#making-mods-general

1 messages · Page 150 of 1

blissful saddle
#

I saved it but can't find it anywhere

scenic warren
#

**Please take this with a grain of salt since I am still new to modding, **but I might vaguely remember being recommended a method where you define and use custom CP tokens, which I reckon would be done within your C# project. I am not sure if this is accurate either or not, but maybe the defining of said tokens takes place in a json file, and you register them within a C# class?

EDIT: Modding vets, please correct me! I would like to learn more about this method too since it is something I am hoping to try.

blissful saddle
#

I am doing a C# mod that implements a CP compatibility, and I want to add a CP folder inside my release.

#

thinking again, I can just check LoC

#

also happy to see more new faces here SDVpufferheart

half tangle
blissful saddle
#

I found it. thanks everyone for being my interactive rubber duck SDVpufferheart

half tangle
blissful saddle
#

you just need to include the folder as an item group in the project file:

<Project Sdk="Microsoft.NET.Sdk">

    //Standard project block here

    <ItemGroup>
        <ContentPacks Include="{path/name} [CP]" Version="$(Version)"/>
    </ItemGroup>

</Project>
#

it will wrap the second mod as a subfolder. maybe following BB folder structure will make it more neaty

#

not sure it is necessary

#

maybe I just should follow aedenthorn lead though

vagrant pike
#

When I was creating my seasonal mods using Content Patcher, I wanted to use CP's (Content Patcher's) overwrite function to replace my images. The replacements worked fine for summer and autumn, but for some reason, they didn't work for spring. Seasonal overrides are accomplished through the use of the {{Season}} token.Why is that?
This was translated by a machine because my English skills aren't that great.

blissful saddle
#

it could have lots of reasons, depending how you are using the {{Season}} token.

Care to share your content.json through the parser bellow?

vagrant pike
blissful saddle
#

it is just this part that is not working when {{Season}} is Spring?

    {
      "Action": "EditImage",
      "PatchMode": "Overlay",
      "Target": "Mods/SebastiansWardrobe/Sebastian",
      "FromFile": "assets/Portraits/{{TargetWithoutPath}}/Outfits/{{TargetWithoutPath}}_{{Season}}_{{Randomizer2}}.png",
      "When": {
        "Season |contains=winter": "false",
        "Weather |contains=rain": "false",
        "Query: {{Time}} < 0830 OR {{Time}} >= 2210": false,
        "Query: {{Day}} = 13 AND {{Season}} = Spring": false,
        "Query: {{Day}} = 24 AND {{Season}} = Spring": false,
        "Query: {{Day}} = 11 AND {{Season}} = Summer": false,
        "Query: {{Day}} = 28 AND {{Season}} = Summer": false,
        "Query: {{Day}} = 16 AND {{Season}} = Fall": false
      },
      "Update": "OnTimeChange"
    }

The others like the rain and pajamas ones are working ok?

if yes, I would check for the SMAPI log through the tests. For some reason CP may not being able to find the correct file to replace when spring.

#

maybe a type or case sensitive file path

#

given your neat content.json, I would bet it is a very small thing that you may had overlooked when naming files or paths that is making CP to lose itself

scenic warren
vagrant pike
#

In my tests, only the spring season is currently causing issues, while the pajamas and raincoats are functioning without any abnormalities. I have also checked the naming conventions of the files, and the file names are consistent with CP's commands.
Thank you for your help!

blissful saddle
#

seems like {{Season}} returns Spring instead of spring as all other seasons...

#

just pointing it because this one is working to me

whole raptor
#

I probably should... would be nice if I played since 1.6 came out 😅

blissful saddle
#

Good morning Nomori!

whole raptor
#

Morning 👋

vagrant pike
blissful saddle
#

well, I tried. sorry not being of more help

#

maybe someone else will look through it and may be able to throw more useful hints

blissful saddle
#

now I will be stuck thinking about the Spring/spring thing while I code

vagrant pike
#

In conclusion, thank you very much for your help!!!!!!

blissful saddle
#

let us know if you find the issue, because now it is bugging me lol

vagrant pike
#

Of course, if I can make improvements in a few days.
QwQ

drowsy lake
#

hi guys-
stupid question, but what frame is the last one on the winter spreadsheet? for which occasion is it used?

vagrant pike
#

Maybe……sleeping?

drowsy lake
#

mmh- kinda makes sense-- although idk why they would use a winter hat to sleep 😂

#

at least i know i will make a pajama instead of giving them clothes for outside SDVpufferchickhug

versed wyvern
#

Nothing else in his sheet looks like it could work for sleeping, so that must be it

#

Also the clothes usually don't matter too much for sleep sprites because every bed comes with blankets that totally cover their bodies

vagrant pike
# blissful saddle let us know if you find the issue, because now it is bugging me lol

I rewrote the code for spring and changed the {{season}} in the path to "Spring" to match my file path exactly. Finally, the image was able to be overlaid. It seems like there was an issue with replacing "spring" in {{season}} (?).
The revised code is as follows:{
"Action": "EditImage",
"PatchMode": "Overlay",
"Target": "Mods/SebastiansWardrobe/Sebastian",
"FromFile": "assets/Portraits/{{TargetWithoutPath}}/Outfits/{{TargetWithoutPath}}Spring{{Randomizer2}}.png",
"When": {
"Season": "spring",
},
"Update": "OnTimeChange"
},

blissful saddle
#

Remind me of this in 6 hours

patent lanceBOT
#

sssshshsssfhsfs (#6443444) (6h | <t:1735413598>)

blissful saddle
#

alas, I just finished and tested my first C#-CP integration

#

time to go back to life for a couple of hours

brittle ledge
whole raptor
#

Maybe when SBV comes out SDVpuffersquee

rugged epoch
#

Hey! How do content patcher packs use folders like "assets/Tilesheets" for their tilesheets? When I try to load a map into the game with a tilesheet path like "assets/Tilesheets/Custom.png" it fails, stating how only relative paths are allowed. Of course just putting the tilesheet files into "assets/Maps" works, but really messes up my folder structure

whole raptor
#

You'd have to create a map with the same relative pathing as is used in the mod (probably... I always went the easy way so not sure)

lucid iron
#

you need to load it to a target

#

i am in the "wip folder with all tilesheets to edit maps in, and copy to actual content patcher folder after im done" gang

#

some ppl just use the Contents (Unpacked)/Maps folder for the wip folder

slender badger
#

That happens with Lewis (although in vanilla) - his sleep sprite is also used in the special order board event for closed eyes

blissful panther
lucid iron
#

wow DokkanStare

#

huh it occur to me that the player char on ur mods is just u irl beard and all

blissful panther
#

Ha, it is!

lucid iron
#

majestic

latent mauve
#

Didn't someone JUST make a mod that les you use any Tilesheets in maps without directory climbing?

lucid iron
#

well that one's different purpose

#

it's for using vanilla content

#

and content other mods loaded outside of Maps

#

u could use it for your own tile sheet but like, u r loading it and deciding where it go...

latent mauve
#

Gotcha, I just read through the post too quickly and missed the part where they were using a custom asset that they loaded there

lucid iron
#

i wonder why pathos's scripts seem to fail to pick up my source code links all the time

drowsy pewter
#

is there a debug command for clearing all known recipes

#

even if it resets other stuff that's fine too

tight rivet
#

Me: I 'm done modding

#

Also Me: I should try nad fix the bugs on this gold -> titanium replacer

blissful panther
blissful panther
drowsy pewter
#

Either is fine! Wow you're amazing!

#

We have to extensively test our recipe obtain methods, so this is going to be so helpful

blissful panther
gaunt heath
blissful panther
#

It'll kill default recipes too, because that's going to-

#

Exactly!

#

clear_cooking_recipes and clear_crafting_recipes.

drowsy pewter
#

Thank you so much!!!

gaunt heath
#

"Debug" is actually a misnomer. They work by replacing the big bugs with several tiny bugs, so as to maintain bug equilibrium and not destabilize the fabric of reality

drowsy pewter
#

Hahaha

gaunt heath
#

Conservation of bug: Newtonsoft's second law

rancid musk
#

Hmmm. I should add a debug command like that to Better Crafting, probably.

#

Seems like a good place for one to live

blissful panther
#

Oh, yeah, that sounds like a great place to put it!

drowsy pewter
#

My bread is grinning at me

wooden plaza
#

Does anyone know if there's a way to disable all mods other than the one I'm currently testing on vortex?

whole raptor
#

!modgroups

ocean sailBOT
whole raptor
#

Also...

#

!vortex

ocean sailBOT
#

Vortex isn't recommended for Stardew Valley.

It's hard to troubleshoot and often causes issues like SMAPI/mods not being installed or updated correctly, files mysteriously disappearing, crashes, etc. Volunteers here often can't help with Vortex issues.

Some options:

(See also the Nexus App feedback thread, if you want to help Nexus avoid the same issues in their upcoming replacement for Vortex.)

wooden plaza
#

Damn, wish i'd known that before adding 200 mods to the game

whole raptor
#

!stardrop Is the recommended option, I literally had someone yesterday report a problem on my mod and it turned out Vortex ate some files

ocean sailBOT
#

Stardrop is a mod manager written specifically for Stardew Valley. See the Stardrop wiki for installation and usage.

See this tutorial for connecting Stardrop to Nexus or updating mods in Stardrop.

