#making-mods-general
1 messages · Page 146 of 1
well, at least i remembered it was after 1.6 
It will tell you in Trace why it’s mad
But usually that’s like removing the bottom piece in Jenga
It’s only the first problem visible
You fix that, and it hits the next problem
Etc all the way up
the behaviour prior to TargetLocale was to just always edit everything. It was added to fix some of the weird issues the Thai translation mod has iirc
At least when you’re doing major updates
Minor updates often it’s just the one issue you can find in Trace
That sounds familiar
But shovel is complex enough I expect it to be a bit of time unraveling which bits don’t work and why
nope i'm not gonna use my swiss cheese memory to remember what atra said the issue was
honestly replacedelimited acts very very strange with the string model, and there isn't really a way to change the dialogue across the board unless you yourself do it, i would just ultimately suggest the editdata on the same Data/Events/Location with the same exact key/conditions, as well as the same script up until you have the changed dialogue handover
ReplaceDelimited makes sense when you're trying to edit a string with logical delimiters
"LogName": "Marcello Event",
"Action": "EditData",
"Target": "Data/Events/Railroad",
"Fields": {
"528052/f Harvey 2500/t 900 1700/n harveyBalloon": {
23: "speak Marcello \"{{i18n:Event.Marcello.01}}\"",
48: "speak Marcello \"{{i18n:Event.Marcello.02}}\"",
51: "speak Marcello \"{{i18n:Event.Marcello.03}}\""
}
```
tbh i wouldn't suggest replacedelimited for a newbie though because i still don't parse it properly
the compat list is evaluated at the same time as reading the manifest.json's, while the reference doesn' exist stuff is afterwards when its trying to load that specific mod, and is done at the same time as rewriters.
dolphin's example of using the fields means that the 23rd "index" aka 0/1/2/3/4/5/6 in the event script, holds the dialogue that is going to be changed
it just looks for a string and replaces it with what you want. if its a delimited string like events are delimited with slashes, it checks each thing between slashes
anyway, it's nearly 8am and I haven't slept so... night guys (and merry christmas to those of you who celebrate!)
The patch I put up there specifically only replaces these three fields.
which will work, unless someone adds more fields between some of those things
Or in front
which is what ReplaceDelimited is meant to solve
It would have better compatibility with other mods that alter the event, and various languages also. Wouldn't be compatible with mods that radically changes the event, but that wouldn't be compatible anyway.
the languages thing ill admit ReplaceDelimited does not solve, tho you could do that with TargetLocale
So the gist of it is that I would use ReplaceDelimited to search for each movement instruction and replace it with the same movement instruction but for my fake NPC? 
what Dolphin suggests and what ReplaceDelimited does are two different methods, you can take your pick
Aaa yeah, replace delimited, huh. My case doesn't work well with that because what I replace is the dialogue (thus different in every language). But if you are replacing exact movement, replacedelimited might be the better choice...
with Dolphin's method you would pick each specific field by its number in the event after splitting it by slashes, and replace them all individually
this is the easy way and works across all languages but will break if someone adds another command somewhere in the event
ReplaceDelimited can search and replace every instance of a movement command (so long as it is written the same way every time) with your new movement command, but it wont work across all languages automatically
but i dont think the movement commands would be exactly the same anyway since they need coordinates dont they. or like. numbers
they wouldn't be, no
Yeah, you'd need to patch them one by one.
dolphin's route would probably be the best option
what you could do is instead ReplaceDelimited but
instead of using / as the delimiter, use a space
and replace every instance of "Penny"
this very much depends on whether the event uses that name for something important that you dont want to change, though, but idk enough about events to know if thats likely
it'd change the speak to the falsePenny
I think that would also override Penny speaking, yeah
so you'd have to load the portraits to the falsePenny
not the worst workaround tbh
which would break the ~aesthetic~ mods
though you're already breaking the aesthetic mods with a different sprite
Yeah but that's much easier to ignore since she's up to her eyeballs in the water anyway
its not the sprite, its the dialogue box innit
true, it'd only be jarring to people with like, furry villagers or something
i assumed it was a sprite change since they're using sprites in detail?
i dont think portrait mods usually change the sprites tho so it'd still be pretty jarring for people
Mucking with the event and dialogue only became necessary because the sprite doesn't display right when swimming
okay wait, idea
replace every instance of "Penny" with "FakePenny"
and then do ANOTHER text operation
replace every "/speak FakePenny" with "/speak Penny"
is that doable

i dont actually know if thats doable
Only one way to find out.
cp does work in a top down order... so maybe...
tbh at this point i'd just stick with dolphin's field edits
ReplaceDelimited doesn't work on substrings, so you'd need to match on /speak FakePenny "And including the dialogue"
23: "move fakePenny x y"
whatever have you
tbh at this point i'd submit a bug report on Sprites in Detail and then go to bed
permanently
BleakCodex hasn't been seen in almost two years 
i'm not quite sure what the original reason for using sprites in detail was
did you do it for all villagers or something?
I'm planning to get to everyone eventually but it's an NPC visual overhaul ye
as resident "why the hell did you use sprites in detail" -chue 2024, i would've suggested something else, like scaleup2 or something
but i don't know if it has the same exact issue
Well it turns out Scale Up 2 is completely broken when sprites move
oh, well shite in my boots
i thought plenty of people used SU2?
spacecore? spacecore would be painful though
Spacecore also currently has a bug, I think I have pictures of both
afaik you needed to do fromarea toarea on each individual spriteindex for sprites, which is why i said it'd be painful
in any case though, the ReplaceDelimited way is technically still an option for maximum compatibility, but it is also just a bunch more work, so, there is that
maybe just set your edits with Dolphin's method to Low or something. or Early or whatever it is
bc its more likely that someone is gonna replace the entire event if they do change it significantly
and having yours be overwritten will at least make it not completely break, Penny will just be missing
So SU2's problem is that only the left-most sprite of each row seems to work, it pulls from the wrong row for every other animation, for example Haley here is using the "walk north" sprite when she's supposed to be walking right
My hunch is that because the testing NPC for SU2 was Krobus who doesn't move no one ever noticed the animations were borked
her hair is giving such jellyfish
Spacecore's new TextureOverride and SourceSizeOverride for higher res sprites seems to work on portraits but sprites specifically don't get squeezed into their normal bounding box for some reason
oh you're the shirt hairclip fashion accessory image okay 
Ye that's me 
oh this is fun
Thus that leaves me in the precarious situation where the only working mod for higher res sprites hasn't been updated in two years 
i mean as someone who has a fully functioning npc that uses SiD (that i know of), it works in cutscenes not regarding swimming
Yeah it's probably something to do with the draw code for swimming
Like maybe it's looking for a sourcerect that's now blank or something
hmmmmmm
actually no nevermind, the .dll made for my mod probably doesn't interact with draw in events
i can dig into it
To my knowledge this is the only time where an NPC swims so it's not too big a problem imo
But someday this house of cards might just all come tumbling down 
uh, vanilla, i think you're correct, date night redux has a swimming event i think?
nope, the .dll for mothman only targets the mugshot/calendar part, and i have no idea what draw is being used for a swim
Oh so you may have also seen that SiD behaves a bit oddly with mugshots
yeah @lucid iron fixed that for me, it's under a strict all rights reserved though since SiD has a questionable license
Flat-out doesn't work with Map Locations 
insert joke here about how you can benefit off of what i traded off by suggesting mothman as a requirement for the .dll 
I can live with the mugshots, they're just, kinda beeg
The only way to fix compatibility with NPC Map Locations would be to change that though, I think, which is WAY out of my skill range right now
yeah as chue said, "i had to fight stupid mafs with even stupider mafs"
I don't even know how to find HD sprites to test SU2
Really wish Nexus search wasn't so awful
do you want the mothman sprites? i can send them over
All I know is that a lot of mods using SU2 seem to have a lot of bug reports about the wrong sprites showing up
Which sounds in line with the broken animations I was seeing
Sure, what's Mothmans intended size? lmao
debug action Spiderbuttons.BETAS_PatchUpdate
[Content Patcher] Updated the Content Patcher context.
