#making-mods-general
1 messages · Page 157 of 1
Won't be home for like, hour and a half
It's just trying to wrap my head around how C# works that has been a struggle for me.
Tbh I have a common csproj lol
it just works ✨
I also don't have good mod ideas anymore
it has definitely been a struggle
Like trying to understand the order that things go in.
you just don't wanna upkeep mods, which is valid
Wdym order
sometimes it takes a bit/a few tries for programming concepts to click
Like which part of the code will run first
🤔 what would be the easiest way to learn C#?
I am used to "the bit that is higher up on the page"
presumably events, execution order, stack depth, ..
And to find out that is not how it works was rage-inducing
i tried and failed to figure out how to program many times before i finally got it
technically top-to-bottom is correct for local instructions hahah
Probably invent some sort of memory-stealing technology and then use that
😭 memory stealing tech...
dare I say generally correct
I got it on my first real attempt. We ignore the fact that my dad tried to teach me c++ at 7 by giving me a textbook
might i remind you of my 8 hours of going, "why is this harmony patch not patching? everything looks correct"
"You didn't put anything in the ModEntry to register it."
Needless to say that is not how you teach a 7 year old how to program
but it said for dummies on the cover..
I mean it's weird since a lot of us use annotations which are kinda spooky
well you still need to call new Harmony.PatchAll()
Everything goes back to the Entry method
tbh i flip flop between annotations and manual because i still haven't gotten a grasp of why method no hook method no want work
It has to be reachable from there
a more in-depth explanation is probably in order hahah
not that we can really give it on mobile
Yeahhhhh
spectacular... beautiful, one would even say amazing (thank you all for your help in realizing i needed to just add them all manually)
but yeah the "easiest" way to learn is to be taught by professionals and study with others. the next easiest way to learn is fuck around and find out
It helps that I did a lot of python metaprogrammkng first
i'm trying to fuck around and find out but people keep on beating me to implementing my ideas and doing it better 
i took the mythical cpp > java > python > c# pipeline
if someone does it first just do it again >:] whats stopping you? nothing
c was in there somewhere and I'd rather forget about it
Hmm. Should I go buy more yarn y/n
So far I have tried many hours of learning on my own and made very little progress (so unusual for me with anything) and then a couple of hours of asking rokugin a lot of questions and making a small amount of progress!
Joann discontinued the "hand-dyed" pretty they had
So I'm very much considering buying up the rest
i got so much yarn for christmas 😭
you don't have to do it best or even release it, just finishing it to some degree will teach you a lot.
what am i even gonna do with it all
i caught button at the perfect "just finished with semester i can spare 10 minutes to talk you through a transpiler"
ive definitely started or failed more mods than ive ever released
I've killed more mods than I've released yeah
the mod author who made polysweet also made an iridium bomb mod (ive been wanting to make one since 1.4 ironically but i didnt know nothing ever at that point) but that doesnt mean im not going to figure out how to do it one day
idk what their name is it just vanished from my mind when i went to type that
it's just part of the process. you absolutely aren't expected to make a winner every time, maybe not even more than once
but ill make that mod and then ill get the blacksmith role >:]
but practice means when you get that one inspiration you'll be able to do it well and confidently
Some of us, and I'm talking about myself, never make a good mod
i got my ribbon of, "not the worst first transpiler i've ever seen" so i'm sitting comfy
i think once i hit a wall that CP can't climb, i'd have to turn to C# haha
i politely request the bbluebs college of draw crimes 
yep, my history of "c# inheritance" "multilevel inheritance" "dual inheritance" for this hors.cs is, uh, something
https://github.com/Aviroen/Voidsent/blob/95ae839d81b973d2db88b0df5ab7006912911240/Lizard.cs#L10
but i keep on getting distracted from the main thing i should be working on
all the inheritance tutorials talked about Dog : Animal... im not prepared for Lizard : Horse
topologically speaking im sure you can easily go from lizard to horse
i mean if everything, in the end, becomes crab, i don't see why everything in the end won't become lizard
Lizards and mammals are very different
that's coward talk 
thats why im speaking topologically not biologically
From the way they breathe, to the way they chew, to the way they run....
ill admit im not very familiar with the way lizards chew
i'm pretty sure it's just swallow
you've seen jurassic park right
Is there a way to trigger the Special order being given after the mail is opened, currently my setup gives it at the same time the recieve the letter in the mail beginning of the day
put the special order command in the mail itself
but uh, the reason for lizard : horse is because i wanted a custom horse only for my area and i'm just doing it the worst way i could possibly think of ™️
Yes. But
ive not
include it in the mail data I suppose, since I don't know what your current setup is
%AddSpecialOrder {{ModId}}_Willy %% at the end of the letter after the signoff?
looks right
no, use the mail command
If that is true I have been giving all my recipes wrong LMAO
its on the migrate to 1.6 page

oh %item 
OHH so %action AddSpecialOrder {{ModId}}_Willy %%
wHaT
you could. but you should use the mail command
no it'd be %item specialOrder {{ModId}}_Willy true %%
Im looking at it
i think that's a bool, right? [immediately] i assume
selph linked you to the section with the specialOrder command
we should really migrate that stuff lol
Oh I see I was looking at the trigger action section
there's no process for this btw, it's just a matter of trying weird shit until something looks right, and then workshopping that until you've got a believable result. lots of hot reload?
can someone help me? I am an android modder and can't use custom music mod right now, our SMAPI have something that's late than the current version but our api version is caught up with PC, and I followed guide they still not work even I located it to the right places
once you're used to spritebatch you can just throw shit around like spaghetti
you're not likely to be able to get any help with mobile modding in here. i believe theres a separate discord for it?
art has a process, programming has a process, drawing does not
you're basically pioneering on your own in regards to android modding
yes Ik I tried to ask them but just try to ask if someone can help me on this
like, theres no rule against asking about it in here. but almost no one here will really be able to help
(and i only say "almost" bc i cant be 100% sure. but ive never seen someone in here have any answers for mobile modding besides "good luck")
Sometimes it's "abandon hope all ye who enter here"
i had to go double check but yes its a bool
do we even have an update on what mods are actually active for android? i assume due to SVE being available that means CP is available
you can play 300 mods atleast on android now
then standard procedure would just be "write it like how you would for PC" since it's a cp mod
the nuances to that? no idea, i have no idea if android has access to OpenAl or some other audio formatting system due to the storage requirements, etc
Ok awesome, another question, how can I use the mail flag for completing the special order to trigger the map patch for a house repair?