If you have issues with Stardrop, see the issue report guide.

calm nebula
wooden plaza
#

You think it'd be a quick fix to swap everything over to the different platform or would it take an astronomical amount of time?

calm nebula
#

(also allowed: this entire enum)

#

also uses a regex to match

blissful panther
#

Hey, perfect!

calm nebula
#

there's a matching sinz.bulk_add for crafting, cooking, and events

#

now for my crimes I'll go cast on a hat

#

also, can I note that 6480 says something, three of us jump up to make a console command

velvet narwhal
velvet narwhal
blissful panther
#

I think this is for in the game itself, not for within Tiled?

tight rivet
#

Hm. I'm not familiar enough with context tags. If it has " "AcceptedContextTags": "item_gold_bar" does that mean you can put that tag on a gold bar replacer for it to function as that without having to edit-datat that special quest?

drowsy pewter
#

yes

#

I did shenanigans to make one of my items be accepted that way for compat with one of lyokos mods

#

It feels evil and wrong but it seems to work

brittle ledge
calm nebula
#

I have

#

it works 99% the same way it did before, just (a) without crashing

#

and (b) with the time delay of pathos approving it

#

just click this button

#

and you'll be dropped into a vscode

brittle ledge
#

Atra you're about three steps ahead of me I think

#

I don't even have a fork of this

calm nebula
#

does it work?

brittle ledge
#

I'm still in the middle of updating rec lists so if someone who's got a fork wants to add that, that'd be great.

calm nebula
#

the compat list says it doesn't

#

the comments say it broke in 1.6.9

brittle ledge
tight rivet
# drowsy pewter yes

thanks! I'm.. being lazy about fixing this mod because a gold -> titanium replacer seems to me to want compatiblity edits on it's end rather than going through every possible mod combo

brittle ledge
#

well that's weird, I thought it worked for me

#

one sec, let me boot my save file

wooden plaza
#

Is there a guide anywhere for adding items to a shop?

brittle ledge
#

ah, smapi says no

#

well, never mind then! [yeets that one off the rec list]

wooden plaza
#

I'm trying to make a mod for a custom machine and the intent was to have pierre sell it so i've based all of my work on a seperate machine mod that does the same thing to try and understand it but its just not showing up in his stock

wooden plaza
drowsy pewter
tight rivet
#

it's not

#

it's a retexture/rename

#

The problem is this: " "AcceptedContextTags": "item_gold_bar""

#

(it's also not my mod, I'm just fixing some compatiblity reports on it for use on a save I'm trying some mods on for fun)

drowsy pewter
#

If you didnt change the item data then there should be no issue with the context tags

#

the item_ tag comes from the internal Name field

#

you can keep the Name field the same as vanilla and therefore not alter any mechanics

tight rivet
#

ah-ha.

#

I think I know what might have happened

#

The original mod did alter the Name field

#

and not DisplayName

#

(well, both, technically, "not just")

#

fixed

#

thanks!

drowsy pewter
#

Haha np

gray bear
#

what's he on? yeast? /j

flat sluice
#

Hello,
I'd like to ask, in which cases is "@" used in dialogue as "←"? I'm asking because I have this testing (i18n) line

(it won't be at this, but it's the first dialogue in the event, so it's the fastest way of triggering it), and for some reason, the game is using ← instead of farmer's name, like on the included picture (BTW, sorry for grammatical issues, I'll fix them after the code is functional). Could anyone help me fix this?

rigid musk
#

maybe it's the combination of @; - i don't think ive ever seen that before

flat sluice
hard fern
flat sluice
flat sluice
flat sluice
finite ginkgo
#

That's because dialogue has extra commands that aren't parsed by other text, ie @ being the player's name. If you want to get the player's name outside of dialogue use the CP token {{PlayerName}}

wooden plaza
#

Is anyone here good with custom machine coding? I'm trying to make a machine that you put different resources into to have them input and output the same item so it can be placed outside of a shed and based on which item you put into it it will essentially start a timer. The issue im having is that i cant seem to get it to time the days correctly as im not entirely sure what im doing i just wrote the things all out in minutes but i dont think that was correct as i tried placing every item in and only the hardwood finished in a day, the machine also took any item, not just the seven ones i picked out

https://smapi.io/json/content-patcher/fc5804af0cb34c5993ac8af22bf34660

calm nebula
#

You need one of the speak commands

flat sluice
calm nebula
#

(Correct)

wooden plaza
#

i feel like this describes my intent better than that rambling does

royal stump
drowsy pewter
#

Okay @blissful panther I have a dumb ask that may be way too much. I absolutely adore the closeup interaction image/text features in MEEP. Cornucopia wants to use this for a central feature in our upcoming mod, but instead of map interactions, we want to use interactive held items with Spacecore to hook into trigger actions on item used.

My question is, how difficult is it to make the MEEP closeup interactions accessible via trigger actions, so they can be used with a consumable item? Not necessarily asking you to do anything, since we could also add a C# component on our end if its small

wooden plaza
#

Thank you so much

drowsy pewter
#

I dont have the ability to write a correvt exanple right now

#

I see you're using ReadyTimeModifier but I dont know if that will work with counting by days instead of minutes. Minutes progress differently based on if someone is sleeping or not so it falls apart over time

brittle pasture
drowsy pewter
#

Yeah my personal approach would just be to make one rule for each item

wooden plaza
#

So i should remove the minutes -1 line, keep the days line, change all the amounts to 1,2,3,4 etc for days and change all of the target to input?

drowsy pewter
#

I dont know how it stacks when you use DaysUntilReady

wooden plaza
#

This is my first time trying to make a thing do something so i have no idea what im doing and im just kinda vibing off of intuition 😅

drowsy pewter
#

You should vibe off of an example mod

wooden plaza
#

Yeah i downloaded a custom machine mod and ive been using that as a basis for what to do

#

But it appears i have based off of a mod that works differently to my intent

flat sluice
patent lanceBOT
royal stump
# flat sluice Also, one question - can I use `{{PlayerName}}` instead of `@` everywhere? It wo...

In any Content Patcher "changes" entries, tokens like {{PlayerName}} should work, as far as I know. There might be a couple edge cases, and it won't work if you put them directly in a map's properties or some such, for example (CP doesn't check the map contents like that). And as far as I know, yes, you can include i18n tokens like that even if the final text doesn't use it. It'd be a problem otherwise, since some translated languages might not use a name or pronoun tokens while others do.

flat sluice
drowsy pewter
# wooden plaza Yeah i downloaded a custom machine mod and ive been using that as a basis for wh...

I think the only way I can help is to type a corrected example for you, so I dont think I can help that much more rn

My advice--when modding anything--try making a rule that works for one input item, test and make sure it works correctly. Then copy the entire rule (dont add new inputs to the same rule), duplicate it, and edit it to work for a second item. Test and make sure it works. Then add third, fourth, etc rules

uncut viper
#

(you can also use tokens like PlayerName in dynamic tokens)

drowsy pewter
#

ReadyTimeModifiers are not benefiting you at all in this case since you dont need to stack them or do any fancy math; its better to copy the rule and edit DaysUntilReady

wooden plaza
#

In all honesty you've been a great help already and your input has been incredibly valuable so with any luck ill get it working soonm i get what you're saying and it's gonna require a big ole rewrite but hopefully ill get it going

#

im just so proud it came out looking right in game

drowsy pewter
#

Good luck with it!

wooden plaza
#

like look how pretty my clocks are 😄

#

i deleted a majority of the code and changed it to just be stone for now with just the daysuntilready but it still accepts other items apart from stone

#

is there a modifier i need to add in to check that only certain items can be used

#

Ideally i'd like to release a barebones version using the items listed and then work on adding custom items into the game that can be crafted with little green tick icons so you get an actual tick outside your shed when your kegs are done for example

#

I feel like it'll messs with the vibes if it takes mixed seeds too SDVpuffernerd

brittle pasture
#

post your code again? your original code's triggers look fine to limit to only that list of items

wooden plaza
#

Bare with, changed something and started getting red smapi so i gotta fix that real quick

#

Here it be

brittle ledge
#

Has anyone done Desert Festival compat with a custom NPC? My NPC shows up but my dialogue patch is not working and I have no idea why. As far as I can tell it's identical to the vanilla format.

brittle pasture
#

you only have Id

brittle ledge
#

patch in question: { "Action": "EditData", "Target": "Strings/1_6_Strings", "Entries": { "DesertFestival_WrenSong": "{{i18n:tiakall.wren.desertfestival.{{Random: {{Range: 1,3}} }} }}", //"DesertFestival_WrenSong_marriage": "", } },

latent mauve
velvet narwhal
#

Ouh. Id have to look at what I did to Marlon cause I think i brute forced a location dialogue instead

brittle ledge
#

Does his dialogue work? If so, could you share your patch?

latent mauve
#

His dialogue worked when I tested it, but I did recently get a bug report about some dialogue being broken in the latest SDV/SMAPI update, so I may need to recheck it later to be sure it is still working.

wooden plaza
fluid marsh
#

anyone know how to find out where specific overworld sprites are used in game? looking at character sprite sheets there are a ton of sprites I don't recognize... making a sprite mod atm and it would be helpful to see some of them in context

brittle pasture
#

No, OutputCollected

latent mauve
#

I'm not able to get to my code at the moment

#

(I have company over)

calm nebula
#

the fact that it's in Strings/1_6_Strings is irrelevant

#

that's a normal ass schedule string

#

see Pam: "DesertFestival_2": "610 Trailer 15 4 2 pam_sit_down/900 Desert 16 42 0 \"Strings\\1_6_Strings:DesertFestival_Pam\"/2430 bed",