[game] Applied action 'Spiderbuttons.BETAS_PatchUpdate'.
[Console Commands] Sent debug command to the game, but there was no output.
debug action Spiderbuttons.BETAS_PatchUpdate Spiderbuttons.ButtonsExtraBooks
[Content Patcher] Updated the Content Patcher context.
[game] Applied action 'Spiderbuttons.BETAS_PatchUpdate Spiderbuttons.ButtonsExtraBooks'.
[Console Commands] Sent debug command to the game, but there was no output.

I think I figured out the ReplaceDelimited 
i mean it would be very novel having Mothman NPC being a requirement for pretty much any mod
wonder how much we could pump up the download numbers by listing him as a req for love of cooking in the next update
And it still works in foreign languages, that looks like mission accomplished 
why are we eating the mothman
Thanks for the help everyone 
@tender bloom if I see this right you can only move the farmhouse and the mailbox moves with it, right?
the wording in the wiki made me think you can move it individually but apparently not or Im doing smth wrong :p
I couldn't get the mailbox to go anywhere separate from the farmhouse either
Is this a threat that you want me to be your QA for bug reports? Pun intended
public virtual Point GetMainMailboxPosition() {
if (!this.mapMainMailboxPosition.HasValue) {
if (!base.TryGetMapPropertyAs("MailboxLocation", out Point position, required: false)) {
position = new Point(68, 16);
}
this.mapMainMailboxPosition = position;
Building farmhouse = this.GetMainFarmHouse();
BuildingData buildingData = farmhouse?.GetData();
if (buildingData?.ActionTiles != null) {
foreach (BuildingActionTile action in buildingData.ActionTiles) {
if (action.Action == "Mailbox") {
this.mapMainMailboxPosition = new Point(farmhouse.tileX.Value + action.Tile.X, farmhouse.tileY.Value + action.Tile.Y);
break;
}
}
}
}
return this.mapMainMailboxPosition.Value;
}```
this is the only hit in the code and it looks like it doesn't do anything with the property if it exists
Well, I mean I guess it does do something, it uses it to create a variable that it barely makes use of and immediately changes from whatever you put to a hardset value
Probably needs to be marked as no longer useful, though I'm not sure in which version that changed, might need to scour the version pages
am i misreading something? that doesnt look like it immediately changes to a hardset value to me
Oh, no I guess I am
If the property doesn't exist it sets a value to position and then changes the mailbox position to it and then to a completely different value
to me that looks like if you set the MailboxLocation property and remove it from the Farmhouse's building data, it'll treat wherever you put the property as the mailbox
Can you remove that from the Farmhouse?
it only changes it to a completely different value if it exists in Data/Buildings for the Farmhouse
yes
its just in ActionTiles
along with the lumber piles for the club card
@final arch Looks like I was wrong, see Button's explanation ^^
still used in Farm.draw for the letter icon too, so if you bake the mailbox into the map it should work
cant change a cabin's mailbox location though
That's a shame, thanks for the correction though 
Yes
Afaik
You can make the little hover icon move tho I think?
Oh you don’t mean that section of the image duh
Sorry is late
As of 1.5.6, setting the mailbox correctly was something you had to do for new farm maps
As of 1.6, idk for sure but that’s why those properties were around in the first place
judging by the code it's still functional as long as you edit the farmhouse itself to make it work
but not necessary by default
it's your name in the wiki box 
Oh crap I was going to say you got the late night hours right
But it’s morning in Atra land
Literally no memory of that lol
Must have been during 1.5.6
I’ve never made a relevant mod but I probably was talking someone through it once and got frustrated at the wiki or something?
i do always find it amusing when the wiki, whose modding pages are used by a ton of people who may or may not be in here, just cites a random name
im sure random Nexus user whose never stepped foot in here is very interested in what Elizabeth thought
Okay I am struggling to follow this (ahhhh Christmas be over already) but am I right in thinking you are saying that it is possible to have the mailbox be somewhere other than right next to the farmhouse? I tried doing that for my farm map but the game completely ignored it. But I definitely didn't remove anything from the farmhouse building data so it looks like that's what I should be doing?
Oh I do know relativistic but only as MaxRW like Avi said
... So does the main menu just ignore the music setting now?
'bout to expand my personal mod with a new function...
Okay so looks like it only moves the icon lmao
So now I have a not working mailbox and a random floating icon 
I could probably add a mailbox over there but then I'd have an extra one I guess
Any tile on the Buildings layer should work over there really
Hm, oh I guess it wouldn't add the action for me, gotta add that too
Working moved mailbox but the patches to remove the other one don't seem to have done anything
have you tried a new save file?
Yeah just tried that, was wondering if it needed that too, no dice
Trying to figure out where that one is even added, it's not part of the houses.png
When I use Lookup Anything it doesn't bring up any tile data for it
So I'm guessing it's just being drawn there somewhere
Ah, still in the Buildings data DrawLayers
@vernal crest @final arch
https://github.com/rokugin/CP-Examples/blob/main/[CP] mailbox test/content.json
I will deal with making a simple tutorial for this later, for now this is the code for moving the mailbox just over to that location on the regular Farm map
Hi, can someone help me?
I already know we can add furniture into Furniture Catalogue with CP, but is it possible to add furniture into other catalogue such as Joja Catalogue or Retro Catalogue?
Pretty sure all the catalogues are just shop entries
Looks like you can easily add items to the Joja catalogue by adding the context tag collection_joja to it, or by adding it to the Items object of the JojaFurnitureCatalogue entry in Data/Shops
RetroFurnitureCatalogue is the same deal but the context tag is collection_retro
If you want them to appear in both the regular Furniture Catalogue and those other ones you'll need to add the entries to Items
The regular Furniture Catalogue is set up to ignore all those context tags
thank you so much @rancid temple , I just need to add to one of the catalogue
I removed your name from it and added the basic information about how it should be done now, hopefully I didn't deviate too much and it doesn't get reverted and put your name back on there 
Try this mod. It still works fine in 1.6.15 https://www.nexusmods.com/stardewvalley/mods/7834
It lets me move my mailbox.
useful for players, but this is about designing custom farm maps where it starts somewhere else, I think
(or just has permission to move separately)
Oh, I thought the code might help
potentially, yeah, but I think they've got it worked out (ah, only partially, I misread, sorry)
honestly, I'm kinda* surprised that still works, since it predates all the 1.6 changes 
some of aedenthorn's mods are pretty resilient
Yay, I was surprised too. But I am using it in my current play through
I think it's good. I've never looked at buildings stuff before but I found the ActionTiles and DrawLayers fields info on the buildings page and your instructions for what to do with them made sense to me. My only suggestion is to maybe move the instruction to add an Action Mailbox property to the tile to the beginning of the sentence so people don't go looking for Action Mailbox in Data/Buildings.
Merry Xmas eve!
merry xmas 
I don't even know what nexus premium is good for but 
more download speed (and choice of servers iirc), no ads if you're not already using ad blockers for some reason, and auto-install for mod lists, I think 
Yeah if you use Stardrop you can update all your mods with just one button click (or maybe a few more than one, but fewer than updating them all individually!)
Admittedly the download speed is a lot more useful for games like, say, Skyrim than Stardew. But it is nice to have.
I'm hopeful for premium for the updating
Updating 70+ mods is much easier with Stardrop than it was manually but it still takes way too long doing it one by one
I might save this for a little bit then! ty guys 
You get more free months at higher UDLs and eventually get lifetime at 30k, so you could probably use it now 
I was already past 30k when they implemented it, so I have all these free months I never got to use 
ngl I'm not sure I'll make it to 30k udl but we'll see 
they should let you gift your free months if you didn't use them lol
Honestly if you keep putting out mods you probably will
At the time I got it, I don't think I had a mod above 12k and those were my older ones.