"HasFlag": "your flag here"
}``` in the editmap patch
Yo mode authors how much time you spend to make an npc mode or add something into the game?
halloween event, i took 48 hours to make a shitpost npc
like 4 months and counting?
I tried to locate it onto the devices data we even makes a dll to run it but it doesn't appear to work. Maybe it's software problem that can't come to android yet
NPCs in general requires lots of effort, taking months for one is typical
but I can run 350 mods finely
with all the cutscens and dialouge?
... dll... for a cp mod... yep i'm lost
im still not done 
NNo
for the run time
hope u make it
that's not a very informative number since presumably most of those are CP packs, in which case they work if CP works
(mobile weirdness notwithstanding)
Another question, is there a way to prevent my special order from being seen on the order board so people dont trigger it and not have enough time?
yeah in regards to the internals of android smapi, i don't even know how pc smapi does it's magic
I don't think this is the channel for technical support. Least of all for android
(that also needs to be documented on the wiki)
tbf they're trying to make a cp mod but we're also just ~lost~
Making mods is fine.
But earlier I saw a troubleshooting question about android smapi.
yeah they ARE trying to make a mod. we just dont have the help for it available here
I am asking about Modding but it can't be located properly
Just gonna set the year to 20 lmao XD
their custom music mod isnt working
I meant this.
(also, custom music is dead)
But ok, if it's about making a custom music mod or so
it's not literally Custom Music the dead mod, they're trying to add to Data/AudioChanges
an understandable confusion tbf
it's ok maybe I will try use some runtime dll for the android instead
also looking at the code, it seems like you're trying to add music to the Jellies festival map? I dunno if that's handled differently
damn those old frameworks
yes yes
So basically if we run the origin music mod on nexus
we will get error and the game logs just crashed
i dont even know if the content files have the same names on android
if it works on PC but not on Android then yeah nothing we can do about it
so I fix the code and now no errors
but it doesn't work
ok so I think it's runtime problem
ty
yeah, like i said earlier, probably a correlation between the audio software that android uses versus what PC modding uses: which is OpenAl
nvm it's work now
Any idea if its possible to atribute the transparent property of trees to furniture? I want to make doors
Like make furniture transparent when you walk behind it?
Is that what you're asking for?
transparent infront and behind, like when you get behind trees
oh you mean that slight transparency
i'm actually unsure if you can do that to anyone but trees
or is that the front layer 
You can't make it fade when the player is behind it without c#
Buildings do it too
If you have that field set
I wonder if Leroy would be interested in adding it to FF
Ah phooie, well il come back to that later
i'm fucking flashbanged every time
it gets me every damn time
a few other classes have alpha fields too iirc, though some were trimmed in 1.6 because nothing used them
I implement a bunch in Transparency Settings with Harmony, but it's a user-side mod and also doesn't cover... whatever doors technically are, or furniture yet
(I'll remember the <> inside those links eventually)
so 6480 said that I could use their code for the machines in my large cheese and mayo mod. I'm curious if I need all this:
"Entries": {
"CopyQuality": true,
"PriceModifiers": null,
"MinStack": 1,
"ItemId": "(O)6480.qualitygoods_LargeGoatCheese",
}```
I don't plan on having quality get copied, but Idk if I need the price modifyiers thing.
additionally...can this be explained to me? like what's going on here?
"TargetField": [
"(BC)16",
"OutputRules",
"Default_LargeGoatMilk",
"OutputItem",
"(O)426"
]```
can't find anything on the docs about "TargetField"
Still curious about this
as far as I can tell, "CopyQuality" defaults to false and "PriceModifiers" to null if you omit them, so you should be able to omit those two
MinStack's default seems to be -1, but I'm not sure how machines interpret that
Ok, one final thing (for now)....Shouldn't I stop at "OutputItem" and not at "(O)426" cuz I would need to change the id as well as itemId no?
if you want to edit the existing OutputItem entry for goat cheese, you'll need to target it specifically by leaving that in; if you wanted to add or remove(?) an entry, you could just stop at OutputItem instead
...or maybe both technically work, it's been a while 
If you stop at OutputItem and in Entries patch (O)426 then you'll overwrite every field in 426, defaulting out any values that you don't provide
Defaulting to whatever the normal defaults are for those fields, not whatever was in there previously, I mean
As for if you need all this, you really only need to provide the fields you're wanting to change, assuming you use TargetField to drop into the correct position
(right, yeah, what I mentioned about defaults is only relevant for new entries, not edits)
Ok. So Id and ItemId are different things right?
Yeah, Id is used to identify that entry to the rules
So when you're doing a TargetField it's what you would include to make sure you're targetting the correct entry there
Doesn't have to be the same as what you put in ItemId but it usually is
I like to make it more plain, so I don't have to memorize a bunch of Id's
Like I'd prefer to put GoatCheese instead of its ItemId
Using just the ItemId probably causes less confusion for people learning this stuff though
Since having Id and ItemId the same has no negative if they're both the ItemId, but if you decided to make them both GoatCheese that wouldn't work so well
But if I wanted to completely change the ID of the output item I’d need to make sure that I provide all the information that is required. Right?
If it was an existing entry then you'd leave that to whatever the set Id is, but you'd want to change ItemId and whatever other fields pertain to like quality and stuff that you want
But what if I wanted the entry to be differently named
There's not really a reason to name it different, you could add your own entry and name it whatever you want and move it up on the list
to add to that, if you're editing an existing entry, there is reason not to change the Id. that will break anyone who edits it after you using targetfield
Be a shame to cause incompatibility lol
there'd be absolutely no good reason for it
Ok
The only ones who see those entry Ids are other mod authors
They don't appear in game anywhere
Sorry I forgot what I was doing! And I cannot find it now!
Does anyone know what network protocol(s) Stardew uses?
