathos would have to report it
probably uhhh, what the heck is it, dmca?
github do take dmca seriously in both directions tbf but it's also a hassle to report I'm guessing
At least we're allowed to decompile it ourselves, so that's nice
i like to look at the things khloe has posted and go, "that's neat" and then promptly look away, blissfully unaware
lmao I feel like I need examples 
oh the decomp on github
Khloe's mods are open source
Oh and she's handling the official decompile of the game
ohhh I see
The official decompile has nice things like being able to debug it and version history
the repo I'm talking about has 45 forks and 180 stars š that's annoying
Yeah, a few of the naughty ones are a little too popular
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
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#?
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#
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itās easier to start with making content packs, since you don't need to learn programming.
I'm currently blindly downloading tutorials
If you want to make more sophisticated mods than a framework can handle, then you need C#
it'd be best to figure out what you wanna do, and we can redirect
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
I was shocked at just how much~~ damage~~ fun I could cause using just CP
Yup and it's fairly safe, there's only a few things you can do that could cause a real problem 
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
"I want new hats" - CP
"I want people to exclusively wear 2 hats on their butts" - C#
"i wanna put hats on npcs" ok easy, sprite/portrait edit
"---as a farmer" well shit
Technically speaking I think you could achieve the second with CP but it would be a lot of art and very specific patches lmao
I was just thinking that....
Put a hat on a sea urchin? No! Sea urchins on hats.
ha
i don't even know if the updaterate would go through immediately
omg. Is there a mod that all the fish wear random hats? I'll brb
you'd have to tell the player to leave the area to update draws
There's OnTimeChanged
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?
I still haven't requested access, did .14 ever get approved?
oh i should go look and see about the lockeddoormessage
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.)
If I ever bother Pathos for access I will keep this in mind 
No, but at the least, you can make all the fish wear hats in CP I believe
For some reason there's a JSON parser now š¤
i decided to Just Grab Itā¢ļø because i forsee pain in my future
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. š¤
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); 
my "bother atra with an extremely dumb looking transpiler so they can send a pr to pathos" worked
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.
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!
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"
}
}
That should be fine
i only have a list of things from a list i was given prior... and my own dependencies 
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)
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
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
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.
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
I watched all those DBZ episodes multiple times in my childhood but I still don't quite get the joke...
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
Oh, so like the clichƩ where it's just one user holding out and that somehow makes the other 6.999 billion irrelevant?
Yeah
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.
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"
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.
-20 sanity per "when will this mod be updated?"
Yeah, in that case probably, it's always hard for me to tell when people are reading and not understanding or just not reading
I'd mainly just try to update mods that are left for dead
-100 sanity when the mod works just fine, the user just didn't have an updated dependency
You'll need to check the permissions of the mods in question
Por quƩ no los dos?
And if they're open enough to update then you can check to see what kind of mod they are
Then I would have to accept that people can be more than one thing at once 
Are you looking at a specific mod?
if it's dead and no perms allowed = let sleeping dogs lie
if it's dead and open perms = go buckwild
Impatient and illiterate go together like chocolate and peanut butter.
hmm I have no comments on my mod page yet and it's been 1 hour, guess I'm safe then
I wish I could use that as a metric
if you ignore all of the red text from my log of my own mod, you are indeed, safe
https://smapi.io/log/797c9c97ef864de6bcbcf4631534a5f2
I've had mods with really big issues out for weeks and no comments about the broken shit
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.
Default is only used if no other matching schedule is chosen
It goes specific schedule, default, spring
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
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
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.
i'm missing a very important mod, where's the j club
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?
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
if mod A is looking at mod B's configs, they need either a C# component or Cross-Mod Compatibility Tokens
ah okay
(to be clear, either mod B would need the C# to make its configs global tokens, or mod A would need to use CMCT)
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!
is it... all your own mod?
no
okay, just making sure
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
hi
i should actually look int- hi
Thats what the mailflag checks are for
Check Artisan Machine's content.json to see it in use
Oh right, I always forget Cornucopia has mail flags for config settings
Np
6480 smart and good, tia and i, suggesting hell š¤
I mean, I find CMCT to be pretty straightforward, but a mail flag and a dependency that already exists is way easier
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
I wonder if it's worth switching to CMCT eventually
well if it's everything else depending on you your mailflags are nice
As an avid CMCT enjoyer from day one I definitely recommend (but honestly it's like it was tailormade for me
)
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
wizard sufferer š¤
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?