I've finally reached farmer! I desire cheeto dust ✨️
Hello, somebody created a translation for my mod on nexus and asked for me to open permission to upload the translation file. Should I grant them permission to "edit my mod details"? I don't see any other kind of permission capability on nexus. I am also learning github not sure if I should ask them to submit it there instead
I think they might be confused
You don’t need to grant them any permissions
They might also be malicious, but confused seems more likely
There’s a few options for how to do translations
- Have them DM you the file, you upload within your mod. Downside: more updates just for translations, they have to give up permissions on their work and you’d have to manually implement if they want DP
- They upload as a separate mod page (only the i18n if you have i18n structure, whole mod/text part if you don’t). Pros: they get DP, you don’t have to deal with bug reports in random languages. Cons: you have to give them permission if it’s the whole mod. However, this isn’t a mechanical thing, you can just tell them over DM
Idk that GitHub would help any here
This is why i18n is great
They don't have to upload the whole mod with a translation
If they’re asking for open permissions, they almost certainly do not want you to add them as permission to edit mod details unless they’re up to something very weird/suspicious
They might be worried about the nexus permissions of reuploading your mod in case you don’t have i18n
Do you need advice for how to ask the mods for Cheeto?
OK thank you
If you want to do this, you can just DM them “I give you permission to post a translation” and tell them they can screenshot to show proof if anyone starts asking funny questions
Isn't there a command for this?
It's been a bit
The wiki says specifically to mention it here, but the roles description says to reach out to bouncer 😵💫 so I started with in here and figured I'd reach out via bouncer at some point
I don't know. I know that when I got Cheeto I found contradictory advice on how to do it so I asked the mods directly.
well bouncer is same as talking to mod if i understand it correct
theres some speshul mod mail chat
When I did it I messaged bouncer directly and then one of the mods replied to say I am eligible and to please add myself to the wiki and then they will Cheeto. But they don't want people to add themselves to the wiki until they have been assessed as eligible by a mod.
actually it looks like they got impatient waiting for me to respond and already uploaded another version : )
Oh ick, don't like that
I don't understand how any person could think "I asked for permission" and "I was granted permission" are in any way equivalent and yet here we are with multiple people doing this.
Honestly if I saw that I'd be real tempted to be petty and go "you didn't ask, so no, take it down"
do u intend to grant permission in the end 
there is already a Chinese translation of your mod posted btw
nvm, just saw you saw it
He did ask for permission to translate, and it looks like based on the size of the mod it's just the translation file, so I think that's fine
(I did actually release a mod myself where I asked for permission and then released the mod without getting a reply...BUT I was only asking to be courteous in the first place because the Nexus perms already allowed my mod.)
im psure upload in nexus context meant new mod page
which is prob less hassle for u, no need to merge in translation
i do tend to merge tl in only cus my mods have like, 10 lines tops and usually just configs lol
also idk if this is be being slightly petty but imo if someone is expanding/translating a mod they should include the original author in the nexus author section
I've had (by my request) Nexus take down a translation someone did without asking me. Mainly because they were a DP farmer who did machine translated mods without QA for anything new. But partly because it would've been so easy to ask me first (and I'm very responsive!) and they didn't even bother.
like author: [<translator> and sdvhead]
I've seen some translations that apparently use chatgpt which... 💀 I wouldn't trust
not sure how I would be able to tell the difference
its all greek to me
or chinese, in this case
This actually grants permission to edit mod pages (if done accurately) iirc
Like if you look at atra’s mods
The way to add someone to a mod is horrifyingly low tech
I wouldn't be surprised. Some people are just doing it for the DP so they churn out as many as possible. I hope they were really badly impacted by the DP changes. I have begrudgingly accepted that AI being involved in translation is reasonable given the amount of work it is (and I speak only one language so who am I to judge someone who genuinely wants to translate something but speaks the second language less than fluently) but only when it's for translations that are done with care and QA.
You just type in the raw string of their username
I thought I saw two separate things, the author field and the "add to mod" field. But I could be wrong
So when there's a mod page with one clickable author name and one unclickable, the latter does actually have page editing permissions?
It’s also possible it is like that, I haven’t prodded it much
Uh whatever Atra did to me worked yeah
Hmm. This seems easy to check with the help of a guinea pig.
Atra’s the morning person, that’s how you tell us apart 
I was going to say I've seen them both in the same room together but they could just be logged into different accounts on different devices lol
so you in the morning you're atra and during the rest of the day you're Elizabeth?
Between the two of us we’re awake pretty much 24/7 when I’m in this time zone
It's morning right now and is Atra here? No. Case closed.
It’s also Christmas Eve
it's also evening
They could be going on a 10 mile run
Another difference between us: I currently do not run because I’m trying to keep my tendons happy
It's nearly wake up for presents time
Honestly that's probably the most accurate thing ChatGPT can do - machine translation 's been around for quite a while and has had lots of data to train on.
Is wake up for presents time midnight?
but chatgpt isn't machine translation - they work in very different ways that don't necessarily lend themselves to translation 😭 calculators have also been a thing for even longer than computers but half the time if you ask chatgpt a complicated maths question it gets it totally wrong lol
I was trying to go to sleep before chat got busy again but I failed
Oh, so they managed to screw up perhaps the easiest thing they could do? 
Eh they were trying for Jack of all trades and got master of none
I think is the best summary of ChatGPT’s failures
They didn't even get Jack
yh, because chatgpt is just a language model - it's basically the same as a toddler who learned to copy how their parents talk really well but doesn't understand the actual meaning of words lol
Oh I figured they'd just tap into something existing but I guess they couldn't purchase the trained algos or something
Machine learning can be really powerful and great when it's very carefully fed and monitored.
Is there a way to use general mod config to choose what i18n translation you'd like
Not to my knowledge. Possibly with C#.
you need to load your translations into an asset and read from those
then all your translations have to be separate CP mods
that's the only way I see something like that can work
Is there a use case where you'd want the i18n in a different language from the base game?
Thank you! I'll give it a shot and if not I think I can manage making that with C#
No but from my understanding the i18n has to be changed manually for each mod depending on what language you speak
That is not my understanding of it
Players should just be able to change their game language and have the i18n from your mod associated with that language be used (if present)
yeah lol
Bit pointless otherwise really
You should be able to test it yourself pretty easily
Just like me frfr
Yeah, I'm pretty sure it reads the game language and picks the right one
I thought you were doing something wack like "someone submitted 2 korean translations and I want to let the user choose which one to use"
Please, you are better than ChatGPT 
Iirc language swapping on the fly gave tool errors in strings but it was still relatively smooth
lmao yes that is true, but I only made one translation for japanese which is really the only one that I may need multiple for, but I'm not worried about it
And I was thinking something like "someone wants to learn Spanish but they're not good enough yet to have the whole game in Spanish so they just want one mod to begin with"
let me have fish of stardew teach you how to say a bunch of random fish names XD
This was my use-case too
I like using Spanish dialogue mods but my Spanish isn't strong enough for the whole game to be Spanish yet
honestly never considered playing a game in a language you are learning, thats a really good idea
My solution is to rename the i18n files so that the Spanish is default and the English is labeled as Spanish haha
That would probably work on me. I'd get too frustrated trying to learn Māori with the whole game language changed but if Wren, for example, was in Māori I'd be motivated to learn more of it to get to experience her.
Best games for this IMO are mario games, because they're localized whenever possible! So the jokes and slang and stuff usually make sense in language
Yeah that's the easiest way to go about it I think Koda. Too bad for me there are not actually any mods in Māori lol
When animal crossing was big, I used to write all my letters to villagers in pumé (my indig language) for the practice. I still log on sometimes just to have my villagers call me pet names like my abuela would when she was around
Once Hiria is released there will at least be some Māori dialogue in one mod!
the tough part about speaking a RTL language is that they're way less likely to be localised (and if they are, it's always arabic and maybe urdu which aren't the ones I speak 😭 and it's never a great localisation because RTL is tough)
RTL = ready to love? Ready to lick? Regional traditional language?
I know I should Google it but it takes so long on mobile.
Right to left 🙂
Arabic and Hebrew are the two i can think of off the top of my head
Oh that makes sense but I don't know if I knew that Hebrew is right to left
Arabic, Hebrew, Urdu, Yiddish (though nobody really speaks just Yiddish and it's mostly older people who are fluent), a bunch more
Farsi
basically any language stemming from the middle east
That makes sense
I only knew that Hebrew was rtl because of my convert process, I don't think most people are aware bc they see it used amongst English mostly ?