The netcode refers to UDP a couple times (and never TCP), but that's all I know about it personally
Right so I appear to have done something to the dialogue that isn't actually working - and I can't really figure out what I did wrong so I would appreciate another set of eyes.. or a few
Dialogue JSON: https://smapi.io/json/content-patcher/758cabf1da7749268999533a705a0f5a
Log with Patch Summary: https://smapi.io/log/6b5b7197232349acaec30c6a646c1d32
Thing that I think is important from the Patch Summary but I can't find anything that makes sense in my brain that relates to it (as far as i can tell none of the "QiNameTitle" tokens are referencing the 'QiPlayerTitle' token):
invalid named argument 'QiPlayerTitle' for QiNameTitle token, which does not accept any named arguments.
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 17 C# mods and 5 content packs.
i feel like it might be "QiNutRoom_Tue": "{{i18n:Aos.QiWalnutRoomTueDialogue|QiNameTitle= {{QiNameTitle}}|randomName={{i18n:RandomName.{{random:1,2,3,4}}}}}}", this one but i'm not sure
"spring_Wed6": "{{i18n:BasicQiWeeklyDialogueSPWed6|QiNameTitle= {{QiNameTitle|QiPlayerTitle= {{QiPlayerTitle}}}}}}", or this one
but on that spring_wed6 you're missing }} after QiNameTitle
first one seems fine, it doesnt reference any issues as far as i can tell
i also got permission from Jaz to use their code for that thing so i have no clue if its right or not but their mod works so
Just finished making my first full mod :) It's a simple notification/sound system to make it more obvious when a ladder or shaft spawns in the mines/skull caverns because i am SO tired of using staircases and then realizing another ladder was right there
Gonna polish it up and find out how to release it tomorrow. I'm so happy!
I can talk to him again!!! thank you so much Jamore 
also congratulations!!! :D
does anyone know about moonlight jellies Dialogue IDs?
thankuu
i feel kind of bad for just asking for help and not returning it but i hope to one day be able to lol
tbh it's fine, i got help for roughly 2-3 months until i was finally able to put use for all of my chaotic bs
do you mean the audio id?
yes I want it to work right after the conversation end because
I tried to target the map but it doesn't work might from android limitations but it work on another map target
"HasDialogueAnswer": "yes" is part of your problem here. this token expects a dialogue answer id that you have chosen in an NPC dialogue
"mainEvent": "pause 500/globalFade/viewport -1000 -1000/loadActors MainEvent/changeLocation Beach/warpFarmers 28 36 2 29 35 2 34 36 2 37 35 2 25 36 2 10 39 3 30 35 2 33 35 2 36 35 2 up 25 33 3/positionOffset farmer 0 16/warp spouse 29 36/faceDirection spouse 2/specificTemporarySprite candleBoat/showFrame Pam 24/positionOffset Pam 0 12/showFrame Haley 30/viewport 26 36 true/pause 2000/move Lewis 0 1 2/move Lewis -2 0 3/pause 400/showFrame Lewis 16 true/animate Lewis false false 200 25 16 17 17/pause 800/playSound parry/specificTemporarySprite candleBoatMove/pause 500/showFrame Lewis 0 true/animate Lewis false false 200 25 12/pause 400/move Lewis 1 0 2/pause 6000/specificTemporarySprite moonlightJellies/pause 10000/playMusic moonlightJellies/pause 18000/emote Jodi 16 true/pause 800/emote Emily 16 true/pause 700/emote Abigail 56 true/pause 8500/move Jas 0 1 2/pause 300/faceDirection Jas 3 true/pause 300/jump Jas 8 true/pause 500/emote Jas 20/pause 500/viewport move -1 0 8000/pause 4000/move Caroline -2 0 3 true/pause 4000/faceDirection Sebastian 2/move Abigail 1 0 2/showFrame Abigail 24/pause 500/viewport move 1 0 21000/pause 5000/move Lewis 0 1 2/showFrame Lewis 18/pause 3000/showFrame Haley 31/pause 100/showFrame Haley 24/pause 1000/showFrame Haley 31/pause 100/showFrame Haley 30/pause 1800/showFrame Jodi 25/pause 1000/showFrame Emily 27/showFrame Haley 31/pause 100/showFrame Haley 24/pause 1000/showFrame Haley 31/pause 100/showFrame Haley 30/pause 1000/move Clint -1 0 2/pause 2000/globalFade/viewport -1000 -1000/pause 2000/pause 1000/message \"The glow of summer has faded, now... and the moonlight jellies carry on toward the great unknown.\"/playMusic none/pause 2000/waitForOtherPlayers festivalEnd/end",
you'd have to insert somewhere in here, lemme count the fields
because I don't know what it is
oh wait 
and yes I already test without it
it doesn't work by default
it's works if you target another maps
there's already a playmusic command in the script. could you not simply replace the existing cue with the new one?
no

if you use the origin code it will be immediately error
i mean the moonlight jellies audio is "moonlightJellies"
yes
so ... i m just not sure what you're asking or looking for
okay, so in your edit, you've edited the actual original audio
in the original mod, they have their own brand new audio ID
Ok I will show you why I edit the origin
ig i'll go and download the original but afaik it should just be as simple as a field edit on Data/Festivals/Summer28 and changing this playMusic command to the new ID 
oh it's, quite literally a direct replacement
is this yet another one of those Android Smapi™️ quirks? i guess i'll never know
yes now we almost close up with everything but need some development
that's why im here for you guys suggestion
I need to put everything manually
the origin content the ID is not right to run so I change it and try to relocate the path and everything but im struggle on the Dialogue ID
And this is when I use original content.json
but if I fix it to the format they will not give error
Log Info: SMAPI v4.1.10.2 - 1735794647 with SDV 1.6.15 build 24354 on Android Unix 34.0.0.0, with 71 C# mods and 123 content packs.
i think i get the jist, you're making it it's own unique playMusic ID, but i'm not one to really deal with audio, but basically:
- the entry id needs to be unique, the original mod should Just Work if the
moonlightJelliesis changed out for it's own unique id - you'll need to use the fields as well as whichever index the
playMusic moonlightJelliesis in that event code that i posted earlier, (indexes start at 0) - the target you'd be doing is Data/Events/Summer28
ok.
world sprites are 16 px wide and 32 px tall
I have vanilla SV and i kinda wanna get mods but if im completrely honest i dont even know how to do it, Can anyone help me out on getting started?