It's fully up to you
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
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
yeah, I don't have it split in smaller mods (dialogue) but I do split them on larger mods (NPCs)
The file structure has negligible impact on performance
i started doing it because it became easier for myself to remember where all my patches and stuff were
now if your content.json is 31k lines long, yes, please for the love of yoba split your files
That's is more determined by the update rate and tokens used
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
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
also config schema
For all intents and purposes, splitting up your mod is a convention to make things easier for you. Once it's all loaded, the way the game sees it is as if it's all one big thing.
So do whatever makes modding friendlier for you
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
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
!at
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.
I doubt it, video tutorials get outdated quickly
for the sake of the poor ides trying to edit it at least
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
I was going to do some more modding tonight but I have to go to urgent care for a dressing change now š and I don't think they'd appreciate me bringing in a computer and asking for the wifi password 
AT might be alright, didn't change as much
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
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itās easier to start with making content packs, since you don't need to learn programming.
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
so I tried doing it this way, and instead of taking the updated warp to his shop he walked through the buildings layer and into void... but when I closed the client and restarted it worked as expected (did not advance the day compared to the previous result). Can I improve this behavior by modifying the CP update rate or something? Or do I just accept that it will be buggy sometimes.
(also I made no code changes that would have been refreshed with the client restart)
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
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:
editdata is a lot more than that
Where Strings\StringsFromCSFiles:SocialPage_Relationship_Single_Male was showing on romanceable characters
hmmm well I do update the schedule, but when he is being weird I can see from patch export that the schedule is what I expect it to be. Would it possibly be using the cached schedule instead of what is showing in the patch export?
and if so is there any way around that?
It was for "Male Caroline Revised". It was specifically for loading the assets of bearded/no beard and seasonal outfits for the portraits and the npc in game.
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
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
Atm you loaded over the entire strings from cs files asset
It looks like this:
"Action": "Load",
"Target": "Portraits/Caroline_Winter",
"FromFile": "assets/CharlesBeard/CarolineMaleBeard_Winter.png",
"When": {
"BeardVariant": "Beard",
"SeasonalOutfits": "false",
}
},```
(also, it's not mine -- I was tinkering to see if I could keep the mod but remove the problem)
You should change it to editdata yes, but the syntax is a lil different than load
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
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.
is that what the base looks like?
This is the only place in the mod where I find a reference to Strings/StringsFromCSFiles
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
the easy solution is to just put // in front of all five lines to comment it out. You won't have their specific strings, but it won't bork the rest of the game either.
or encompass the offenders with /* starting and */ ending
Is the "strings" in this case their personal dialogue?
no, they're strings used in certain situations
Strings/StringsFromCSFiles is a vanilla file that shouldn't be missing keys
MapStringsMaleCaroline.json is their personal file
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?
{
"Action": "Load",
"Target": "Strings/StringsFromCSFiles",
"FromFile": "assets/MapStringsMaleCaroline.json",
},
*/``` you can encompass the offenders lik this
I just want to make Caroline a handsome man ..
Yes.
š wait i can do that? no more // an entire block??
In VSCode, you can toggle // for a bunch of lines at once using CTRL+/
oh, tia hates it when i say it, but it's just a trait i've remembered of my c++ Hell Daysā¢ļø
I learned it from Java 
i will also fully agree with this but with the added (very late bc I was napping) caveat that there are niche cases where the mail flags won't work. the one I specifically remember is animal produce, which is chosen after day ending but before day started iirc and so the config flags won't be there
aside from that tho I'm very "if it ain't broke don't fuck with it"
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 šš»
Button did anyone use ur harmony nonsense yet
Menacing enthusiasm you have
thank you!
What were some envisioned use cases?
some what?
What can we do with it? 
Like use cases you imagine people have
yeah the joke is that I wasn't envisioning anything. ive said before I just added it for fun
afaik it was increment/decrement and... simple postfixes?
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
Somebody once told me, the world is gonna roll me, I ain't the sharpest tool in the shed
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)
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
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
where's the pathos quote
New quote added by atravita as #6278 (https://discordapp.com/channels/137344473976799233/156109690059751424/1319778192508059698)
I think this pertains to me?