I've heard people say that it's because these languages were designed to be carved (with your right hand holding the hammer) rather than inked (with your right hand avoiding wet ink) but ngl that doesn't sound correct
By used amongst English do you mean like occasional Hebrew words scattered within mostly English speech/writing?
Yeah
Yeah that makes sense
yeah, that's common with some groups of diaspora Jews (new yorker jews tend to do it a lot)
other groups stick more to Yiddish though bc Hebrew used to be the holy language and not allowed to be spoken
Oh that'd explain it (is a new york jew)
It's been difficult for me to get much of a grasp on Māori grammar so far because most Māori use is similarly within English so it hides that Māori has different grammar.
haha that makes sense, I found that you guys are generally less aware of traditions outside of new york (mostly because you have your own very well-defined traditions! it's nice to see tbh)
like the Rosh Hashana Chinese Food thing 
Do you live somewhere with less location-specific culture iro?
I have the same problem with Spanish and pumé all the time
/empathizing
I'm in London (and not the Jewish parts) but I have family from all over and only moved here when I was ten! Where I'm from tends to have a wider mix of traditions though (I don't share where I was born though)
There are apparently Mario Odyssey speedrunners who are trying to learn Chinese because that's the fastest language, I think that's neat 
Our local Chinese food place stays open on Christmas just for us every year 
I just mimed this twice and the first time I thought I'd probably be able to see more clearly carving right to left and the second time I thought the opposite xD
I feel like it’s probably at least part myth because Greek is carved and LTR
iirc the top to bottom was because of palm leaves but that's more lore i could think of 
haha right? it's supposedly because you can swing with more precision with your right hand towards the left, but like elizabeth(I think? idk what you go by 😭)/faux atra just said it's... questionable. Because there has been old RTL inking and LTR carving
probably more a matter of it's that way because that's just how things happened, no reason in particular
Elizabeth is not faux atra
latin is so famously carved they didn't have a rounded U and that's LTR too
(see conversation earlier where I only just realised you two are two separate people and have remained unconvinced because I think your names are you hinting at us you are one, joint, elizabeth-atra)
Oh it must be morning now
atralizabeth
it's okay iro, when tia and wren were both active at the same time, i confused them all the time
It did take me a while to figure out that Tia was making an NPC called Wren and that was entirely separate from the mod author called Wren, yup lol

Lol
I am a morning person. I also get wildly not enough sleep
it took me long enough to figure out that festive mathperson was atra 😭 every once in a while you guys will mention someone who I will realise I haven't seen in the conversation or on discord at all and it will turn out to be one of you guys in disguise 
in my defense it's because i'm hiding from my users
halloween was a great time, we were all dedicated colors
I've been cat with oscilloscope for years
[hasn't changed mine in like... two years]
Maybe a year
Name-wise. Avatar's much older.
. why is this the first time I check your username. Why did I think earlier you linked me to someone else's thread you just happened to be active on. 
it worked diinnit
you guys are doing this on purpose 
Sleep tracking is fun
technically, my avatar is as old as discord itself
I always check discord usernames when someone mentions a name I can't see in a display name
it won't let me use 🇯 as a windows emoji, so i'm in light jail
also rip, someone reported some "massive lag" with one of my mods the other day then when I asked them for an smapi log, pulled an aang and vanished
inb4 it's because they have it who shall not be named or something
Ten bucks says it's No More Lag
it sounds like it is my log bc the lag is when they open their map but I'm also not sure how you can even spot massive lag with the map open...
a) what is that
b) is it compatible with SVE 
it's not compatible with content patcher
It's an "optimisation" mod that breaks other mods
amazing
And does not improve performance at all
10/10. My new mod is going to let you download RAM in that case
the real stardew no lag mode just prevents SVE from loading. instant lag reduction
For a while in November I was legitimately averaging just above 4
That was misery
Just misery
That sounds horrible
I get xmas eve and Xmas day off and I'm just sleeping lol
tbh i think that was me for the entirety of june/july
My body just tells me NO if I don’t sleep for too long and I start random falling asleep when I sit down on the couch
I'm halfway to living up to my threat of staying awake the whole Christmas Eve night
And now the sun has started rising and the birds have started being noisy
NPC scheduling and initialization were implemented in a way that works well enough for vanilla, but unfortunately didn't make the scope in 1.6 to revamp for mod-friendliness.
Also known as the-feature-rewwrite-that-would-make-atra-happier-than-any-other.
tbh schedule rewriting is such a scope that it terrifies me
so I don't mind it didn't make the cut
Yeah, I feel like it would warrant an entire update just for that.
Anyway thank you for the update Pathos, Merry Christmas! (And I shouldn't have any more questions for a bit so you won't get more pings from me
)
Merry Christmas!
Happy feast of the Winter Star!
So... It's compatible, right?
...yes. yes it is
in one sense of the word
I think I actually saw a thread with this issue in #1272025932932055121 , they found out that Map Event Markers was constantly running checks and that was the concern
that was a while back and was fixed, but ty!
a while back being like three days ago
just like... pre this 
Ah, so before this report
yeah, the person from this report has confirmed they're running the fixed version
there's a decent chance they're just running a bunch of mods that update the map at once and also have a bunch of events pending from these mods (like ridgeside + sve + other expansions), which would 100% do the trick
Are there any known ways or mods that can turn one item (say a nutmeg fruit) into two items (like mace and nutmeg)?
did you have a specific "cause" for that to happen in mind?
something the player does, a machine, gift reaction, etc?
You can have it be random
I suppose a machine would be doable. And with that being said, it looks like I might be able to do it through ExtraMachineConfigs
selph is probably Doing Family Things™️ but you would probably be correct
yep, just found the bit on how to do it. Awesome!
https://github.com/zombifier/My_Stardew_Mods/blob/master/ExtraMachineConfig/README.md#adding-extra-byproducts-for-machine-recipes
Guess I'll need to make a spice table too
I just coded 500 recipes
that's a lot of food
yes
WAG has multi-outputs as an example, Yumiko. Though it is quite large.
I made a mustard mod a while back, and my roommate suggested I add curry. So now I'm adding like 15 of the most common spices.
did you do another concat crime
nope, typed them one by one
Alright, bit of an emergency code fix necessary - how do I lock off patches until a character is unlocked?
Context: I have patches to put characters in the game if they're unlocked. The problem is, presently, apparently the NPCs aren't even patched in until conditions are satisfied
So when I make a new file, I get the following log upon saving the config: https://smapi.io/log/bcaeb9825da54e72ba67d19f5cd0ddb8
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 76 C# mods and 75 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I'm not sure I fully understand but you could put a When on the Include
The problem presently is the include contains all of these, and June is in the main bachelor/ette area in my coding
can you elaborate more on the "apparently the NPCs aren't even patched in until conditions are satisfied"
I feel like there's some unrelated warnings popping up there, not sure which ones we're looking for
Only the ones at the bottom!
The top ones were from when I was loading my regular file. I can get a fresh SMAPI log if you want clear of most of those
I think the problem is that NPCs that always exist reference the NPCs that are conditional, and that when they're conditionally not patched in, we get that log spam?
I'm not sure what your cp file looks like, but generally speaking
- custom locations should always be added. If you need to make them conditional, use map patches and warp edits instead
- npcs should always be added, and use npc data conditions to unlock.
Because they're technically invalid at that point?
oh, you're using the relationship token
someone else had this same problem the other day, the person making the Law & Order mod
but those characters aren't patched in yet
it does not!
it wha-
which is what i discovered
the list of characters it gets is every character in a location
I just told Pathos I wouldn't ping him D: Okay, educate me button
hes already aware of it anyway
he said it probably should check Game1.characterData instead. however right now it doesnt
and so because it gets its original listing of all characters from every character in a location, if a character isnt unlocked yet, they arent spawned. they do exist in Data/Characters though
and it creates a list of all those characters in that list to check against. if your input argument isnt in that list, it stops the check early bc it thinks its invalid
so basically, I need to figure out a way to lock off all character patches who might not be at the Winter Star via includes?