#modded-stardew would be better
oh okay thanks
is there like, a blank stardew calendar i could futz with for scheduling in my brain
okay so my mod is supposed to change sprites and portrais. the sprite change worked but not the portraits
whats wrong here
thats what theyre called i double checked
i did upscale the portraits to HD, do i have to add anything more to the content because of that?
You have to use a special framework
Your choice, but portraiture is the most popular from what I’ve heard
There’s a few others I don’t know much about like sprites in detail or scale up
I think Portraiture's the only one that works out of the box right now
you could probably clear out the birthday/holiday marks on the screenshots here, if that helps 
https://stardewvalleywiki.com/Calendar
But you could also do it with Spacecore with TextureOverrides
is that right
I usually just use the wiki page, as Esca says
ah i figured id have to do that B") thank you
That's the mod, but I don't have experience with what you actually need to do to enable the HD portraits
wait i found this ... for future reference for anyone anyways
My understanding for portraiture is that you just dump them into a folder
But that might be out of date
Yeah but they're also setting up their own mod at the same time so I'm not sure
the only tutorial i can find it from 2 years ago
You might be able to extrapolate what you need to do from Portraiture's instructions on its mod page
i have never written the words 'nut room' more times in my entire life
Portraiture hasn't updated since the 1.6 beta, so it's still the same. The content packs for Portraiture is still broken in fact, so the only way to do it is with the Portraits folder inside Portraiture's folder
It literally is as simple as putting a folder inside the Portraits folder inside the Portraiture folder, name it whatever you want and put all the portraits in there
The portraits have to all be named specifically the same as the portraits they're replacing
Abigail.png, Abigail_Beach.png etc
There's an addon mod for it that lets it effect more portraits
Actually I'm pretty sure it's location based
Using Character_Beach made them wear their beachwear on the pelican town beach
I would have to double check the source, but I'm pretty sure Portraiture doesn't change when the portraits are used, just replaces the portraits when they're used
The addon, PortraiturePlus, does have location based stuff, so that could cause issues
Especially since the base game does call it Beach
Hello! Never made a mod before but I was directed here- been using some genderswapping mods lately and I've noticed that while vanilla lines get changed, modded ones stay just the same (understandably) and refer to 'em as female still. Is there a way to make some mod/script that switches out one word for another in my dialogue mods?
if there's a gender call in the mod, the key is: ${male^female^nb}$
so say the npc says something like, "You're the best husband ever! | You're the best wife ever! it can be shortened to: "You're the best ${husband^wife^partner}$ ever!"
but what about in regards to the NPC 's gender? (I think was the question, rather than the player's?)
(i hope I'm reading that correctly)
that can be done with a GMCM config and then replacing any gender calls to the npc with the dynamic token
@velvet narwhal Good to see you again. could you please help me out? I put the event in the content.json file but.... I have 2 errors in the Visual studio code that I am trying to fix which is hard. one is colon expected the other one is property expected.
!json could i see the json? the colon sounds like you're missing the entry key and i can't understand from context clues what 'property' is supposed to mean cause there's a lot of things in that field
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
can you screenshot it in the program?
but the gmcm thing:
"AllowValues": "Male, Female",
"Default": "Male",
"Section": "Content",
"Description": "Changes dialogue and portraits of Marlon's gender. Still goes by the name 'Marlon'."
}```
the correlated [dynamic tokens](https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md#dynamic-tokens):
``` {
"Name": "gender",
"When": { "Marlon's Gender": "Male" },
"Value": "{{Lowercase: man}}"
},
{
"Name": "gender",
"When": { "Marlon's Gender": "Female" },
"Value": "{{Lowercase: lady}}"
}```
the [default.json](https://stardewmodding.wiki.gg/wiki/Tips:_Using_i18n_for_Easy_Dialogue_Randomisation): (inside of the i18n folder)
`"GreenRain_1": "I hone my skills in the rain.$2#$e#I may be half a {{gender}}, but that won't stop me from doing what I do best.$14",`
its at the beginning and end of the code for the event
format 1.21.0 will act very strange for you if you try to use new things, i highly suggest bumping that up to 2.4.0
since you have the whole event code, you'd need to change the "Action" to "Action": "EditData"
you'd remove the FromFile part
you'd need to "Target" an actual location, like Data/Events/Beach
do none of the other event tutorials show an editdata target 
well I wasnt sure as I had my main file for the event code and the one in the content json file. so I thought I put things in correctly. :/
anyway, if you're lost because things are set to includes and such, you should also understand why i said editdata instead of the include, as well as the removal of the fromfile
this event tutorial has most of what you need to know
someday i'll figure out how to format the stupid embedless masked links, but that day ain't today
ah ok thanks Jamore 🙂
how are u posting links like that 
I am kinda gettimg somewhere though....when I boot up the game to debug it says console commands event not found and Sent debug command to the game but there was no output
No output message is normal
But event not found means either you mistyped the event id, or your event is not being loaded into the game
thank you XD
@devout otter one hella chaotic trigger action setup
@velvet narwhal What about this part? its the property expected error I managed to fix the other one
joke ruined
😦
Don't worry, maybe few people saw.
i didn't see before the edit lmao
Ooo, how would it interact with existing dialogue?
it puts all the new dialogue at the very front
so you would have to finagle and understand that you are the very first message that the player sees, instead of anyone else
but the player will still be able to see all the other expansions
hold on, i probably have a picture somewhere
Oh so you can talk to them twice?
Or like, exhaust all my dialogue pool first, then go to the rest of the dialogue pool?
yep!
the 2nd image is my workaround because it will interrupt dialogue if it's not set in this very specific way
this one effectively puts "more dialogue" without stepping on anyone else by replacing
but how 
opens the gifmaker
blorp
I'll try tinkering with this. Thanks!
oh i see
XD
i thought markdown links was Not Allowed
powers beyond your wildest imagination
-# we can also do funny things like this

HHh
isn't it hashtags
it is
technically "farmers and up" does include cheetos, as it's a prerequirement
we're just farmers but orange
i will no-fucking-longer be bonked by forwarding pathos' messages 
fancy mod showcase posts....
i'm actually unsure of where the squiggly red comes from, but trailing commas are usually ignored by content patcher, if the json validator says you're fine, then that's good n dandy
In this server anyways
ok thanks! I'm going to take a little break I dont want to overfry my brain XD
If my mod has two components, one that I'd periodically update and one that I'd never update...