#

you should give them a DesertFestival_X schedule, and you can use whatever schedule string you want

#

( @brittle ledge cuz I forgot about ping)

brittle ledge
#

"DesertFestival": "610 Custom_SBV_WrenHouse 22 9 0/730 Desert 42 7 1 \"Strings\\1_6_Strings:DesertFestival_WrenSong\"/",

#

is it the final slash because I don't have a next step?

calm nebula
#

possibly!

brittle ledge
#

Okay, I'll put that in and see what it does. Thanks!

royal stump
#

(ah SDVpuffersquint found the problematic bit from yesterday)
Parallel.ForEach(Game1.game1.EnumerateAllCrabPots(), crabPot => //...call DayUpdate etc

teal bridge
#

Has anyone here renamed a mod? I'm wondering if it's worth the effort, or if it's liable to cause so many problems that it's better to just start over with a new mod release.

uncut viper
#

i feel like that depends on the situation for each mod wanting to be renamed

teal bridge
#

Well I'm asking about real-world experience, not theoretically. Thus the experience would be whatever people... experienced.

royal stump
#

the best I could manage with FTM was tacking the acronym onto the nexus title and using it constantly SDVkrobusgiggle
switching actual IDs would cause havoc, and I didn't want to risk people getting lost if I changed the public-facing title

#

I think a few people did switch titles entirely and include things like "(formerly old_name)" wherever they could

teal bridge
#

Yeah, it's easy to see what could happen; even if I kept the ID, and only changed the mod name, or kept the mod name and only changed the assembly name, users could end up with two copies of the DLL and not know how to fix it.

#

Just wondering if there's anyone out there who can say "meh, I did it and it wasn't a big deal, users managed OK"

ancient marten
#

Has anyone ever jsut made like a completly different game by modding stardew

#

Like when you look at it its completly unrecognizable from stardew

teal bridge
#

I think that's going to depend on whether "different game" means "looks different" or "plays different".

hard fern
#

eh... if you mean visually, yeah, but gameplay is still good ol stardew. i dont play with very many "gameplay" mods

ancient marten
#

Like someone just makes the entirety of a link to the past using whatever stardew has

#

Not visually

#

But actually also visually

teal bridge
#

Even with a ton of gameplay mods, it is going to be pretty unmistakably Stardew. You can't make ALTTP in Stardew Valley, it just doesn't have the combat mechanics and modding them in would be more difficult than just making a new game.

#

You could make it look a lot like a different game, such that you wouldn't realize it's Stardew until 5 minutes in, but eventually it would hit you.

uncut viper
#

well someone made the game launch Pong instead of Stardew Valley if you count that

ancient marten
#

The closest mod i know thats like this is the roguelike mod and without the stardew assets i wouldve never guessed it was a stardew valley mod

teal bridge
#

Hah, I guess if you made it literally launch a different game instead of Stardew then that would qualify.

uncut viper
teal bridge
#

Replace the game loader with a shell command to open Dark Souls 3

#

It's technically still a mod!

drowsy pewter
#

Wait why can button do hyperlinks

uncut viper
#

all Farmers+ can now!

#

-# tiny text too

drowsy pewter
#

Ohn!

#

Yippee

uncut viper
#

-# Yippee!

rigid musk
#

So for a lost item quest - if I want to make it compatible with other mods (Cough SVE cough) is there a way to add a 'when' condition for each version of it?

wooden plaza
#

i just ran the last test! It works! Thank you so much 6480 and Selph! i have a customizable clock that times days!

royal stump
#

enabling only one Data/Quests entry with the same quest key at any given time should do it; I imagine dynamic tokens would help keep only one entry active at a time

#

but I think quests are saved into the players' data as soon as they're accepted, so once they take it, it won't self-update to a different location if they install SVE or something

rigid musk
#

Would I have to make two different quests and then pull each one based on which mod was being used? i.e. 'lostitemquest1' gets triggered by one mail when- I was going in the right direction then :]

royal stump
#

having them be separate but mutually exclusive quests would work too, and probably be more consistent SDVpufferthinkblob
e.g. only send them one version of the quest, but have all of them loaded

rancid musk
uncut viper
#

dont know when exactly but maybe just yesterday when we noticed someone didnt get bonked by automod for it

#

or maybe a few days earlier. shrugs

#

if there was an announcement about it somewhere i missed it entirely

rancid musk
#

... are you sure it's a rule change then and not just automod being broken? I'd probably ask a junimo about it before spreading it around, lol

uncut viper
#

the automod being broken was the original assumption and so the junimos/bouncer were asked

#

did you think i just got "Farmers+" out of thin air? 😛

rancid musk
#

Ah, good then. Though they say right under that that small text is still bad

#

And, well, maybe?

uncut viper
#

zoe chimed in a bit later to say tiny text is also good

rancid musk
#

Ah.

uncut viper
rancid musk
#

Excellent then.

proud wyvern
#

that's cool

rancid temple
#

Did Discord change how it delivers messages or have we just embraced chaos?

uncut viper
#

im not sure what you mean

brittle pasture
#

not a discord change, a mod team change

uncut viper
#

oh you mean the markdown

brittle pasture
#

you can always do these things, it's just that previously doing so would get you bonked

calm nebula
#

what if I want to get bonked?

brittle pasture
#

﹫Bouncer

hard fern
#

ww

brittle pasture
#

if you'll settle with getting bonked by Discord's global anti spam, you can do what I did a couple weeks ago and try showcasing Fresh Farm Produce. turns out it's nearly impossible to write a blurb for it that doesn't sound like scams

desert crane
#

I was thinking how could be fixed the fact that trees are useless everywhere except decent inside a greenhouse (As they keep producing fruit every day all the months). How could I balance this. Only with numbers Is not possible. Maybe It could be possibile to make trees produce fruit only for 2 season a year inside Greenhouse? Would be something doable?

brittle pasture
#

yes, you can modify fruit trees' spawn conditions

desert crane
#

Oh thats good

brittle pasture
#

Greenhouses specifically ignore seasons, but you can add something like "not in Greenhouse"

#

to the condition fields

desert crane
#

Didnt understand your solution but Ill try looking into It good in a few minutes

desert crane
brittle pasture
#

LOCATION_NAME Target Greenhouse for "if in greenhouse"

#

or !LOCATION_NAME Target Greenhouse for "not in greenhouse"

#

you put this in the Condition field

desert crane
# brittle pasture `LOCATION_NAME Target Greenhouse` for "if in greenhouse"

Now I understand what you mean. But I can't find any premade code like "This is the tree, these are the edits, copy paste 8 times and put your modifications". I tried to download the tree tweak but he did that in .dll, and that is even more complicated. Can I maybe ask you to make an example with one tree that spawn fruit only one month inside the green house? Then I will complete it

brittle pasture
#

have you unpacked the game files for the vanilla fruit tree data

#

then you only need to modify those

#

!unpack

ocean sailBOT
#

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

desert crane
#

I have unpacked everything, which file? As far as I know everybody told me to not modify the actual game files, but to create a mod apart to modify that

desert crane
fossil osprey
#

Unpacking the game files help you see which files your mod needs to modify
Making a mod indirectly modify the files by overriding things

desert crane
#

I tried to read the file but wouldn't know how to edit it to make it do what I need

#

It's like I have to add stuff

brave fable
#

maybe to someone out there that's what stardew valley is, and the farming game is something completely different

brittle pasture
#

if you want to edit the vanilla ones you'd use TargetField to selectively edit the data instead of overwriting everything

#

!cp

ocean sailBOT
brittle pasture
#

(I'll be AFK and on mobile for the next few hours so I can't help much more, but others here can)

desert crane
# brittle pasture if you want to edit the vanilla ones you'd use TargetField to selectively edit t...

I want to edit only the vanilla ones. And I just want to change the seasons they bear fruit in, inside and outside the greenhouse. I'm using CP to create my mod and other people already helped me with the code to implement the modded map in game, as well as the mod to put meteorite inside the farm. But I personally can't do the code myself. I would need something like a sample to copy and edit.

desert crane
wooden plaza
#

I'm trying to upload some seperator images i made for my mod page to look pretty and its just coming up with 'The Entered Data is invalid' anyone have this issue before?

#

ope scratch that, figured it out

rigid musk
#

you can send clothing in the mail right 🤔 would it just work the same as other objects? I know that big craftables have to have a specific one but clothes you would just put the item type in front right ? like (H)#

rigid musk
#

very nice thank you :D

#

Other question - I don't see it on the wiki after searching but is there a Game state query for having completed a specific quest?

brittle pasture
#

I don't think so

#

if this is your own quest you're adding you need a workaround like setting a mail flag in the character's dialogue

uncut viper
#

completed quests add a conversation topic you can check for and set a flag

#

questComplete_[questId]

sullen sun
#

Hey again all, when creating machine animations in content patcher, how can you get the frames to loop? I don't see a loop field outside of TemporarySprite fields.