Because that's going to be difficult and I liked my clean patch structure right now D:
yeahhh the workaround the other person had was checking against a specific event being seen or not (Kent's arrival) so... i guess id just check for the same conditions as the characters unlock conditions
or an event if there is one
its not a pretty solution
sigh well, at least I discovered this now
would have been shit to discover in like 5-7 hours
Hmmm... how are these NPC names patched in? I'm wondering if you could maybe use some custom token that is blank when the NPC isn't patched in, and maybe it'll just ignore a blank one?
That you'd have to ask button. Per button they're all already in Data/Characters
the NPCs ARE patched in
Oh, well then in that case...
content patcher just makes an InvariantSet of NPC names for optimization purposes but the list of names it uses for that set only checks NPCs that exist in the world
but bc it grabs that list of names from somewhere else that im sure is also used in other things that are not the relationship token, im not sure how involved fixing that would be
might have unintended consequences that i wouldnt know to look for
(Is RSV doing something weird to patch him in or is it just Condition? )
(That's something that'll likely be fixed in the next Content Patcher update.)
there we go, straight from the pathos himself 
The SMAPI install guide for Android is now updated for the new working SMAPI port.
Working??
that is the equivalent to getting coal for crimis /lh
...what lesvel of stability are we talking?
Do I need to pull out my Android build configuration again?
Last I saw there was no problem with the SMAPI port, but they were still working on other mods support
SMAPI itself should be stable so far as I know, but it's still early so it doesn't have mod compatibility rewriters for all the Android-specific code changes yet.
... I hate to ask then, Pathos, but is there a general timeframe for the next Content Patcher update?
Context: I might leave my patching as is
That explains why I'm getting a new flood of DMs requesting Android compatibility
I can rewrite everything or make a known bug post, but it'll mainly depend on if it's "soon" or "a ways yet"
I don't need nor want an exact date XD
I'm visiting family for a few weeks, so I won't be online much. So it probably won't be until I get back at the least, unless something critical comes up.
30-40 business days, got it
Hmmmmm. Okay. Thank you, that definitely helps inform my decision
hope you enjoy your family visiting pathos 
Good! Go relax and get some rest!
What I think I'll do is split the difference. I really, really, really don't want to reorder my patches, but I can still lock off dialogue patches from being patched in as long as someone has not unlocked Zayne (requires his 8 heart), Daia/Jio (requires Spirit Realm) and/or Bryle (unknown - I think his is probably going to be the trouble tbh). If I get too many reports I'll reorder it until the update, but otherwise I'll leave as is
there was also a June error, but that's probably because I skipped around - the Winter Star should have him around normally and he'd exist in the world
is the item Cookie or Cookies
I think Cookies?
Cookie
Yay Pathos break time!!!!
have a good vacation!!!
The DisplayName is Cookies
Which causes weirdness when trying to put them in shops which is why for ObjectInternalName in the shop data you put Cookies
Your answer confuses me
Cookies are a convoluted mess
Random observation here but... why does the upright hoe frame (and only that frame) look so different for the upgraded versions? (I mean, in shape, not just palette)
Actually kind of surprised how different they all are, but that one is exceptionally different
They all have subtle variations of course, but the 3rd frame looks like a different tool entirely.
thats a showerhead
either way the wiki page says Cookie which is annoying me
It's like a more modern hoe
Well the Name field is Cookie
But the name you see when looking at in game is Cookies
What makes it all the more strange is when you compare the last frames, the old busted iron hoe is shorter than the upgraded gold one which is the opposite of the 3rd frames.
Yeah that's from the game directly, I once knew why but that was before-times me knowledge
Weird
I think maybe it's because of the Cookies recipe
I dunno if regular Cookies are sold actually
Oh yeah they are and they don't have the ObjectInternalName
So only the recipe needs it because the recipe entry is called Cookies
Alright. If I've programmed this right, I now have the dynamic tokens
{
"Name": "TempBlock"
"Value": "Errors",
},
{
"Name": "TempBlock",
"Value": "all",
"When": {
"Query: {{HasSeenEvent |contains=75160263}} OR {{HasSeenEvent |contains=75160440}} OR {{HasSeenEvent |contains=75160375}}": true
},
},
If any are true, all will be added. If a player customizes on main menu, no errors. If they customize in game with all characters existing in the location (Zayne being the most troublesome, with how far in he's locked before he attends the Star), no errors. The only way to cause errors is to:
- Not be in the festival
- Have at least one of Daia/Jio/Bryle/Zayne unlocked
- It either is the first Winter Star (no chance Bryle is unlocked), Daia and Jio haven't been met (also difficult) or Zayne hasn't been unlocked (probably the key)
- They customize it during this portion
That should hold until Pathos can push the update. I think.
(Tbh with this and the Custom NPC Exclusions I feel like UWS-RSV is on a hastily and somewhat poorly constructed liferaft, but it will get to its destination! XD )
You can also do this (which will be more efficient for Content Patcher's optimizations):
"When": {
"HasSeenEvent": "75160263, 75160440, 75160375" // has seen any of these
},
Yoink. Thank you Pathos 
(Also the fix is now in the code for the next update.)
You didn't have to do that now, it's Christmas Eve! But thank you Pathos 
Merry Xmas eve!
I hate to ask this here, because I'm sure hundreds of people have already asked but... I am new to modding for stardew valley and I was wondering if there was a general repository or location I can go to get some beginner tips (where to start creating mods)?
I have a plethora of experience in c++, c# and Python, but I'm just not sure where to start with Stardew Valley.
!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 it’s easier to start with making content packs, since you don't need to learn programming.
depends on what you want to make really. do you have ideas in mind
just made a PR to GMCM because I couldn't get my config menu looking exactly the way I wanted it to look lmao
definitely have a good many ideas.
sounds like you already have the knowledge you'd need for C# shenanigans so it'd just be a matter of deciding on something specific then figuring out how to make it happen?
the wide range of "that's doable in cp" versus "yeah you'd need c# for that" is understanding the game's logic
insert bird xkcd
so first steps are:
what do you want to create as a mod
check the decompile/unpack
check https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md content patcher docs
I think xkcd may be how I found out about stardew for the first time. Full circle moments and all that
i've owned stardew since it's release but didn't become a mod author until recently so it's just me staring at the decompile like, "yeah that is definitely a method name i would use, relatable"
She got her research team, huh
wondering how the hell CA lands on color_green for this
vegetable medley = eat your greens = green
Does anyone know or has interacted with @dreamy cedar ? I have played with the Questable Tractor mod and have seen the code on GitHub.
Yes?
if you're already pinging them just put the question in your message
😭 beets will stain your hands, even the yellow ones... Where is the green in that
And for a medley... Isn't only two vegetables kinda
Small
Don't try to make sense of recipes
We also have chocolate cake without chocolate
That would make a hilarious stardw 1.7 update
"Added chocolate to chocolate cake. Added Easter eggs."
||they are actual Easter eggs||
can anyone tell me what's going wrong with this json?
Line Field Error
17 Changes[0].Entries.seaweed After parsing a value an unexpected character was encountered: ". Path 'Changes[0].Entries.seaweed', line 17, position 8.
you need a comma after } for your seaweed: {} block
okie dokie
and also after the } for the green block
same to green
it works! thank you!
we have meatless meat burgers, don't we?
I figured it out - and big thanks to some of those tutorials. Also, Pathoschild
I just wasn't aware I needed the nuget package. Had been looking for some API reference and couldn't find where to get that until I found that in a tutorial.
wooops 
Someone ought to make a joke recipe change for the chocolate cake to make tomato soup cake. It apparently tastes like chocolate
nw, glad you found what you needed
veggie burgers are a thing, and from the recipe the patty is presumably made from the eggplant
Valaki tudna nekem segíteni?
Rule 15 of the server
Ohh, tanks. I understand.
don't we have something that's explicitly called a veggie burger and something that isn't? unless I'm misremembering
😔 it would be cool if there were cheeseburger
I'm still trying to make a meteorite spawn on the farm. I think I'm almost close, but trying to compile the file gives me error. Does somebody know if I'm close to what I want to do, and how to fix the error?
you missing the comma it tells you bout
Yep, that's a comma chameleon alright
if error at top says a line, go back one line and see if there's a comma
ofr once a problem i, too, can spot lol
after what line do I put the comma?
so it told you 526. On line 525, no comma
probs means you have a closing bracket too early?