I know how to read code but am not super familiar with writing harmony (and I'm making up most of my c# as I go along lmao)
yeah same, still surprised there's at least 1000 people out there who wanted animals to poop
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
New quote added by aviroen as #6279 (https://discordapp.com/channels/137344473976799233/156109690059751424/1305388988965720064)
cn't believe that wasn't already a quote
yeah that's valid tbh, chucking in a c# component and then fiddling with the manifests is the bane of my existence
yet another acronym... BETAS?
I wouldn't give Button all the credit. Casey made Content Code which had the same potential for causing the next modpocalypse.
button is a good egg, that actually puts the acronym in the nexus search, but
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
content code is an excellent mod for breaking things with 
everything does happen so much š
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
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
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
Aba and Lumina use it too!
this is true, i think you got 6480 to use it too
6480 uses it as an optional fix for a niche bug
which won't be required for newly spawned items
i make the joke because i'm pretty sure i'm the only one who's gotten a bug report from a "warning"
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
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.
oh button was already contemplating the "content patcher mod that can write c#" but that's probably xkcd
casey did do that first, i just also thought of it independently but didnt have the follow-through like casey did
A "safer" approach is that LUA mod that someone was working on a while back
Let's stop talking about making mods safer, why not make mods even more dangerous and user-harming
Well there was this https://github.com/Pathoschild/StardewMods/pull/631
i think casey showed that pull request last time we talked about BETAS harmony too 
I for one woulda loved it
maybe its not too late to ask for it againā
The effort though is what makes it so great. That actually compiled and worked.
All for a throwaway gag
but then we'd get the disappointment of pathos
Also I love that it's a minor version patch
i'm still begging for casey's yarn events framework 
if you're as deep into the rabbit hole as me at one point you find yourself patching dayUpdate instead of the SMAPI DayUpdate event because it's "easier"
that said even if no one ever uses it im still kinda proud of my patch construction code
i'm stupid, i can't remember what you said about patch priorities
tbf "there's an xkcd for that" is just always true atp
not compatible with BETAS harmony
so if i used a BETAS harmony and a different mod did a harmony, it's just "whoever rolled the dice" ?
pretty much
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?
what's the item id
its a custom item. Just a name and not a number. Should be "Bob's New Item"
tbh i'd do that in the displayname, not it's internal name
I would not put spaces or apostrophes in the internal ID, yeah
best practice is {[ModId}}.name
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
that being said, say as i say, not do as i do
https://github.com/Aviroen/Mycology/blob/9e5cceebe249e6b6dfa723c61a90970eb0906168/data/Items.json#L416
So in the Objects file:
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {
"Bobs_New_Item": { <--What I should use?
like this one mod (with a .tbin) has its own entry location, without any changes in config, but where in the tbin is it 
Whyyyyyy
{{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
ah if your entry is Bobs_New_Item the apostrophe is unnecessary
AcceptGift(O)Bobs_New_Item
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.
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
(that being said, keeping your Name and your Entry the same will clear up confusion later)
That seems to have done it! Thank you!!!!
Haha I've had to look it up multiple times but dayending is first
I just tend to be suspicious of harmony, and have moved away
(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 
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)
Really non-specific
it seems to work for me as far as I can tell
I am not getting any spacecore related errors either
(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
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...
Content Patcher's HasFlag might be able to see beachBridgeFixed, though it's technically a "world state ID" rather than mail
Oh, thank you very much!
I didn't notice that this flag didn't seem to be sent the same day it was repaired...
Might be sent for delivery next day
I went to bed after the repair and the next day it showed up in HasFlag.
Token update rate
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
Hmmm... I will try various things! Thanks for letting me know!
I think update rate should work since it happens alongside the map edits, but yeah, best to try it out
I tested it and the flag was sent as soon as it was repaired!
Oh nice
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.
alllllllllrighty then, 13midnight (#6430454) (3h | <t:1734747211>)
does anyone know where the coop tileset is or is called??? like, the outside.
should just be in the buildings folder
oh im dumb thanks
another question, how does one create the cows like at marnies ranch and the plants?
meep??
It's a mod
oh okay let me look it up
XNB mods often break the game and are not recommended. See Modding:Using XNB mods for more info (and a list of Content Patcher alternatives), and you can reset your content files to fix problems caused by XNB mods.
For mod creators, see Modding:Editing XNB mods for help unpacking & editing them (including for use with Content Patcher).
how the hell did I mess that up royally
Ayo, that was dangerously close to a bonk
selph barely missing getting sniped by the automod
I mean you would have gotten bonked
did you copy it from a nexus description
Linux I owe you a soda
oh wait no discord just does that if you paste a link over text huh
yea
That's crazy Discord
what about crops, is it the same deal?
discord is trying to lead you astray
Does Marnie have real crops?