#

I've just got a simple 2-frame animation I'd like to play for the duration the machine is working, and I can only get the frames to play once.

wooden plaza
#

how do i showcase a mod? im very proud of it SDVpufferwow

versed wyvern
#

Without the requisite rank you'll need to ask an existing author to make the showcase post for you

royal stump
sullen sun
#

I'm using loadeffects and from what I understand it looks like WorkingEffects only checks at the start of every in-game hour

#

Which would solve a bit of my problem, which is needing to write enough intergers to loop the animation for the whole duration

#

But it would still make the list of intergers quite long if I'm not mistaken

#

I will give workingeffects a try and see if I can wrangle an easier solution out of it

royal stump
#

SDVpufferthumbsup the wiki says it should apply working effects every time change, though "WorkingEffectChance" defaults to 0.33, so maybe it just doesn't happen enough

sullen sun
#

Oh you know what you're absolutely right

brittle ledge
#

There's a couple other hunger mods pointing at it too

#

Huh, it loads

drowsy pewter
#

huh

brittle ledge
#

well, I'll see if I can load a save with it

#

Holy crap

#

It... works

drowsy pewter
#

@calm nebula Did you say that cooking recipes menu sorts by parent spritesheet name and THEN index? Because I renamed our spritesheet as MCornucopia/Objects so it would sort after Maps/springobjects alphabetically, but they're still sorting in front of all the vanilla recipes

Also on second glance it's not even sorting our recipes by sprite index

brittle pasture
#

mod that uses only smapi events (and this one can definitely be implemented with just events) has a good chance of continuing to work indefinitely

uncut viper
#

the compat list im pretty sure just checks if it loads and not whether it functions as intended
and pathos literally loads like every single mod ever

#

for the check

calm nebula
#

mumble page thingie.

#

(I know, super clear, atra)

#

the collections page

brittle ledge
#

okay, looks like only one feature broke in 1.5 and it was the stamina (arguably the most important part, the consequence)

#

just checked and I woke up with full stamina (and I don't have infinite stamina enabled in CJB), so womp womp

calm nebula
#

this is the code

#

you're shit out of luck for changing sorting unless you (a) use int ids (plz don't)

drowsy pewter
#

Oh you're right, the collections menu does in fact sort properly

calm nebula
#

or (b) you ask a C#

brittle pasture
#

moss soup

calm nebula
#

hey, selph is typing. selph is a c#

sleek grove
#

how does one replace a certain sprite with content patcher? i wanted users to be able to disable some of my sprites (working on a weapon resprite)

calm nebula
#

dammit

drowsy pewter
# calm nebula

So it returns all the string ids first, then the number ids, then moss soup?

calm nebula
#

oui

drowsy pewter
#

Well.

brittle pasture
#

non

drowsy pewter
#

LOL

#

No?

calm nebula
#

(do you want a C#)

uncut viper
#

selph was denying being voluntold i think

drowsy pewter
#

I just want to know how much I can tell users that we can't do anything when they complain

calm nebula
#

(yeah, selph's on vacation :P)

#

you would need C#

calm nebula
#

it's like, not hard C#, other than not having a good way to like, model this shit

uncut viper
#

if you have a C# component then you can technically do it. but a user probably wont know what that even means to have a C# component so you could just say its not feasible

drowsy pewter
#

If we end up with a small C# component for other reasons then I'll consider it; otherwise I'm going to act like it's completely impossible and would require rewriting the entire game and therefore it's "not possible for us to move the items at all, thank you for your comment"

calm nebula
#

but like, the second I'm like. "Maybe it needs better sorting" but also like then like "but better crafting does it better"

drowsy pewter
#

At least the collections menu is correct

calm nebula
#

(selph, I was kidding about volunteering you!)

uncut viper
#

how did the user want them to be sorted, anyway. just yours at the end?

brittle pasture
#

(I know lol)
(feels good to touch grass once in a while)

sleek grove
drowsy pewter
#

Nonexistent user. I've seen complaints about modded recipes coming first on the list and pushing down vanilla recipes; can't remember if those were complaints on my mods or on other mods, but it was something I wanted to attempt addressing

uncut viper
calm nebula
#

but also like

#

at that point, go tell the user to install bettercrafting tbh

drowsy pewter
#

i probably will

#

I wonder how LOC sorts

calm nebula
#

loc also has a search menu

#

I love the search menu

uncut viper
#

could still be nice for people who dont like or use better crafting/cooking/loc/whatever else is out there

calm nebula
#

I mean, I would want some minor sorting on that menu, maybe

#

something like "bring me X buff to the top" and suddnely it's the loc menu

sleek grove
drowsy pewter
#

yesss it sorts alphabetical by default

calm nebula
#

also ngl the two-tile-tall bigcraftables is weird

uncut viper
#

that people is me i am that user

calm nebula
#

awesome! user number 1 can make their own mod

uncut viper
calm nebula
#

(tbh, button, I re-wrote chest sorting because I got annoyed at that.)

uncut viper
calm nebula
#

(so I feel you.)

brave fable
#

loc has a default cooking menu order fix included

#

you can just take that and reupload it if you like

uncut viper
#

i just like the vanilla menus just fine so i dont use any of the Better suite of menus, besides my own for the powers tab

calm nebula
#

alphabetical would be nice, says atra. Or some sort of "by amount healed" or "number of buffs" and oh hey bluebs is here

rancid temple
#

Pixel coordinates in Aseprite are in the bottom left, under the color picker

calm nebula
#

Button, how do you want the menu sorted

#

I'm literally looking at the code.

uncut viper
#

im not fussed about it i was just saying "install this other mod" wouldnt be a solution to me if i did care about it

#

probably alphabetical by recipe name if anything

calm nebula
#

yes but you're also a C#

#

hmm

uncut viper
#

recipe display name specifically

calm nebula
#

makes sense!

drowsy pewter
#

Huh. the LoC alphabetical sort is putting all vanilla recipes at the end

sleek grove
drowsy pewter
#

It IS alphabetical within a given spritesheet

#

Anyways

rancid temple
brave fable
#

more likely it's using your 6480 author name in the item id as a sort

#

but it should be going by display name

drowsy pewter
#

It might be using internal Name?

#

As our internal names have the full item ID, including mod id

sleek grove
drowsy pewter
#

🤔 But that would still put vanilla items starting with A-C at the beginning

rancid temple
#

Those should be the X, Y of the top left and bottom right pixels of the selection

brave fable
#

6 > A

drowsy pewter
#

Our items start with Cornucopia, not 6480

drowsy pewter
#

Not really important anyways lol

tender bloom
#

Like more than that messed up

versed wyvern
#

Quick question, I can use HasMod as a condition without needing to set the mod in question as an optional dependency, right?

drowsy pewter
#

yeah

versed wyvern
#

Thank ya anisoftbongo

brave fable
calm nebula
#

huh

uncut viper
#

did you misspell meow

ornate trellis
#

guess who crashed the game again from trying to make a wild tree

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 20 C# mods and 20 content packs.

calm nebula
#

next time try a domesticated tree

gentle rose
#

waaait I hit level 50 apparently

do you guys know who to contact about access to the repos?

ornate trellis
#

btw it happened when i tried planting the tree. my UI was suddenly gone and I was like, hm that isnt supposed to happen

gentle rose
#

will do when he’s back then, ty

ornate trellis
uncut viper
#

your texture doesnt match any loaded target

ornate trellis
#

nice. now to fix the droprates, hmm

young breach
#

Anyone know how I can make a smaller text box? I tried using the TextBox class but if I make the size any smaller the texture breaks

TextBox box = new TextBox(null, null, Game1.dialogueFont, Game1.textColor)
{
    X = (int)marker.Value.X,
    Y = (int)marker.Value.Y,
    Height = 180,
    Width = 128,
    Text = marker.Key
};
box.Draw(b, true);```
brave fable
#

you can't SDVpufferthumbsup textbox breaks if you do anything to it

rancid temple
#

Use StardewUI to make whatever micro UI you can dream of

long reef
#

I forgot what I named my folder was mymods

brave fable
#

oh weird the thing was scrolled way out of order

uncut viper
#

discord loves to do that sometimes

long reef
#

ik where to put my mod but I can not find it

#

what is the mod called again

brave fable
#

i'll be honest, i have no idea what you're asking SDVpufferthumbsup

long reef
#

I need to put my new mod into my mod folder and I don't know where that is

brave fable
#

there'll be instructions per your platform and launcher

long reef
#

thanks

#

got it

teal bridge
brave fable
#

oh don't be so dramatic, you can always cram new properties in with cecil and butcher the game calls to use your custom mess

#

what could be simpler

half tangle
#

How do I detect if the current tick is one of the ticks from when the player clicks "Return to Stardew Valley" from the bus on the desert side to when the player can start moving again in the bus stop?
I have tried checking Game1.player.CanMove, Game1.eventUp, Game1.fadeToBlack and I have invoked Farmer.localBusMoving but there are still several ticks that those miss. I think the ticks they miss are between the "return to" moment and when the player character is on the bus but I cannot find/think of a bool to check for then and thought someone here may have a better idea.

#

hm, well I found Game1.freezeControls and that seems potentially helpful since it's set to true in the bus animation sequence, but it's also set to true for a lot of other cases

teal bridge
rancid musk
#

Sure it's simpler, if you like simple things and not needlessly complex and incredibly fragile things that break compatibility with everyone else's things

wooden plaza
half tangle
teal bridge
subtle saffron
#

I've noticed when you edit ShopMenu.cs.11488, for some reason it removes the space?