Is it okay if I gave the latter a super high version number so I'd need not bother updating its manifest every time?
do you publish them together as one ZIP?
Yes.
just remove the update keys from one of them then
That's what I did, but...
Apparently when SMAPI registered my second component as a C# mod, it also stamped it with my Nexus ID so people get "needs to be updated" anyway.
it doesn't just magically do that
But... it does. It was working fine for months then one day it gave me that message. And I started getting reports of it too.
Even though I haven't updated anything.
is it listed on the smapi mod compatibility list?
Yes.
The mod data used to populate the SMAPI mod compatibility list: https://smapi.io/mods. - Pathoschild/SmapiCompatibilityList
you probably wanna remove the modid of the second component from here or it'll keep checking it through this
or you can just keep bumping the version number of both components - that's honestly the way it should have been anyway
@velvet narwhal There is some problem with loading my house on my mod and its in the red colour. its most likely I didnt do it properly years ago. I'll send you the log so you can see what it says
The second component does a very different thing that the first component that I'm more comfortable with just separating them than to do this.
It's just that... I feel like giving it version 10.0.0 or something it would be far more convenient for everyone involved, if that works.
i don't see how it makes any sense, if the two are two components of a whole
Let's say that one is akin to Fashion Sense framework, and one is akin to a content pack for Fashion Sense.
And I keep updating the content pack.
But I don't think raising the framework version number every time I update the content pack makes sense.
If the content pack needs to update so frequently, it seems to me like it would have been better to just split them off and have separate mod pages
I'm not really sure if increasing the version to a higher number would matter, I'm not sure where it's getting the version to check against as is. Having no update key should keep that component from being able to check if it's out of date
At the inconvenience of everybody, though. Sure it might be the proper thing to do, but what about the greater good? /lh
(To be clear, it's not that serious of a problem. If separating them is considered the best course of action, I'd do it.)
Though apparently SMAPI has registered the second component with the Nexus ID, so wouldn't separating them do nothing about the update message problem?
I think the easiest/fastest solution would just be to make the versions match in both manifests
I wasn't really paying attention when Pathos discussed the mod compat list when it moved to github so I'm not entirely sure what it does from there
I would imagine that if the compat list is what's causing the issue, you would need to get the mod you don't want to be checked removed from it
Not entirely sure what that means for that mod being listed as compatible though
I know a few people were meant to be helping upkeep the list, though I'm unsure who actually ended up volunteering for that
Yar, alright then. I guess I'll (boo, hiss) match the versions in the meantime.
Hello may I ask a question
Most of the mod on Stardew valley are actually related to others mod right?
wdym
For example Downtown Zuzu City mod and Ridgeside Village mod
what about them
They're not related in any way
Not really. Some mods that are made by the same author may explicitly complement one another. And some may have special compatibilities with one another. But the majority of mods are not related.
Thank you the answer @devout otter Are the Ridgeside Village and Zuzu City mod are the same creator perhaps?
Well I've been watching some Old Stardew Valley YouTubers and the video was like 3-4 years ago
I find their mods interesting you know.
So there's a possibility to make OWN mods aswell?
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.
Ridgeside Village and Downtown Zuzu are not the same creator. You can see the authors' names on the mods' Nexus pages.
Ridgeside Village and Downtown Zuzu are not made by the same creator, but they are compatible with each other so you can have both in your game. And as for the possibility to make your own mods, you can! The links Jamore shared would have the beginner's guide.
Most youtube videos about Stardew mods that weren't created in the last 8 months are also going to be out of date, by the way
Unfortunately I wasn't on nexus pages Thank you for let me know
Yeah this week I've been obsessed with Stardew valley mods especially the one with expansion (new maps, new places)
Please don't ping me on reply.
That was Unintentionally my bad
Most of the time I reply with that often thanks for let me know!
@velvet narwhal oh your back?
👀 we can use markdown links now?!
yes

@velvet narwhal https://smapi.io/json/none/6b6ed3d235e34084b4c923384c6d5957
if you're using customlocations for a new location, i highly suggest transitioning to the locations format, you can find the setups inside of the Data/Locations and the wiki does have it's own content.json template that you can use
customlocations is depreciated and doesn't really get the better features
ah thanks! like I feel that there are still bits and pieces are missing. when it says event not found in the game that bothers me. it feels like I havent added in another code to get it working
!json if you could
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
this is probably because you need to load a blank.json to the Data/Event/<YOUR NEW LOCATION>, and a blank.json is quite literally a json that only has {} in it
Wait....does that mean I have to make my own house or....is that not needed? i'm curious to know
ah ok thank you 🙂
you don't necessarily need to make a house for an npc
phew just making sure
you can quite literally have an npc living in the middle of town
how can i make it so if a player choses a question fork it then changes the value of the characters sprite
changeSprite <NPCNAME> <sprite load name> in the fork's script
I got the completed ref sketches so once it’s colored I’ll make sprites
thank you! its appreicated
hmm I think I MIGHT be getting somewhere...I just loaded up the content json file code for my house. shouldnt this be changed to farmhouse in the code or am I overthinking things?
I’m getting more dialogue done today and possibly the likes dislikes list
sorry for the ping but is there a way to make the sprite permenantly change from a question fork, like how you can change them in mod config
yeah you can use your NPC's Appearance list and give the new one a Condition that requires the fork decision
you can do a mailflag addmailreceived <your mail flag ID here> and use the condition ^
i think i'll try the mailflag method thank you 😄
i add a new npc to stardew but they just stand right behind the tree next to pierre's shop - that's their house, thats it
mothman bing chills on the farthest bank of that little bridge above joja, so i mean

my brain is too empty to go back to webdev reading for today
i go back to window shopping for this playthrough because i've finally had the itch to play 
yeah i know right, who am i
I have a uhh spreadsheet of a bunch of mods if you want to look at them :)
It's for my primary mod list (of 1.5k+ mods..)
its not done being tagged properly but it is very neat and organized with names and links :3
sigh... its now time to add the optional spacecore descriptions to my mods which I will most certainly do wrong
it's gonna be a mix of my non SVE mods + some actual mods i've been meaning to play but if you've got aesthetic mods i'll open mouth wide for it
There are aesthetic mods on there ..