That can totally be it. I just combined 2 already made code given from flashshifter
if I make that jewish food mods maybe I should add one just so I can remove it
(not that it's going to be a kosher food mod, just cultural jewish food)
stuffing has gravy and gravy is a sauce, therefore stuffing is sauce
it's a food. thing. substance. not one solid thing. substance thing /lh
Stuffing doesn't have gravy unless you put it on
food_substance
edible_enough
and stuffing is its own substance, named because it's a thing you stuff things with shakes fist CA!
some of the food tagging really is mysterious
food_goo
for starters, you have multiple Large_Object_Spawn_Settings in your file, and top-level keys should be unique
in fact, I think those two sections are identical
Oh I know what would cover gravy and stuffing! food_accessory
I don't really understand much about this, it's the fix easy?
delete one of them...
everything from line 526 and below should be deleted
I'd recommend downloading FTM's HTML editor and creating a new file with it, there's no json editing required
is that the configeditor one or a different HTML editor?
I assume a different one actually 😅
no, it's not intuitively named, but that one lets you edit content.json files for FTM
ah, ty
(I should get around to renaming it next update
)
there was something we needed to ask esca but my swiss cheese brain has forgotten
I totally misunderstood something, that's why I add the meteorite after line 526. But the code falshshifter gave me ended at line 526. Now I left it as it is. Still no meteorite, but I guess something is missing to make it actually appear, and that code is only part of the solution
Esca, who messaged above, is the author of FarmTypeManager. Take their advice over anyone else's where it comes to this
aka try the html editor
But I didn't create the code myself, I was given. I wouldnt be able to recreate it outside from copy/paste. Would this be enough to make it work?
Didn't notice the message before
#making-mods-general message i found it
that will let you make a new version of your own, complete with whatever you want to add. Or you can use the one you're using right now and build on top of it I think
it was in regards to custom NPC exclusions and winter star 
I cannot build anything myself, I really need something like, "Put this code there and the meteorite is gonna appear on this coordinate on the farm"
'tis RSV's fault and they've been notified XD
I did see that mentioned earlier, but yeah, wasn't sure if it was an issue or just "using both Exclusions and 1.6 at once"
no worries
that's what the editor does. It makes the code for you
using a website
Can you direct me there?
(you'll still have to do a bit of documentation reading, but if you can't do that you won't be able to support your users if you have issues, like we mentioned earlier)
I'm not sure what exactly you need the file to do, since there's some active forage stuff in your file too, not just the meteor 
it can open the same file and edit things with a UI, though
it's in FTM's optional files here: https://www.nexusmods.com/stardewvalley/mods/3231?tab=files
it won't open broken files correctly, though, so make sure it already has no errors* in the smapi.io/json thing
(sorry I can't help directly, but I can barely read right now, eye problems today
)
that config editor is so cool btw! can it handle everything that can be done via json, or does it have some limitations?
that's the one. Load the fixed version of your json file at the top
Looks like what I was looking for, but I miss information here. Area Id for main farm? And how do I put Meteorite, and its coordinate?
Oh okay
the main limitation is that there's no UI for adding complex forage definitions, so if you want to spawn BCs or something, you have to manually type stuff like {"category": "BC", "name": "lightning rod"}
otherwise I think it has dropdowns and tooltips for things
I didn't even think of spawning BCs as an option... that's amazing
I crammed a lot of unrelated things into the forage spawner over time, since it's the cleanest code-wise 
you mean foraging for electrical machinary wasn't the original plan??? /lh
choose a section in the "select a spawn area" dropdown list, and it'll bring up that area's options
I didn't see any obvious issues with your settings earlier though, just the two copies of it
I don't really need that. But Now that I'm here, it looks like everything is fine. I should just save the file as it is and it should work. Does it create a manifest for it automatically?
it only creates the content.json itself, so you'll still need to put it in a content pack with the manifest
hold on, if it wasn't working before you loaded it in it likely still won't work now unless you changed something I think (unless I'm wrong, feel free to correct, esca)
just loading and saving it again probably won't affect much, yeah
the only issue I can think of is that you might need to delete the "data" folder in your content pack, or try it on a new save after the earlier fixes
@desert crane do you want the meteorite to only load when grandpa's farm is being used? because that's a requirement right now I think
Maybe was just wrong coordinate, I put different one, even if it gives me different
I added 62,68
But it's wrote in a different way
Still good?
NO I DON'T!
How to remove that?
Also this is the manifest I'm using, copied from that mod, is valid and working or I should change something?
remove the
"OtherMods": {
"flashshifter.GrandpasFarm": true
}
part at the bottom
I remove all these three lines?
well yeah, you should change the author, mod name, mod description and mod ID
yes
oh and the version should probably be 1.0.0
I will do that, but does that affect the working of the mod? If not I do after
you won't be able to load this AND the actual mod with that ID at the same time
you might also need to remove the farm types setting, if it's still there & you don't want to limit this to the standard farm type (which grandpa's farm normally replaces)
"File_Conditions": {
"FarmTypes": [
"Standard"
],
"FarmerNames": [],
"SaveFileNames": [],
"OtherMods": {
"flashshifter.GrandpasFarm": true
}
}```
should look like:
```json
"File_Conditions": {
"FarmTypes": [],
"FarmerNames": [],
"SaveFileNames": [],
"OtherMods": {}
}```
you're not allowed to use someone else's identification card to get into the club /lh
are you still planning on publishing this to nexus?
SMAPI will only load one mod with the same UniqueID
(if there are more, I think it skips them all)
seems right
If the meteorite thing work yes
because honestly right now I think once you're done with this you should enjoy it yourself but maybe not publish it until you have some time to learn how to fix things if they break? all of my mods were private for ages too, it's how we learn!
You are still not Flashshifter, and unique IDs need to have the author's name first and then a . , like for example, kane.meteoriteonfarm
would really suggest https://stardewmodding.wiki.gg/wiki/Tutorial:_How_to_create_a_manifest
breaks every single field down for you
keep in mind that if you put this on nexus, I'm not sure what the meteorite is meant to be blocking (if at all), but different farm types are going to need different coordinates in order to not be anywhere invalid/be where you want them to be
it might be in the middle of space if it's a small farm
(you don't need compatibility for all modded farm types, but you should know which ones you are compatible with and hopefully be compatible with all vanilla farms)
I will give them my map along with it and the price mod
So this is the manifest now
I tried it but it doesn look its working
so you probably need to make it so that the meteor only spawns when they're using your map type, otherwise it will keep spawning in all their other saves too.
are you making a new save each time you test?
I will think about this after I can actually manage to spawn a meteorite on the map. So far it's not appearing
Yes
And also using my modded map
And put a coordinate where there is nothing
But still doesnt appear
This is the code so far
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
I sent it here
Oh the log don't know how to do that
I sadly have to go afk now I will be back later
there are instructions in that embed when you get back
If you find anything write to me I'll try it after
I'm not looking for things for your mod on my own, but when you come back, you're welcome to keep trying and we will try to help
I meant if there was an error here now, that still doesnt let the meteorite spawn
I totally understand what you mean and appreciate the help
See you later and thank you!
i should really notate the differences between question null, quickQuestion, and question fork in regards to using i18n because i've gotten myself confused
this does spawn a meteorite when I use it in a test pack of mine
(at either tile 20,25 or 62,68 at random, since both are listed)
Make sure you're testing on a new save, Kain.
Oh that's real neat! I may be dabbling in FTM sometime soon ™️ since I hear you can spawn in BCs that aren't movable.
I am cheeto!
Now you'll never play the game again! /lh
Oh I haven't played in at least a month 😅
yep, BCs/fences/etc should spawn in place and be useable now, with the optional "CanBePickedUp": false to keep people from stealing 'em
(@ me if any bugs come up, but I think those work now
)
(though since I said fences, I don't think it prevents tool use on those yet, it's in my todo list)
But I'm earnestly trying to start a new save tonight! I just gotta update.... 111 mods, and install some new ones....
Enjoy!