So for example, even if you have it set so ShopMenu.cs.11488 = "Welcome to Pierre's! "

In game, no matter what, it removes the space at the end, causing the menu in game to look like this:

#

Anyone know how to fix that? I feel like I'm going crazy

#

Nvm

#

just had to use an invisible character

#

💀

royal stump
#

glad that works, because otherwise you'd probably need to edit the actual shop entries that reference it with [LocalizedText] SDVpufferdizzy

subtle saffron
royal stump
#

it's a messy list with things like
"Dialogue": "[LocalizedText Strings\\StringsFromCSFiles:ShopMenu.cs.11488][LocalizedText Strings\\StringsFromCSFiles:ShopMenu.cs.11482]",

subtle saffron
#

I opened that file, and quickly closed out of it

#

now I just have one line of dialogue from jodi to find, and I'm done with some bug fixes

#

where that line is? I dunno, hope to find out soon

#

😭

#

I don't have the exact line to look for, just something said off memory

subtle saffron
#

I may or may not have found the line, still pushed out an update as I cannot seem to find a line that would match better.. hopefully it was Copium

lucid mulch
#

Content Patcher is what was trimming the string btw, i18n might get around it, but not sure

faint ingot
#

question about generic mod config menu - can you "wrap" the name of a config option that has a long name? like use "\r\n" inside it or something?

#

errmm yes, it appears you can, sorry I shouldn't ask questions I can test for myself in under a minute

odd bloom
#

question, how do you make a custom dialogue from when an npc receives something for their birthday?

pine zenith
#

Hey guys, I’m trying to simply add some modded items to the universal loved gifts list using stardewxnbhack to edit the unpacked content via content patcher. I’m unsure how to do this though. Should I just add the itemID of what I want to the “universal_love” list? I can’t seem to find information on how specifically to get the changes I want to make to actually apply in game so my special items can become functional universal loved gifts. Can someone help me out?

vernal crest
# pine zenith Hey guys, I’m trying to simply add some modded items to the universal loved gift...

Editing the files inside the Content (Unpacked) folder will not change anything about your game. They're just copies of the game files in a format you can easily access (.json) so you can see the data and know how it's set up. To make your changes you will need to create a Content Patcher content pack mod that edits the NPCgifttastes asset in the game itself. I'd recommend finding a mod that adds items to the universal love list (a lot of food mods or other item mods do this) and have a look through what they are doing.

#

!startmodding

If you're unsure how modding works at all, look at the non-C# parts from the following message from Governor.

ocean sailBOT
#

Making mods can be broadly divided into two categories:

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

pine zenith
vernal crest
pine zenith
vernal crest
pine zenith
#

Thank you thank you ☺️ I’ve been on this for hours and couldn’t think outside the box anymore 😅

spice bear
#

so it;s been a hot minute since I played a modded stardew

#

made a seperate instance of it compared to the regular game but idk how to go selectively picking mods to play stardew- downloaded a mod that would do that

#

any advice how? ^^;;'

uncut viper
#

im not entirely sure what you mean, do you mean like mod recs or a mod manager? either way that seems like itd be a #modded-stardew question, since this channel is for making the mods

stable grotto
#

@ivory plume any way to make CP load mod files before the game needs them to draw a map?
'Cause it only happens with those floor tiles already applied to the farmhouse loading the save file
Edit: SinZ pointed out where I messed up, fixing my mistake fixed the issue I caused

lucid mulch
#

there is no concept of loading before the game needs them

#

quick peek at your mod on nexus, its because you have the data/flooring.json load gated behind VibrantPastorial.C/Interiers token, which you have configured to only be populated whenContext.IsWorldReady || SaveGame.loaded != null

odd bloom
#

Hello just wondering if it's possible to make a dialogue triggered at a specific time? Tried copying the format and stuff but it didn't seem to work

lucid mulch
#

not entirely sure why you have a bunch of seemingly config tokens gated behind a loaded save, but that would cause your problems

uncut viper
lucid mulch
uncut viper
#

(also i dont know if re-evaluating dialogue patches after dialogue has already been chosen for the day even works? it mightve already parsed the pre-existing string and stored it for the day)

odd bloom
uncut viper
#

you can use the game state query dialogue command in the dialogue itself to check the time and display different things based on that

velvet narwhal
#

tbh the way you can get around the dialogue popping up at specific times is knowing where they stand at their schedule, and setting the appropriate <Location>_x_y dialogue

uncut viper
velvet narwhal
#

no when patches needed, no queries

lucid mulch
velvet narwhal
#

or a funny expansion patches over the map and screws your positioning

vernal crest
#

Yeah I would probably do query

#

I tested that at some point

velvet narwhal
#

oh sinz since you're here i am curious about the inner workings of cp thonk
we were talking about the way {{Random}} is determined
afaik it had to do something to do with the hash of a save and then jumbled around based on Maths™️ ?
@rancid temple i can't describe it in better terms help

stable grotto
round dock
#

Query SDVpufferlurk

vernal crest
rancid temple
#

The specific question was about nested Random tokens

vernal crest
#

That wasn't what we were going to ask Avi

stable grotto
#

unless...

round dock
#

Iirc Immersive Family makes use of that for their dialogue yeah

velvet narwhal
#

ah see i have no context SDVpufferclueless this is what i get for not retaining information

vernal crest
#

It was about whether nesting one Random inside another would evaluate the outer random before evaluating the inner one.

lucid mulch
#

inner would be evaluated first

lucid mulch
#

you can only evaluate the outer most token once all the input parameters are resolved

#

though multiple randoms in the same patch in theory would have the identical seeds unless you altered the seed using the key parameter, so the order of operation shouldn't matter

stable grotto
vernal crest
#

So if you have {{Random: choice1, {{Random: choice 2, choice 3, choice 4}}}}, each choice would have an equal chance of being chosen instead of choice1 having a 50% chance?

uncut viper
#

it would still matter if the inner random itself resolved to a list, wouldn't it?

#

a comma separated one

lucid mulch
#

So the random generates a number from 0 to maxint-1, and then does rand % args.length

#

so the outer random is a 50% chance of being odd or even, but if its the identical seed as the inner random, the numbers that are % 2 == 0 and % 3 === 0,1,2 vs numbers that are % 2 === 1 are not equal

#

if you did {{Random: choice 1, choice 2, {{Random: choice a, choice b, choice c}} }} I don't think it can ever say choice a or choice b, but its been awhile since I've looked at the internals enough to know if input.TokenString.Path will be different between the outer and inner or not, thus changing the "default" seed

vernal crest
#

Thanks SinZ SDVpufferheart I am not sure I actually follow the maths part of it but I get enough to know that it's definitely not working the way I expected it to lol

uncut viper
#

now that i think about it it might still be the same probability even if it didnt. maybe. i dont know. Stats was... never my strongest subject

#

let alone stats at 6am

lucid mulch
#

assuming the set aggregation works correctly, it would be 25% choice1, 25% choice2, 12.5% one, two, three, four.
if it is independent seeds.
if it is identical seed, then I think the probability turns into 25% choice1, 25% choice2, 25% one, 25% four

uncut viper
#

what about the probabilities of two and three in the identical seed case

odd bloom
#

what does this mean

lucid mulch
#

the inner random is odd or even probability, the outer random is mod 4 = 0, mod4 = 1, mod4 = 2, mod4 = 3.
So the one or three case needs mod4 = 2 which would be even., and the two or four case needs mod4 = 3 which is odd.
so I think I got it the other way around, and would be three, two

uncut viper
#

i think this random stuff is mostly just telling me i should probably not try any of this funny stuff if i need such precise control over probabilities SDVpuffersquee because i might still be a bit lost on it

#

get ready for my next mod which will nest random tokens 7 layers deep

velvet narwhal
#

atra already made the xoshiro random didn't they

uncut viper
#

i dunno. thatd be for the games random and not content patcher though

#

and i dont think itd matter if content patcher is passing in a seed

odd bloom
#

another question, what's the error on dialogue and how to fix it? It said like characters/dialogue/firstlittlenpc: resort something I forgot to screenshot

uncut viper
#

well, cant answer without the error

vernal crest
#

And you should get your log rather than taking a screenshot

#

!log

ocean sailBOT
#

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

Please share your SMAPI log file. To do so:

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

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

uncut viper
#

(also before i forget to say before i go sleep for a bit, thank you SinZ for humouring my silly CP probability question too SDVpufferheart)

velvet narwhal
#

yeah! thank you for explaining the random out of a burst of curiosity qubyhearts

lucid mulch
#

all the random is doing is making some integer between 0 and positive infinity*, and then taking the remainder based on the amount of options available.

if its identical seed, then even if they are different lengths, they are still rolling the same number and so if the modulo factors don't match then its impossible.

Take the xkcd case and the number rolls 4, like any good random number should.

For the inner random, it would be 4 % 2, as there are two options to pick, and so the number is 0, and so one, two gets selected and moves on to the outer random.
For the outer random (assuming the set aggregation works), it now has 4 input parameters, choice1, choice2, one, two and will now do 4 % 4, which is also 0, and so will select choice1.