i have had 0 luck finding shlubby fashion sense packs 
https://docs.google.com/spreadsheets/d/1m136TjwHCRrFeLKxd3x6lWiU885VQnLqLWS7QzkvqQk/edit?usp=sharing
🫴
you have reminded me that i am a shit friend and i do need to in fact install the mod that prompted this
.q 6240
@velvet narwhal #making-mods-art message Honestly I think you do actually have a special talent for ~~derailing ~~giving inspiration and motivation cause last time I ended up releasing a whole mod for 1000+ wallpapers after you asked one innocent question! :bongo_cat_heart: :VMVLmaoDog:
- @worn coral (Jump)

Me: I've finished converting mods, time to just play
Also Me: I guess I should write a MPS compatiblity patch
already on my list TM
...do i install my own cryptid to romance
i think i'd get bored cause they're a shitpost and i added nothing of value (imo)
where'd i put my goofy aa super tiny farm map 
Romance in general ends up kinda unsatisfying because there's not much content after marriage 
leah made me salad once
@velvet narwhal Ah...I'm a little confused the coding that I have is a little different from the modding locations data you linked me. can I just rewrite the code so that it can be from that link?
there's not really a great way to describe what steps to go by if you've jumped around place-to-place if you're making a custom npc, especially because it has so many working parts 
They really do
hold on let me show you
// add the in-game location
{
"Name": "Custom_Eniitime's House",
"FromMapFile": "assets/Map.tmx"```
If you're working on the NPC's house and want to add it I might be able to help you as well though
thats what I have in the code
hi lily good to see you again XD
yeah, data/Locations is a new format that replaces the customlocations main header
so you'd have to put the action:editdata on the data/locations inside of your changes block

I had to learn the hard way to get that working XD
or make a whole new json and include that json in your content.json
also it's triple `
how do yo udo it 😭 i wanna be fancy too
start
end```
:]
there aren't really things that just,,, add a new location
that isn't an expansion
See I did say my stuff needed updating. I guess thats why the event isnt working yet. but I am on the right path to somewhere.
i guess i can link my public git for a custom npc
{
"Name": "AngelOfStars.Mrqifriendable_QiRoom",
"FromMapFile": "assets/QiRoom.tmx"
},
{
"Name": "AngelOfStars.Mrqifriendable_QiOffice",
"FromMapFile": "assets/QiOffice.tmx"
}
],```
there you gooo
messing up my formatting
but that's what my own stuff looks like as well, those ones add the location to the game but you still need to add a way to get to said location
How badly
i think i've touched quite literally everything except machine data in that custom npc 
did you make weapons >:]
Ah ok then
nope
aw
thanks Jamore XD
i'm not even gonna have more than 1 weapon in my expansion
hopefully seeing all of the folders and the content.json will help you understand the moving parts
id send you a zip file of my unfinished mod but honestly i think all of the little things i have might be a bit confusing
cause for your npc i dont think you need very much to get it working basically just for the event
well this one is for use as a public template

tbh you can have all of your events in vanilla locations and never have an event in a custom location, ever
mmm templates...
unless you choose a location that doesnt have any events... cough skull caverns cough
just load a blank.json 
yeahhh i was told that when my event wasnt loading and i wanted to cry because WHAT DID I DO WRONG (everything)
that's like, rule number 3 of newbie modding
i know no rules
- cursors.png
- springobjects.png
- did you load a blank.json to data/events/new_location
only 'i want this thing'
i have no clue what the cursors are and at this point im scared to ask

do we have it as a command
we don't
anyway, anything cursed you can think of, it is most likely in cursors.png
God... 13 events to code im going to go insane
wow there's a lot of stuff in Cursors...
how even do people reference these in their things... what do people reference them for

What the heck, for a file with such an innocuous name there sure is a lot of... everything in there
time to be absolutely lambasted because i'm gonna actually play with cornucopia
Jamore where should I put the blank json in the code again? also I still dont understand much about what this is "{{ModId}}_ExampleCave": { "CreateOnLoad": { "MapPath": "Maps/{{ModId}}_ExampleCave"
blank.json is quite literally {}
I know but where in the code should it go?
you'd load it to anything that requires a space in the game's base files
so data/events/<your custom location>
character/dialogue/<your npc's internal name>
if you see anything inside of the unpacked/data // unpacked/character folder that has a specific npc's name tagged, you'd need to load a blank.json to make space for your own npc
Hmmmmm
small itty bitty guide on i18n translations
i probably can't explain better than the wiki, but I will do my best!
the first step is to duplicate the default.json and replace it's name with the language you're translating into (see wiki) so for i.e for German the file would be de.json
i18n files are just big lists of values. on the left (underlines in red) there are keys of values, these should stay the same at all times.
on the right, are the values themselves (between the ""), which is what you translate
ah me and my brain I wish I was smarter
.1 6218
ah heck i missed
.q 6218
It's not in Cursors
There's no way it's in Cursors
... it was in Cursors
- @tiny zealot (Jump)
it's fine to take a break! i didn't even get my first mod out for a month and it was just a portrait/sprite replacer 
I have the code for a mod for months now. Never did the sprites.
I have some sprites for another mod. Never did the rest
we're not gonna talk about how many layers i had to go through because it was a portrait/sprite replacer of an expansion of an expansion but that's neither here nor there
Thought as much. Pretty easy once you look at it. Thanks! 
doing custom recolors is a pain. I wish I wasn't.
ofc!! 
that is the ugly truth all recolors artists face
i think tea's making a tool to help with them if u wanna take a look
Thanks...but.....I didnt make a house? should I need too? or should I just pull one out from the upacked area of the mod?
@somber walrus You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
oh yay XD
this, but the keys are on the left and the values are on the right /lh
(sorry, i know your other language is RTL so it's probably easier to make this error)
seconded on using tea's recolor tool bc without it i wont be adding a bajillion swatches to these kitchens
if by "make a house" you mean, you didn't make an interior, then you'd have to show all of the pieces of your npc mod as to what is faulting 
It would probably help if I knew what color the original color usd, tbh
omg i knew i would make that mistake, ty for pointing it out!
(wish i could pin this on my language but really i just confuse the two no matter what)
Yes I am sure I didnt make one
let me double check
"don't you know your lefts and rights?"
i'm just a bee 
well i mean, there's this map.tmx
Bees actually have very good directional skills so they can tell their hive where the good flowers are 
is FromMapFile a thing?