Updating is the most fun part 
Slowly working on my mod page for the apartment complex
join me! break the cheeto curse!
the thing about primarily modding qol stuff is that ideas exclusively come from playing the game 
all my qol stuff actually came from the mod suggestion repo or here 
since I haven't really played since my first mod (so like 1.3)
definitely would've made twice as many if i played more though
wow esca
You should play again, you've missed out on so much it'll probably be like a new game
Better Crafting was a response to me getting mad at the vanilla crafting experience in multiplayer.
yeah, 1.3 was... wow. very different afaik
I keep meaning to, but I mostly got into in coop and we haven't had time to settle down and get into it again
(or got distracted by other stuff)
Playing the game is the best for qol
I've run around testing stuff enough that I know about most of ginger island and all that, though 
I say that but I haven't played since 1.6 yet. Too many other games lol
map event markers was from me trying to chase all the heart events I missed. Light radius was because if I wanted to see the farm at night I had to COVER it with lamps and there was no space lmao
yeah I think there were like...two things I actually found in 1.6 before being spoiled on them 
i need to play other games
I've put checks notes ...way too many hours into Enshrouded
I haven't played the game in so long that I tried to seriously use Silver as an item in a crafting recipe
1.3 was my last before 1.6 brought me back, and I missed a LOT! It took me over 6 months to work through to ginger island (altho modding didn't help my speed lmao)
I've looked at the mod suggestion repo a couple times, but I think the labelling isn't really maintained and right now it's like a lot of people asking for whole expansions 😭
(Realistic Writer Elliott was from me going "oh lord he sounds like he self-publishes on Amazon")
but in the past 2 steam sale im like "oo <wishlisted thing> is on sale" and then i buy without playing em
same, it was my civic duty™️ to dig through all the monster files once I got into the betas, so I saw a lot of stuff immediately
I stopped playing last time on the day 1.6 came out iirc, and now that I'm back I'm finally playing through it lol
so almost exactly a year ago!
oh, yeah, I was gonna say, it looks like nobody's had time to categorize them all for a couple years
it was helpful
still a good pile of random suggestions, but yeah
most recent labelled issues are from 2019, so much closer to when the game came out than to today haha
i wanna make the lunch box one eventually
Steam must know this, that's why they added the hilarious "Play Next" section on the library home page. Mine takes up the whole row.
hopefully before we run out of 32bit unix time
ah, yeah, there are a few still labeled up to like 2022 but it's sparse
"Maybe users will actually play their games if we re-recommend them"
Wow I guess I am old in Stardew time
I started playing in 2020 iirc?
I guess it was the very end of 2020
I've had like bursts of playing and then stops, and I have no memory of when the first one was
it was when 1.5 was out but not for ios because that's why I moved to PC
whenever that was haha
can the list be tagged/organized by anyone or just the github contributors?
kinda proud that I did at least a couple of ideas from the github, even though 1.5 of it I would have done anyway
I think just contributors
I haven't really done much collab stuff on github, so I'd guess either the poster or pathos/ento would need to do it?
Honestly without tagging the ideas list is super full of terrible ideas
Not that the idea itself is always terrible
But it’s a terrible suggestion to ask of other humans
"Place craftables on trees" and "Harvest Moon chickens" (I did the 1st one before knowing there's an idea for it, and was 50% done for the 2nd)
A bunch of them are incredibly specific requests for things that are clearly personal headcanons/OCs
AKA "commissions but for free"
(i'm enjoying the closed topics that are like "make something 18+, idk what, just do it"
)
others seem like they're probably already done
there's a lot of general storyline ideas for big expansions
Yeah, probably a bunch are in the game
i did one request
i did my part
and some that just aren't feasible
I always had the impression that the modideas list was kind of a dumping ground anyway - a way of redirecting the users who come into chat with "ideas". And if an idea is really a good one then someone will pick it up. So by definition what remains on the list is the silly/bad/infeasible ideas.
...what items can you only get by having high friendship levels with specific villagers? I'm confused about one of the suggestions and trying to think what they could have meant
^ recipes
more or less, but I figure it's skimmed rarely enough that some decent ideas are around (if you're just in the mood to make something)
I offered a relatively simple request and someone did it, so that was nice. ❤️
ah, makes sense
(The Willy Buys Back Your Rods mod)
technically you can also lock items behind high level heart dialogue too
I would love a recipe system that lets you try out item combinations and if you get them right, you get the recipe. But that might be a very ambitious mod
Isn't LoC something like that? (Disclaimer: I haven't used it)
half the games I've played with that system also eat the ingredients if you fail, so I tend to be wary of it 
I tried LoC very very briefly and I don't think that it does that? but I could be wrong
Mod idea: implement Legend of Mana's crafting system in Stardew
pros and cons
balances out the fact you could get recipes way easier that way
funnily enough i think legend of mana's crafting system was also brought up after that bartending drink crafting idea
I would almost do it just for the lulz (and not the expectation that any sane player would use it)
what is the legend of mana crafting system? ngl I've never heard of that game haha
hmm, mixing alcoholic base, juice, flavoring, garnish
I can't even explain it in a single sentence. LoM was just infamous for having the most ridiculous, incomprehensible, opaque crafting system that was at the same time utterly useless to normal players but also inconceivably overpowered for those who cracked the code.
...could be doable by a custom machine, right? in theory. Just one with very complicated rules
ah, the kind of system intended to minmax, gotcha
HxW mixology has a really really good set of bartending ingredients
in theory, one could make crafting recipes for all 3^x combos
something could be built on top maybe
or reduce some by having some recipes with generic slots (like item 1 + item 2 + any item of type whatever)
I'm not even sure if the devs intended minmaxing with it. For years and years all the players just ignored the system entirely and said "it's worthless". Then one day people started figuring out how to craft weapons that were 10x more powerful than the normal ultimates.
yeah if you're fine with hardcoding a base set of "special" recipes, you can have generic recipes with multiple ingredients and multiflavored produce with EMC
It's almost more like people discovering new glitches in SNES-era games.
Lovely mod
I love when things like that happen ngl. Minmaxing things you weren't supposed to minmax is a lot of fun
The funny thing is, even now there's no agreed-upon minmax. There's an entire "simulator" site dedicated to testing recipes and no single agreed-upon best strategy. Two different min-maxers come up with two completely different sets of ingredients and processes, and I mean not even kind of similar.
And even once you figure out a recipe it can be incredibly tedious to execute, just going through all the crafting menus can take hours.
honestly that's just impressive in terms of the system they've designed then
Anyway, I was only kidding about actually implementing that.
not necessarily in a good way, but like, impressive
oh yeah, I was just curious haha
I need to learn more about UI modding at some point bc I am definitely being held back by how little I can do with the menus rn. Do any of you happen to know any good resources to look through for that?
focustense might have somethin to say about it
...you know who you're asking, right?

My totally unbiased opinion is don't learn about vanilla UI, use StardewUI instead.
I did not, but I am more than happy to use some very smart and dedicated person's mod to make my life easier on the recommendation of an unbiased third party
(thank you for the advice and thank you for making a mod to make that easier!)
100% fair and objective no conflict of interest guaranteed.
Feel free to join us in #1293051032904925255 if you have questions.
I would definitely recommend using something like StardewUI rather then the vanilla nothing if you're doing anything besides a very basic extension to a built in menu.
I originally noticed I have no UI skills when I ws trying to build a very basic extension to the animals menu and realised I had no idea what was going on in that class at all, so I think this will be good for me for those cases too haha
I would still like to learn how vanilla handles things at some point, but to do anything I will probably stick to stardewui
I have attempted to shill for stardewui only bc it's much easier to do the framework than it'd be to have my hair turn Grey from a custom ui 
tbf a lot of people who have worked with vanilla UI would also probably say they dont have much idea whats going on in those classes
I kid about being unbiased (obviously) but the pain of barebones XNA drawing combined with Stardew's "interesting" menu system is no laughing matter.
Maybe I'm a masochist but I like barebones ui stuff actually.
That said, stardew's built-in system is Real Jank and I would like to try stardewui some time
Yeah of course I always create a new file (I deleted like 30 so far)
This is weird but maybe I know why. In tiled, next to the coordinate, on paths layer, instead of being empty space, it says 6. This is because to delete the modify I do in path, I take an empty space from the tileset. How do I actually reverse that to empty?