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?
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
So the check isn't removed, just replaced with some large number?
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)
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)
the transpiler calls a method to grab the actual limit, yeah
https://github.com/Spiderbuttons/ButtonsExtraBooks/blob/main/Button's Extra Books/Powers/ExtraGifts.cs
this for pen pals im assuming?
is forage in custom maps just handled by map property or do I need something else to get forage to spawn
Yup. Trying to think of a solution that does not involve either mod having to be explicitly aware of the other.
you could ask Pathos/CA to make it less hardcoded in vanilla 
Haha, and have to deal with another SDV release? No way!
Although there's probably going to be another release anyway, so... hmm.
how are you checking gift limits currently? just checking for 2 as well?
Yeah it's just hardcoded.
Just setting it in Data/Locations should be fine
If you want it to spawn more often, i'd sugest FTM
hmm
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.
i suppose i could just store their config value in their mod data and update it every day
Speaking of custom maps:
Does anyone know why the viewport gets locked on warp?
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
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.
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
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.
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
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.
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
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?
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
One of the events doesn't... but I think I'm getting that one confused with the Warped event.
" 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
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.
the config is a mix of bools, ints, and floats, but stats can only use ints
Right, I mean a stat whose value is the actual gift limit, based on config and books read.
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
What about a GSQ?
id also still need to keep it up to date the same way
a GSQ cant return a number, only true/false
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?
ah, i see what you mean with the GSQ now
Aaaand I guess it would make your transpiler more complicated too. Always tradeoffs.
i dont think it'd need to change my transpiler at all, actually
Well, not unless you want to use your own GSQ.
id just need to make a GSQ that does the same if (GiftsThisWeek < GetGiftLimit)
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.
is there a benefit to doing so that im missing? (genuine question)
Just DRY.
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
(note, I tuned in mid discussion and have no context as I usually do)
yeah makes sense
Yeah, I assume if the limit is "no weekly limit" then clearing works but not if the limit is, say, 3.
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
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?
oh im not gonna disagree that it was a bad way to do it
The current implementation definitely seems better than that.
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
on the other hand most mods/code would probably assume that "GiftsThisWeek > 2 = no more gifts", so clearing GiftsThisWeek if anything is more honest
like focustense's mod 
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.
ill probably do it tonight when i inevitably get bored of procrastinating my everything
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.
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
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.
there is GameStateQuery.Exists() which i forgot about, so i guess thats fine as long as its kept in mind
oh no stardew did another update when I wasnt looking didnt it
Thankfully, all you should need to do is update SMAPI. š

oh okay that's not terrible
I was worried when it said CP was no longer compatible
CP not being compatible always means: Update SMAPI or update CP
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
https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6.9#1.6.15 here's the relevant mod author changes
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.
im amazed that mannequin data was noticed in any capacity
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
can fs clothes be put on mannequins?
FS clothes arent even generally items
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
"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...
in some cases! assuming it gets added the way you'd prefer it anyway 
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
I'm happy that SMAPI has official light draw hooks now but I'm sad that my flicker fix never got added
(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)
then again, I think I'm also the only person actually using the custom lighting hooks right now
all of the custom lighting mods I've seen just modify LightSources
@tardy adder: 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 you are forgetting. (3h ago)
Remind me in 4 hours to go outside and howl at the moon
Gosh darn it, fine, atravita (#6430746) (4h | <t:1734762011>)
Ahaha I remember my mods like that
That was just such a good acronym I had to
Remind me in 2 hours what I was supposed to be reminded.
sure thing, champ (#6430751) (2h | <t:1734755029>)
Curious: does anyone know how detailed I can get with story branches?
Iām writing a new character, the story has 2 endings planned.
After the death of Rivalās 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, thatād be the confession scene but youād have to start a relationship with the rival farmer for that route.
Can I base them leaving around relationship status? Iām not sure if this outcome is even possible in SDV
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
keep in mind that them leaving permanently may have Perfection implications
Glad to hear itās do-able! Thank you.
Wouldāve sucked if I wrote an entire ending scene that wasnāt even possible to script š
Schedule is a good idea, I can just hide them off of the map lol
after I finally thought I was done debugging my map marker mod, I think the wrong version uploaded to nexus
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
Clearly betas needs a MurderNPC triggeracrion
still no letter or items