.. So I guess I should ask here, to see if this would work
it's the depreciated customlocation way
If I want to recolor gold to titanium, should I use a color overlay to makea this easier?
op wrong button mb
nw
wait wait.....I did make one I didnt finish it? I only did the outside. @velvet narwhal
in which case i'm... hey what animal doesn't
chat do we like the ref sheet progress as a sprite reference
ayeee its susan!
HII
when i was younger i never gave people enough slack about things that come easily to me (confusing left and right is so alien to me that i can't comprehend it) but nowadays i try to be understanding
I love the idea of making my npcs sprite reflect her lack of right leg
so there's not really a distinction between inside and outside in regards to events, regardless, you still need to load a blank.json to whatever location you've created so that your action:editdata on said location will actually parse through
ok then I better get to work XD
thanks dad, i'm 30 and i still have to hold up my fingers to tell myself which one is my dominant hand 
i can sometimes tell them apart but for like actual directions (south west etc) you're better off asking... a bee probably
The ref sheet makes Svetlana look rlly good for a mother of six LOL
I still have to say "lefty loosey, righty tighty" every time
I'm an engineer
like my brain is aware my dominant hand is right but sometimes it doesn't connect the dots
if it makes you feel any better, my mom is in her sixties, and I cannot use left and right in directions with her
she never remembers which is which
see my problem here, is that my right hand writes, but my left hand does everything else
my condolences i'd be lost af
i, i already am
The oc lore is intense
And for the simple matter of removing an upside down screw....
In one Npc dialogue thing she mentions how her six kids drive her crazy
But really she’s just eepy
.. you know what, recolor-tool, it's good enough for government work
squints
If someone witha actual skills wants to fix this, let them.
Like she has six kids with Clint. Her dialogue about her kids will be plentiful
what are you trying to do, exactly?
It's the Gold to Titanium Mod
I'm making patches for Ranching Tools and Machine Progression System
unfournately that also means recoloring

probably best the use the mod's color scheme then?
unsure what program you're using but most of them offer the option to replace colors, should help
I think I am?
also, this convo is probably more suited for #making-mods-art
those images are also really small haha

My Npc having a prosthetic will make sprite making interesting
Patent Pending™️ because i need to actually randomize the paths layer
i have gotten distracted from window shopping to fix my farm map
I love yapping about Svetlana
we can tell
it's a whole-ass disorder and apparently is more common than I thought, 15% says wiki https://en.wikipedia.org/wiki/Left–right_confusion
Left–right confusion (LRC) is the inability to accurately differentiate between left and right directions. Conversely, Left–right discrimination (LRD) refers to a person's ability to differentiate between left and right. LRC is reported by approximately 15% of the population according to the 2020 research by Van der Ham and her colleagues. Peopl...
Please let me yap 
i believe it's why we have thread so we can discuss things as much as we want in them and other places have more balanced discussions?

cursed, Jamore, cursed
Got it. Starting a thread for left right confusion
no yarn?
Casey hasn't released that mod yet
yeah casey was making yarn events
another diagnosis for the books /j
i missed stuff apparently 😄
we were just going off topic again
if anyone makes a left/right confusion mod then i feel that would make the game very disorienting
oh no, that would end me
mod idea: your controls are randomly inverted based on daily luck
now I need to go see if Crowd Control is compatible with Stardew 
i would cry
it honestly looks correct to me
this reminds me of those games when you can get controls reversed (usually shortly) by various game effect including enemies attacks
oh yeah i remember a game that did than when you got drunk, it was funny!
what's crowd control?
reversed i can handle. the ones where there is a 90-degree rotation are cruel
when streaming on Twitch, people can donate to F*** with the player
i see
So beehouses can return flavored honey depending on a nearby flavor. Does anyone have an idea for if it's possible using CP (and EMC) to return an alternative OutputItem rule ONLY when a flower is nearby? Rather than wild honey. Maybe if I check the PerItemCondition to see if the output item is flavored or not?
(oh, sorry for ping, I just grokked that)
i can only think in c#
jesus christ what a link
use that feature, and condition the output on the input item existing at all
(I'm stupid and doesnt know how to describe it)
Huh
selph we're civilized now, use markdowns 
Selph, how do you always appear when machines are mentioned?
selph has a dog collar on that shocks /lh
the fact that i did this right first try is actually insane
OH
i did not do it right first try
well i did but i mixed up the descriptions
this one is right though :)
i respectfully look away because i'm shelving my mod soon anyway, but i do have an event where qi is the villain 
My friends, it has happened... I published my very first mod! A simple notification system for when ladders and shafts have been discovered/preloaded in the mines and skull cavern! https://www.nexusmods.com/stardewvalley/mods/30546
its okay i support all of the villian stuff >:]
Congrats!
Im actually integrating dialogue for when people have SVE with when he does something to them in that too
and also have you all SEEN the new 1.6 cutscene with him? that man is terrifying
nope, i only know of my own which is my funny haha super mature 18 parter
Thank you so much! I'm very excited to be able to start beta testing it - but that's still a teensy bit aways away (schedules and events need to be finished first)
that i get to throw into the garbage can and never have to look at because i am done with dealing with lance stans 
How do you do beta tests? Do you publish it as a beta version?
i was not really in too deep about SVE but doing an npc expansion has made me go, "y'know maybe i won't play with SVE for abit"
i test my mods myself but they're usually fairly small so
Yeah, usually it's shared around in private. If you publish on nexus, you sort of lose that initial wave of popularity
true, true
You can always find beta testers in #modded-stardew
I have a few people in the SVE discord who i've been chatting about my mods with and they like the Qi mod and are willing to beta test it :]
yeah there aren't any errors or anything, i've tried everything to get it to work but no luck. thanks anyways
technically I could just... publish it to nexus AS a beta and be like 'this is a test version not full release' but id rather release it with as little bugs as possible ... i know there will be bugs, but as few as i can manage at first would be nice
The ConcernedApe way 
and also what 6480 said about the popularity thing
Idk how many people will truly download my mod but id rather them download it mostly polished than with bugs
Yeah, you want those first two weeks of release to not be beta, ideally. A lot of people won't download a beta, where they might download a finished mod!
And those hot mod spots are valuable. 
littered with bugs...