If the random number was 0, 8, or 12, or 16, etc you will always get choice1.
if the random number was 1, 5, 9, 13, 17, etc you would get the odd version of the world, and three, four gets selected, but choice2 wins anyway.
if the random number was 2, 6, 10, 14, 18, etc you would get even world, and it would win, so one.
if the random number was 3, 7, 11, 15, 19, etc its the odd version of the world, and it wins so four.

round dock
#

Just simple clarification, in terms of dialogue, how significant is setting up Priority? I'm essentially writing marriage dialogue in "Characters/Dialogue bc the dialogue keys are there (thanks Avi) and just wanted to understand the nuances.

uncut viper
#

for dialogue patches priority determines which mod gets their dialogue to show if they use the same keys

#

if its a custom NPC you likely dont need to worry about it

velvet narwhal
#

tbh i was trying to think of a way to tack on any expansion dialogues so that it wouldn't clash thonk

round dock
#

If it states Priority: Late thennn

odd bloom
#

Imma try to wait for this little guy to go to ginger island

velvet narwhal
#

i think the only real feasible way is BETAS

lucid mulch
#

In ContentPatcher, Priority should only be used if you are needing to beat or lose to other content packs in a way that the dependency tree isn't going to do for free.
Or its a lazy load, and you dont want an exclusive load

uncut viper
#

(i appreciate the "like any good random number should" it sounds very cute when put that way)

round dock
#

Thank you all anidinokisses

lucid mulch
round dock
#

(i should really get to watching freiren, i have free time now)

uncut viper
#

im familiar with it!! it was your specific wording i liked

round dock
#

and everytime I lurk here and see Button, I get extra an reminder to pick it up xD

vernal crest
uncut viper
#

wait pick what up

#

oh frieren

round dock
#

(Freiren SBVPensiveButt )

uncut viper
#

frieren good go watch frieren instead of modding. let frieren consume your life. no im not being a bad influence

lucid mulch
#

as all the timelines where one, two would be available, the random number wouldn't have picked the third option, it would have picked choice2 or three, four

#

but zero index vs one index brain is getting confusing as to which world wins

vernal crest
#

This is wild. I have never thought about "randomness" like this before.

lucid mulch
#

this world of the identical seed being used in multiple places is the foundation of all the craziness that BlaDe relies on

#

where in many ways you dont even need to know the number itself, just that it will repeat in key places

half tangle
vernal crest
#

Also if you are checking dialogue you don't need them to go to GI or anything, you can just use the debug loaddialogue command to make a dialogue box with the line you choose. You don't even need to be anywhere near the NPC.

lucid mulch
#

(though if you are doing query or CP schenanigans you would still need to match the conditions at the point in time)

velvet narwhal
#

(add in another tidbit about ginger island picking 5 random npcs as long as they're not krobus or married and have the bool set)

vernal crest
#

Loaddialogue does get funky if you are trying to test things like randomisation though because it won't change no matter how many times you run the command (as I am aware from experience before I knew about the result being set in advance based on save and day or whatever)

rancid temple
#

Oh I wonder if you could do a debug dayupdate and then load it again

odd bloom
rancid temple
#

You have to do it in the console

vernal crest
rancid temple
#

Slash commands don't work in game if you don't have that enabled

odd bloom
#

ooh

rancid temple
#

If you don't have a C# mod that enables it, you have to do it manually every time you launch the game from the console

#

I think someone had released on that does that

vernal crest
#

I am so lost about what you are saying roku

rancid temple
#

I ended up just putting it in my personal mod lol

vernal crest
#

Are you talking about chat commands or something?

rancid temple
#

When you try to type a slash command in game, CA pops up in chat and says Nice try

vernal crest
#

Ahh okay

#

Where do you do it? In the chat box?

rancid temple
#

That's what I assumed they meant since I don't know where else CA would pop up on a failed command

vernal crest
#

I just do everything in the console

half tangle
#

For that yeah. This is why we have a SMAPI console

rancid temple
#

It took me way too long to figure out how I was supposed to format loaddialogue

lucid mulch
vernal crest
# odd bloom ooh

The exact command is debug loaddialogue NPCINTERNALNAME Characters/Dialogue/NPCINTERNALNAME:DIALOGUEKEY and it goes in the console as mentioned. Example with my NPC is debug loaddialogue Aba.Hiria Characters/Dialogue/Aba.Hiria:summer_2

rancid temple
#

dogekek I'd rather avoid looking at the save xml if I can help it

vernal crest
#

Okay I did that completely from memory after 2+ months of not using it. I hope it is correct.

rancid temple
#

NPC name is a fuzzy match so you just need to type enough of it

#

Though if you have a bunch of similar named NPC's you'll want to be more exact

vernal crest
#

I always just do it exactly since I am copying and pasting it mostly anyway

vernal crest
#

But yes it is apparently fuzzy

round dock
#

tears man…

rancid temple
#

I'll try the dayupdate thing when I finish this day

vernal crest
odd bloom
#

ah I tried the specific time command, how do u put a range on it? or u cant?

vernal crest
#

Hmm I have it with double backslashes in my dialogue file but I don't know if that's necessary

round dock
vernal crest
slender badger
#

(it's also mentioned on the Tips & Tricks from ES page of the modding wiki if you forget)

vernal crest
#

Loaddialogue is also on the console commands page of the wiki

vernal crest
odd bloom
#

ah tysm!

granite bluff
slender badger
#

Sure, I can showcase it for you 😄

#

Do you have a message or write-up to go with it?

hard fern
#

🤔 hooray im finally getting around to the question i initially had.... how would I go about making it so that an npc won't date you if the player is [x] gender?

vernal crest
#

@velvet narwhal You're up

velvet narwhal
#

oh ok

slender badger
#

You can reference the code in my Don't Date Relatives if you like, you'd just need to change the When condition

velvet narwhal
#
      "LogName": "Begone",
      "Action": "EditData",
      "When": {
        "PlayerGender": "Male"
      },
      "Target": "Data/Characters",
      "Fields": {
        "NPCINTERNALHERE": {
          "CanBeRomanced": false
        }
      }
    },```
iron ridge
velvet narwhal
#

spacecore has the thing

vernal crest
#

I was also wondering about MP which is why I didn't suggest changing the CanBeRomanced field

#

Although to be fair I don't intend to do Hiria's romanceable change in a way that works in multiplayer either

#

Sorry Button

velvet narwhal
#

"spacechase0.SpaceCore/NpcExtensionData"
SeparateDatability

slender badger
#

CP docs say "current or specified player", so I assume if it's unspecified, then it defaults to the current player

hard fern
#
                "HasSeenEvent: anyPlayer": "{{ModId}}.8heartevent.2",
                "PlayerGender": "Male"
            }```
![SDVpuffersweats](https://cdn.discordapp.com/emojis/585590140806758401.webp?size=128 "SDVpuffersweats") this works right
slender badger
#

Presumably if the current player is [blocked gender] but other players are [unblocked gender], then the character won't be datable for the current player but will be for the others

#

Alternatively, just give the character reject dialogue for the bouquet/mermaid pendant if the player is [blocked gender]

hard fern
#

i'll see about that if doing this doesn't work

slender badger
#

Posting on behalf of @granite bluff:

Prettier Interiors

An immersive and lore-friendly overhaul of town interior maps that adds more clutter and atmospheric decoration! Now updated for SDV 1.6!

https://www.nexusmods.com/stardewvalley/mods/19423

Nexus Mods :: Stardew Valley

Overhaul of Town interior - more clutter and atmospheric decoration, immersive and lorefriendly

velvet narwhal
#

thonk i wonder how ass backwards a query i could do for the bouquet/pendant thing

granite bluff
vernal crest
granite bluff
#

oh i'm sorry!

winged girder
#

hey hey! just as a matter of curiosity, how hard would it be to make a mod (for a complete beginner like me) to add more prizes to, say, the trout derby? i'm surprised I haven't found anything like that, tbh, but i love the fishing festivals. playing them would be more fun in later years if there was more than just crab pot available. any tips appreciated (i have the wiki page on modding open!). thank you!

velvet narwhal
#

ththonk does the trout derby have its own shop entry

#

If so: easy

calm nebula
#

It's hardcoded to hell and back again

velvet narwhal
#

Welp

#

Custom shop it is

rigid musk
#

Yeah I just went to check that, you'd need a framework (kinda like how someone made one for the prize ticket machine) or some sort of C# component... or to make it into its own shop or something similar

rigid musk
velvet narwhal
#

If the trout stickers are objects like qigems then it's not too hard

#

You'd have to do conditional map patches

rigid musk
#

🤔 I mean they are

#

Well not... they're like actual objects

#

not a currency

#

but with shops you could just use em as a currency

winged girder
#

Yikes, I was hoping it would be a relatively simple project to start with, but I’ll take your words for it

velvet narwhal
#

Do the tradeotemid for the custom shop to be the trout sfickers

rigid musk
#

Jamore is right you'd have to do some map patches and then make a custom shop and then you could do it to where you could select the item and such yeah

winged girder
#

Considering I’ve never done anything for Stardew (did some minor sims modding), I think I’ll start somewhere simpler. Thank you everyone 🧡

velvet narwhal
#

Map patch the shop either as an offshoot or overwrite it

rigid musk
#

probably overwrite ...

#

I could probably do that puffer_think

#

Trout Derby Trade-in Shop...

winged girder
#

If you do end up doing it, I’d be the first to download!

rigid musk
#

I will add it to my roster of mods to create B)

#

I gotta at least finish the basic quest section of my Qi mod first, lest I take on ten billion projects

rigid musk
#

not really randomization but cycle that it loops with

winged girder
#

I was thinking that it could be mostly fishing/fish related stuff, as to keep within the theme and not make it too overpowered

rigid musk
#

With the way the new shop would work it would be easy to make more 'op' things cost multiple tickets

winged girder
#

At some point, perhaps bait to rare(er) fish, Pearl, those little treasure chest thingy. Stuff that could probably come inside the fishing chests (perhaps even magic bait/challenge bait for higher amounts)

winged girder
#

Because I think the vanilla tickets do keep from one year to another

rigid musk
#

They do :]

winged girder
#

Oh yeah, the absolutely! Could also be a way to get things that are VERY RNG dependent

#

Like, I have perfection, played multiple hours and I’ve never, ever seen a bloody fairy trinket

rigid musk
#

Oh no xD I get so many of them lol

winged girder
#

Seriously, I have a full big chest of parrot eggs and I don’t even know how the fairy looks like!!

spice inlet
#

just as a suggestion you could probably map patch a custom prize ticket machine into the derby maps.