Here say 6
sorry, I don't know much about editing maps, someone else might have advice
Now I take an empty map and try it, I will fix this later
I haven't played around with tiled for a while, but can't you just hit the delete key to delete a tile?
IT WORKS!
Thank you for all the help, I managed it to spawn (Changed location)
Doesnt work
There's an eraser tool at the top
I can copy anything with right click on tiled, except the actual empty space, and I don't know where to take it
It erases from whatever layer you have selected
It works! Thanks!
Just remember to switch back to the brush before trying to draw again
Yes I will. Also I didn't know the creator itself was inside this group. I noticed it right now.
You will never read me ConcernedApe but thanks for Stardew Valley!
Working with the low-level graphics APIs can be great fun, or at least an interesting challenge, but I'd rather get that challenge from working on a higher-level framework than starting from scratch for every new UI. 
My mentality is to learn the low-level libraries in order to build high-level libraries, not to build the final product.
How do I delete a mod if I am playing on another run and I am already married or taken
!mh
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
that's fine, this is just not the place. If you go to the channel in the embed you can get help there
Some mods have three core mods now. I think we've reached a point where core libraries are getting overused, lol.
In any case, I really just popped in to wish every modder a merry christmas if they celebrate!
and if anyone's done anything with any of my mods, let me know so I can give you upload permissions to the mod page
looking back at the mod ideas page, I wonder who all has tagging rights. There's a lot in there but the rate doesn't seem to be too high, so one good sweep would do it for a while
I know pathos does
But he has a few other things going on
Just a few
One or two small distractions
yeah no kidding 
Pathos is on vacation seeing family
Anyone interrupting him
Shall face the wrath of ten thousand modders
I am not interrupting Pathos to have him tag mod ideas 😛
I know XD
I was semi-volunteering for it
but they'd have to let me in and I don't know that they want any idiot who just wandered in to have access
You could ask him.
You know
Hey @ivory plume tia is willing to go tag mod ideas. Apparently 😛
Tia, what is your github account?
uhh I think it's just tiakall, lemme check
Yep, tiakall
Huh, it looks like it's just Pathos and Ento
Tbh I haven't seen an interesting idea off mod ideas for a long time
But I'm also tired, boring, jaded, and old
And I don't play the game so.
Yeah like what rando submitted this idea
Hey guys!
So I want to add a custom building to the Forest map. I know there are tilesets to applied on the Tiled map for this area. I also know that the tilesets are set to change with the seasons (not sure how)
I know adding custom property Light for XY position and light type.
I want my map to have Twinkle/Christmas Lights on the building I'm creating during winter season
My issue is understanding how to get the building tiles to glow solely during the winter season since that is the only time the lights will be attached to the custom building.
I'm having difficulty finding the answer online
is Pathos working with CA for Haunted Chocolatier Modding? I always wondered
Guilty 😔
(I think it's a great idea actually and good for anyone who wants to learn special orders or tiled!)
What mods have 3 cores? Content Patcher mods?
Like, 3 actual "SomeguyCore" dependencies, or just 3 framework dependencies?
Cornucopia requires SpaceCore, CustomBush, and ContentPatcher
but I don't think it's that egregious
(I have no idea because I hate maps, but #1277457201077813280 might be a good place to ask, so it doesn't get lost here)
well, if a Core does it, why do it from scratch if it's something a mod needs? it's what they're there for
Yeah, that seems legit enough, given how prevalent CP and SpaceCore are. Probably half of all content mods require at least those two.
imo smapi should have an option to preinstall SpaceCore and ContentPatcher lmao
I assume they're not talking about frameworks since 1.5 would laugh at "only" three framework dependencies
I still don't consider SpaceCore that essential, with respect to Casey. It's obviously hugely important within a certain set of other hugely popular mods, but still not in the same category as CP. I probably would put GMCM into that category since it's just kind of silly to run mods without it.
I did dump a handful of very specific ideas I wanted but knew i would not have the time to make
But in general, 3 framework dependencies seems like no big deal if it's really 2 "always-present" frameworks + 1 niche framework.
We don’t know anything if so (my personal estimate would be no as I think HC is early enough in development that it’s not even on the radar)
And I guess when I did that I suspected I would eventually go back and do it myself but
Then life happened, but that is good.
Tbh life happening is a good thing
i technically have... 3 niche frameworks?
all because i don't wanna do it myself
I think we talked about the difference between DudeCore vs. real Framework mods the other day; personally I think it's good to have useful and well-maintained frameworks that are widely used, not so great to have bespoke frameworks for every author's monorepo.
i would personally like it more if big -core mods did fewer jobs and were more clear about those jobs than being called PersonCore, even though that would lead to higher dependency counts by consumer mods
but that is one person's opinion so Who Cares
I used to have opinions but then I got busy
Can be good, can be bad, but I think in yours and my cases it's a good thing at least
And now I sort of feel like, as long as it’s semi-maintained and sane whatever
I am coming to the terrifying realization I might be able to buy a house!!!!!!
An entire house?
thank you!
tbh my own personcore is literally just me publically putting out the weird shit i have no usage for in my expansion*
My personcore is just a list and links to all the core mods almost all my mods seem to use 😅
Uh.. One of the Passerby Cemetaries requires SpaceCore, ClownCore and PoohCore on top of the normal core mods
(i.e Content Patcher, etc.)
...Clown...Core?
yes, the modder behind Passerby Cemetaries is fellowclown IIRC.
You open the mod and twenty other core mods come out
no that's a clown CAR
Speaking as someone who is about to stop sharing a condo and instead take over the mortgage and own a condo on their own... hell yeah, atra, nice work
Congratulations!
Yeah, at this point I don't have the bandwidth for much
Fair, yeah, I just find it funny that sometimes the mods could just be a shared library bundled with the mod
Ya know, if you spent some of the bandwidth you spent telling us how you don't have bandwidth...
Congratulations!!!!
!!!
Thanks, but I'm much more excited that you can go from not owning a house to owning a house
That's an even bigger and more exciting leap
Owning a house has challenges, but it's at least equity and as long as you pay taxes, a place of your own. I'm happy for you
*!
(It's more accurate to say that I want to spend my remaining bandwidth elsewhere.)
(I have no desire to make a video game, etc.)
(I am also bored and happy to tag ideas if need be btw
github username is irocendar. though I should probably get access to the source code repos first before they trust me with this lol)
My sarcastic point was regarding the amount of bandwidth spent discussing lack of bandwidth (or lack of desire).
I find it easier to drop by for 2 min between stuff on my phone than sitting down with my laptop for an hour to put things together
So I’m still very much around on discord, but super unresponsive on nexus and very slow to post mod updates
I’m not retired, but…
Totally understandable. I do the same with some of my projects.
It's not the lack of updates/lack of time/lack of interest that I was making fun of.
I'm trapped at an Xmas party
Hi luvs! Losing my head... how do you make a year 2 festival appearance stick? I went looking in the usual suspects (Vapius, Expanded), and came up empty...
I still am wondering about something. Using the mod that create meteorite, create a savefile inside the mod folder. Is this intended?
what do you mean by "stick"? you need to use year variant keys (_y2) for year 2
Like, where they show up at the festival.
instead of adding to Set-Up_additionalCharacters, add to Set-Up_additionalCharacters_y2 https://stardewvalleywiki.com/Modding:Festival_data#Year_variants
(same goes for MainEvent, if you are doing main event placements)
Thanks so much!!!!! (I looked at the wiki, but I bet I looked at the wrong wiki again!!!!!!!!!)
also note that the festival of ice uses Main-Event instead of MainEvent for its additionalCharacters fields, for mysterious reasons
Thks!!!!!!
I'm almost there. But something weird is happening. Even tough the space on the map is free, and should spawn the meteorite, a wood appear instead. Before it was weeds. How could I fix this behaviour?
Are you sure there isn’t a pre-existing weeds? I almost wonder if it’s doing a 2 step spawn where step 1 is to spawn all 1x1 debris and step 2 is 2x2
the names reveal the truth