#

should be fairly simple to do with UB and CP

pale harness
#

how do i add a new animation and play it?

#

to the farmer

grand gale
#

Can I override the IClickableMenu.drawTooltip method in some condition (e.g. for some type of items) and run my custom method instead of it?

rigid musk
#

I have no clue about any of that but I do want to say your profile is cool

#

10/10

pale harness
rigid musk
#

i dont think you can do that without content patcher

vernal crest
#

You can do it with C#. You might need C# to do it actually.

pale harness
rigid musk
#

I mean probably with C#-

#

I had to process what I said sorry lol

pale harness
#

yeah im trying to do everything in c# and no cp lol

vernal crest
#

Farmer animation is the worst, I have heard.

pale harness
#

sigh

rigid musk
#

That's... an interesting thing to want to do xD

pale harness
#

gotta pick something bad to start with

vernal crest
#

Most helpful thing I can think of right now is to offer to find you atra's code from when they made the shovel mod.

pale harness
pale harness
#

what about adding a new keybind?

#

😭

vernal crest
#

Let me go find it.

#

You mean adding a new keybind separately from the animation idea? That is easy.

rigid musk
vernal crest
#

I don't know how to add one that you can change in the config but lots of people do so it'd be easy to find out, I would guess.

rigid musk
#

Frameworks are my saving grace truly, otherwise I would end up imploding

pale harness
rigid musk
#

I'll eventually commission someone to do a C# thing for the Qi Gem menu so that people don't complain about not being able to see all of their gems ... when I have the money for that anyways

pale harness
#

no idea if theres velocity?? how easy is it to force a player to move?

vernal crest
#

So maybe it will tide you over until someone who actually knows what they are doing comes online to help.

#

This is nearly the most dead time of day for this channel lol

#

But in about two hours it should pick right up

pale harness
#

ahh okay lol no worries

#

will look through

#

thank you lots

rigid musk
#

good luck with what you're doing :D

pale harness
vernal crest
#

You should be able to check any one of a bunch of mods for the keybind part - check the smapi mod compat page for the source links

pale harness
#

alrighty, what about applying velocity?

#

any clue on that?

vernal crest
#

You mean just making the farmer move?

#

I would check the game decompile for that

#

I can't think of any examples of the sort of movement you'd want for a roll (I assume it's "player presses button and release, farmer moves" so not the same as "player presses button and farmer moves until button is released") but in your shoes I'd start just by looking at how the game handles farmer movement overall.

pale harness
calm nebula
#

Tbh farmer movement is technically easy if...weird

vernal crest
#

Does that include animation, atra?

#

I said it was difficult because I thought I remembered you saying that was the part of your shovel mod that sucked but maybe I misremembered.

ocean vale
#

hii! i want to start making mods, what's the difference between using cp or ja for adding nwe crops, for example?

blissful panther
#

Well, the difference is that we don't use JA to add crops now. SDVkrobusgiggle

ocean vale
#

oh rlly? what happened?

blissful panther
#

1.6!

ocean vale
#

ohhh has it not updated yet

blissful panther
#

Oh, no, it's just that 1.6/CP absorbed a lot of functionality.

#

JA just doesn't need to exist anymore.

ocean vale
#

sdnajdwjabdjk unfortunate

#

well, thanks for the clarification sitt

vernal crest
blissful panther
#

I don't know of any direct walkthrough for adding crops personally, but I'm sure someone will be along!

hallow prism
#

the best option to add crops is look at a small CP crops adding them and learn this way (not copying stuff, but looking at the data/structure)

swift needle
#

where to find reference for vanilla portrait sprite?

hallow prism
#

!unpack

ocean sailBOT
#

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

thick pelican
#

unpacking the game or spriters resource i think

swift needle
#

Is it possible on mobile?

hallow prism
#

i don't know

vernal crest
thick pelican
#

...actually uh. if i theoretically wanted to change the music playing in a cutscene. how would i do that.

swift needle
#

I have make some mods, but i havent made a portrait mod

grand gale
#

you can do it on pc and it will probably works on mobile too

vernal crest
#

Well if you're already familiar with the process then you should be fine. A portrait replacer mod is an easy one.

thick pelican
vernal crest
thick pelican
#

nop.

vernal crest
# thick pelican nop.

I assume it's changing a vanilla event? If you want to change the music for the entire event you just change the first command in the event.

#

If you want to change it partway through I will have to open Firefox lol

thick pelican
#

i wanna change the music that plays through the music box

vernal crest
#

Through the music box?

round dock
#

Probably the juke box

vernal crest
#

The only music box I can think of is the jukebox in the saloon.

#

Which I assume would also be easy to change for an event because it's probably set the same way as other event music.

thick pelican
#

no during alex's cutscene, his little music box with his mom

vernal crest
#

Oh that one

#

Hmm that's on the beach, right?

thick pelican
#

yeah

#

if i wanted to get even more in depth id change every instance of gridball to basketball and his name to be troy

vernal crest
#

Okay yeah it just has a command playMusic tinymusicbox and you'd change the tinymusicbox part to a different track.

#

Which could be a vanilla one or one you add into the game.

thick pelican
#

i see.

round dock
calm nebula
round dock
#

Iirc theres a mod that changes the game’s music to that of Mineral Town’s and only used CP

swift needle
#

where to upload mods?

vernal crest
#

Yeah music stuff is really easy

#

I have custom music in my Apollo's Trick or Treat mod.

swift needle
round dock
#

Oh did you create a mod? You can upload it on NexusMods

vernal crest
# swift needle for sharing mods

English speakers mostly use Nexus, though there's also Moddrop (and technically CurseForge though I am only mentioning because someone else might bring it up if I don't). A lot of people use Naver but that's out of my experience.

hard fern
#

uploading on nexus is the generally recommended

#

almost everyone uses it

tight rivet
#

Me: "I should diagnose this bug."

hard fern
tight rivet
#

:v

#

"value cannot be null" strikes again!

hard fern
#

😔 me when the value is null

thick pelican
#

ok so if i wanted to change alex's name howd i do that?

i assume changing every instance of one word is as simple as going into his events and replacing the words

tight rivet
#

I'm actually surprised CP doesn't have checks for it, but I guess it doesn't expect that to happen

rigid musk
#

😔PensiveClownpensive_clownpensiveclown

vernal crest
#

Name changes are not fun

#

Unless there's some easy way I am not remembering, changing a name means editing lots of events and lots of dialogue.

thick pelican
#

...i must........ for the meme

rigid musk
#

I don't think so? couldn't you just change his display name and not the internal name

swift needle
#

gotta try to upload at nexus then

hard fern
#

well yeah but that doesnt account for dialogue

#

mentioning the name "Alex" anywhere

rigid musk
#

Ohh oh

latent mauve
rigid musk
#

b_shiver oh god

round dock
#

Yeah, you gotta check for dialogue referencing Alex. Not fun

#

Not to mention Strings

rigid musk
#

Nightmarish

vernal crest
#

You can do a "find in files" but you can't just do a "replace all" because of the internal name thing.

latent mauve
#

I am doing this for the Zelda mod, maybe I will go forward with changing all the names to dynamic tokens for the base files and then share those edits later as a public service

rigid musk
#

I know how irritated I was when I was going through trying to test to see if I could use Mr.Qi as a base NPC instead of erasing him and using my own (aka going through my OWN files and changing everything) let alone THAT

tight rivet
#

For context, Feminizer does this, and it has to sraight up replace entire tilesheets

#

(Which means it's actually got compatibility issue with 1.6)

hard fern
#

😭

thick pelican
#

you know what fine. ill just let other people replace his name for immersion.

hard fern
#

entire tilesheets?

rigid musk
#

horrifying

latent mauve
#

I am doing it for every NPC for zelda mod, pray for me xD

tight rivet
#

yes, I'm working on filing a report going

#

"Please use CP's EditData function"

vernal crest
#

What name stuff is on tilesheets?

latent mauve
#

( I finished dialogue pre 1.6 already, at least)

vernal crest
#

That's map related

tight rivet
#

because when they did it, they also replaced event IDs it seems

#

since I got a few event IDs again

hard fern
#

you know, all these npc replacers now make me think "wouldnt it have been easier to just make a custom one"

latent mauve
#

It's definitely easier

#

But the problem becomes "where do I put them?"

swift needle
#

pfm still supported on 1.6 right?

hard fern
#

technically? but what do you need pfm for

calm nebula
#

Yes! But you can do most of ehat it did with CP alone

swift needle
#

you can use with CP alone now?

hard fern
#

yes

rigid musk
#

CP does a whole lot now its very neat

#

Framework reduction went wild

swift needle
#

gotta check CP notes then

tight rivet
#

you can largely replace a lot of stuff that JA and STF did straight up

vernal crest
#

Now there are new frameworks popping up instead which is fun

#

Like BETAS

tight rivet
#

if I was more interested in modding I'd probably be looking at porting some Solid Foundations stuff, for example.

vernal crest
#

(Is it a framework? I don't know. But it's a great mod that allows for awesome new stuff.)

tight rivet
#

(read: willing to work out exactly how to change over.)

swift needle
#

that is crazy

tight rivet
#

I wish I was more inclined to patch AT into working properly with a few things myself. <_<

vernal crest
#

Furniture Framework might handle stuff Solid Foundations used to do? I don't know enough about SF

tight rivet
#

(like fixing the fact that ducks can't swim with AT installed.)

rigid musk
#

I did see BETA... some of the trigger actions seem very nice

#

also at least the new frameworks add some interesting/unique things instead of being like... what you need to add more base game adjacent things to the game

tight rivet
#

I think one of the really nice things about the 1.6 update is that a lot of frameworks that just did base things were no longer needed

vernal crest
#

Button also takes requests sometimes so you can get new fun ones too

swift needle
#

my mod are actually use pfm and ftm back then

#

one is for modifying the input output and one is modifying the list of foraging items on map

rigid musk
#

FTM is still utilized!

vernal crest
#

Well FTM is still very much in use

thick pelican
#

ok im trying to understand how changing the events in cp works

do i add the separate event json (aka alex events) and then what do i call in the main json file?

vernal crest
#

You don't need to have a separate json if you don't want to - includes are just for file organisation.

#

But if you do want to, then you'd just use an "Action": Include" code block in your content.json

#

For actually editing the events, you will want to use uh...TextOperations probably so you're only editing the one or two fields in the event that matter rather than replacing the entire event.

#

I throw ReplaceDelimited out there as well because I saw Button talking about it but I am not familiar enough with it to know how helpful it would be here

thick pelican
#

so if all im doing is changing one line from the event to play a different song, what do i write in the content json thats what im confused about

tight rivet
#

Huh. This is weird. The item is present in the files, but for some reason Bundles is throwing a fit. Why does it think it's a prize machine. 🤔

brittle ledge
#

(starting) music should always be field 0 so it's a pretty durable edit

tight rivet
#

welp, reported it to CP (Because the null handling is CP) and.. Passerby Cemetary because I think that's probably where that comes from

#

.. I'm not sure if I should report it toUnlockable Bundles.

vernal crest
thick pelican
#

yeah im reading into it and i got half of it right, its more about the field im struggling with now

vernal crest
vernal crest
swift needle
#

oh no, it's looks like 1.6 is impossible on mobile without xnb?

thick pelican
#

idk what to write there

vernal crest
# thick pelican

You want to put the number of the field (to get that, count the number of bits between the forward slashes in the event, starting with 0) to replace the 5 and then inside the quote marks you put playMusic REPLACEWITHDESIREDMUSICID.

#

Uhh what's the mobile SMAPI command

#

!mobilesmapi

#

Not that

#

!androidsmapi

ocean sailBOT
#
Android SMAPI

There is an unofficial port of SMAPI for Stardew 1.6 to Android. Please see the wiki instructions for more information.

IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. We are not able to provide support if you run into trouble or compatibility issues; please use the discord linked on the Android SMAPI github.

Do not harass mod authors to make Android specific compatibility patches.

thick pelican
#

so bits you mean the text between the backslashes? as in /the text between here/

vernal crest
tender bloom
#

Yes

vernal crest
tender bloom
#

For the backslashes

thick pelican
#

ok, and i count from the start yes?

vernal crest
#

Yes, starting from the word ocean (make sure you count that one as 0)

thick pelican
#

gotcha, time to go count!

#

i counted to line 31 so lets hope im right

vernal crest
#

I got to 33 but I wasn't counting very carefully

#

When you hop in game you should be able to put patch export data/events/beach into the SMAPI console to export the event json so you can see where your command ended up

thick pelican
#

gotcha

#

alright heres the nightmare scenario

#

testing..

tight rivet
vernal crest
tight rivet
#

yeah, that's what I'm thinking

#

I kinda want to make a mod but I tried to code in C# yesterday and had to retrain myself from python

vernal crest
#

I have been finding it really hard to pick up on how C# does things because it's so alien to me compared to R.

thick pelican
#

ok smapi isnt angry at me anymore so hope i did it right

vernal crest
#

Did you do the patch export to check?

tender bloom
#

I haven’t written any R in years, but I recall it being pretty single-minded about stats

vernal crest
#

It is! Which made sense for me because that was my job lol

#

But I find R lovely

#

What I have experienced of Python was also enjoyable

#

C# makes me angry lol

thick pelican
#

yup and it seems to have gone in the right place!

gentle rose
#

R seems to me like one of those languages that seems to have be designed for people who don’t work much with other programming languages (which is fine! each job has its tools)

thick pelican
#

now... to test my masterpiece

vernal crest
vernal crest
gentle rose
#

I do like python, even if it’s deeply cursed sometimes

thick pelican
#

hmmm ok

vernal crest
#

The people who work with R also work with SAS or SPSS - other stats languages

thick pelican
#

its time

gentle rose
#

you are my new favourite modder

thick pelican
#

it was beautiful.... i gotta get my head in the game

#

it w o r k s

rancid musk
#

That's fun. Got a bug report about a menu not loading. Look in the log? Clear evidence of the menu loading twice. No errors. SDVpufferpensive

thick pelican
#

this stupid mod is going to evolve until i eventually go so crazy i just straight up turn alex into troy completely

gentle rose
#

“not working” is used in such a weird variety of ways, to mean anything from “there’s a massive bug” to “I don’t actually know what’s meant to be happening but I thought I’d know it if I saw it” 😭

rigid musk
#

yeahhh .. yeah

vernal crest
#

But also "large chunks of it are working as intended but the NPC is in the wrong position by one tile"

rigid musk
#

Alternatively- it is working as intended but it isn't compatible with [insert any mod here] and that means it's NOT working

gentle rose
#

the joy of publishing code or tutorials online is deciphering what each person means when they say it… SDVpufferchickcry

gentle rose
drowsy pewter
#

I installed your mod "purple shane" and now shane is purple, fix it now

thick pelican
#

i accidentally uploaded it twice andn ow nexusmods is mad at me so uh. hopefully this solves itself

drowsy pewter
#

very "helpful"

drowsy pewter
calm nebula
#

Also plz, the slime eggs are different heights

drowsy pewter
#

omg

calm nebula
#

Lol, modded users can be whiny little shits sometimes

gentle rose
#

this mod conflicts with another mod that changes the exact same thing in a contradictory way, fix it do I can use them both

thick pelican
#

when i first got into modding it was minecraft and i was just told if it breaks assume its your fault

#

ive stuck by that mentality since

drowsy pewter
devout otter
#

(I've gotten a report that the user couldn't find my mod in the mod manager mod list because they have too many mods.)

rigid oriole
drowsy pewter
#

Hey Barley, i have some questions. I'm tagging cornucopia's upcoming recipes for allergies; are there any cornucopia-specific context tags you want me to use? Such as allergen_soy, allergen_peanut, etc. I was going to do them, but I looked at your example content pack for cornucopia and it looks like objects are individually patched into allergen data rather than using a specific context tag ?

rigid oriole
#

let me check, it's been a while haha

drowsy pewter
#

Np! Not urgent

vernal crest
#

Which makes sense

#

To me

#

If your job is a statistician it's not necessarily very helpful for you to know a bunch of programming languages

gentle rose
#

someone should make an extension to Automate that on the surface “makes it even more flexible” but is actually designed to add whatever automate is missing for being turing-complete

I think I once tried to make a connector version of hoppers that would probably have helped

knotty phoenix
#

i think automate should be able to pass the turing test

gentle rose
#

I barely pass the turing test

rigid oriole
# drowsy pewter Hey Barley, i have some questions. I'm tagging cornucopia's upcoming recipes for...

tl;dr: The cornucopia allergy pack adds "peanut", "almond", "cashew", "pecan", "pistachio", "walnut", and "soy" as supported allergens. The mod supports context tags to add an allergen to an object, so allergen_pecan on an item makes it have the pecan allergy. When the recipes are out, I'll take a look and make sure my pack reflects your context tags too.


The mod checks, in this order:

  1. was it crafted, milled, cooked, machined (etc.) with any allergens?
  2. for some reason preserves items are a special case so it checks that next
  3. does it have an allergen_{id} context tag? e.g. allgergen_gluten or allergen_egg (these work if the allergen with id id already exists in the BarleyZP.BzpAllergies/AllergyData asset, otherwise it does nothing. The base mod provides "egg", "gluten", "fish", "shellfish", "treenuts"/nut, "dairy", and "mushroom" as allergen ids. The cornucopia allergy pack adds "peanut", "almond", "cashew", "pecan", "pistachio", "walnut", and "soy".)
  4. Check the asset BarleyZP.BzpAllergies/AllergyData, where items are explicitly given allergens (which is the asset my Cornucopia allergen pack edits).

My Cornucopia pack works as an actual content pack for BzpAllergies, so it edits the BarleyZP.BzpAllergies/AllergyData asset. I've built more complex features such as providing exceptions to allergy rules which I take advantage of.

drowsy pewter
#

Oh that's great. I wasn't sure if the allergen_ tags were respecting your custom tags, so I'm glad to know that those work together and I can just tag the items specifically. I can add the tags to More Crops as well to match.

So the treenuts tag is allergen_treenuts not allergen_treenut?

rigid oriole
#

Yes, allergen_treenuts, plural. At this point i'm stuck with that inconsitency haha

drowsy pewter
#

(is mushroom allergy a thing? I didnt realize)

rigid oriole
#

From what I read, it's pretty uncommon. But I wanted another allergy to add to the list, perhaps because of the one time I ate mushrooms and my tummy hurt >:(

hard fern
#

😭 im allergic to the weirdest things

drowsy pewter
#

Out of curiosity, whats your categorization on bug meat?

#

I went back and forth as tagging it shellfish, but ended up not making it an allergy

rigid oriole
#

someone that was allergic to grapes commented so there really is an allergy for everything I think