Ive gotten on the hot mods thing a few times and its always felt so cool
My berry grove mod specifically, i was so proud because that was something i was working towards for years and had abandoned before picking up again
don't think i've ever hot modded 
i thought it was only 1 week?
Turns out I'm slightly wrong, yeah!
Interesting, interesting... 📝
https://wiki.nexusmods.com/index.php/Hot_files
Files can only be eligible for the hot files system if they have been uploaded within a specific time frame. Different Nexus sites have different time frames depending on how active the communities are, ranging from 7 days (most active) to 28 days (least active).
It can be from 7 to 28 days depending on the game.
woowee
i guess because we're top 10 we're only given 7 days?
yes
the only other mod ive ever gotten on hot mods iirc was my blessings mod
which i had made in literally an hour so i was proud of that
my biggest regret lived in hot mods for the entire week 
lance?
your biggest regret, peoples biggest joy i suppose
if i ever hotmod i'll let u guys know what it feels like
its joy (at least in my case, poor jamore)
i don't think i can become an aesthetic modder, i'd have to have comments permanently turned off
why?
my aesthetic is chonky
okay NOW its right lmao
prior to me even releasing i write everything possible, from requirements, what comes inside of the mod, what to do in said mod, and if it's for an NPC, a walkthrough
and getting the constant "how do i" -"faq"
"is this compatible with?" -"faq"
i am a chonky enjoyer
i literally just switched the descriptions for the box and the cabinet because im ... good at things obviously
all m'mods be chonky
also I really REALLY wanna do something with this but that requires learning how to do stuff with spawning monsters... and also making an arena map and i really really DONT want to do that
i'm slightly miffed about the
box
i made the books chonkier
whats wrong with the box 
the textbox
I like your sushi mod :3
OH i dont know how to make that not do that
thats a spacecore thing and im not a spacecore girlie
i don't think it's spacecore doing that, it's probably just the ui
ty! 
oh i didnt make that or edit it, its jjust in the game
aw ty!
please don't ping me in replies tho
so that's CA's doing not mine >:]

also why is the celery juice sweet :(
oh whoops sorry lmao
i think that's the general juice description
celery is sweet... kinda?
it would say the same about potato juice
sweet when cooked, can't have curry without celery 
why are the vegetable juices sweet i do not enjoy
god remind me to probably never turn on comments on the farmhouse ever again
"compatible with-"
NO
yeah... all of that and yet you'll still get
does this work with-?
where's nomori's comment hold on
my greatest nexus moment was when both the farmhouse and cellar got top 2 spots in hot mods, but that was also a cursed time
I know im going to put "COMPATIBLE WITH SVE" in my description and people are still going to ask me if it's compatible with SVE
my comments are still closed bc holidays but i am slowly reopening them
i definitely didnt put that in my description i definitely didnt say yes its compatible 100%
"can you make this compatible with sve?"
i don't know, can you
The amount of people who also don't give you smapi logs... 
its okay to just ignore comments tbh
'im having an error this thing doesnt work' [provides zero context ever]
non
Honestly
you can make the text in 100pt font saying to provide a log and have insturcitons how but "mod doesn't work" is easier to write
If you want me to code something in for you send me money for it ✨💅😌 thats what I think
i already warned that id ignore comments that can be answered by reading the description (or required mods' descriptions) 
(doesnt stop people from asking anyways)
ah, don't say that on nexus. they don't like that
well this was in regards of me making lannah compat, and i have my 104 whole ass portraits so i just disrespectfully decline 
104 portaits?!?!
I wouldn't but I'm just saying in general B')

Thats a lot of portraits
you can upgrade from clown to the entire circus with 104 portaits
making qi's portraits was both easy and hard at the same time
i was the one that inadvertently found out that 1.6 removed the cap of 99 portrait calls
because like, easy he doesnt have eye expressions he's wearing his glasses - but also how do i make these look different enough for expressions...
why was that a change,,,
the mouth i'd imagine
i think in vanilla he has 2 expressions
it's not too complicated but it has several small steps
mmmmm... but extra efforrrrtttuhh
they're mostly eye color changes but yeah 
u can make a shocked expression by making his glasses go up a bit
yeah he only has two portraits in vanilla
i have grown, i just create mailflags with overlays
Oh i already took care of his portraits
he doesnt have a shocked expression because nothing shocks him ✨💅
jebus
its mostly just him smiling or frowning
yeah you're probably right. he is the definitation of unfazed
the worst portraits to do were the ones where I had him tipping his hat, but that was because hand and hat perspective are pains
hands are my warmup practice so i'm just used to it

Demon
qi's neutral sprites give me anxiety, why aren't you smiling blue man put the smile back on your face
dont look at me like that :(
also this is... oh my god
where's dad chastising me hold on
@velvet narwhal if you see anything inside of the unpacked/data // unpacked/character folder that has a specific npc's name tagged, you'd need to load a blank.json to make space for your own npc Ok I had to re read this sevaral times. what did you mean by spercific npc named tagged?
ooo your json files are fancy scrolls
that's visual studio's icons iirc
very obviously, because your npc isn't a base-game character, you need to load your own blank.json for you to be able to edit the file for all of your stuff
Ok it seems my brain is getting there a bit XD
{
"LogName": "Blank Json Load",
"Action": "Load",
"Target": "Characters/Dialogue/{{ModId}}_TheMrQi, Characters/Schedules/{{ModId}}_TheMrQi, Strings/schedules/{{ModId}}_TheMrQi",
"FromFile": "data/blank.json",
},```
kinda like this
OHHH
but for whatever's for your npc
thanks lily. I am so sorry guys I'm a slow learner. I didnt think just getting one event to work would take up so much XD
It's okay! it's mostly the 'making your npc' work part
dont aplogize, really, i enjoy helping and you aren't being a bother or anything by asking for help either
This channel knows I ask a billion questions myself XD
i didn't get to... hold on i'll be right back
Well at least I kinda did it halfway. I've already made my sprites and I did it myself XD
i didn't get to level 478 in any other channel 
thanks lily 🙂
I wonder... what does it require to make an object into a chest
pain
not doing that then wHEEZE
i'm not even sure which mod would make you a custom chest, but you can alternate texture one
I was thinking, 'oh this filing cabinet would be cool if the player could put stuff in it' but id rather not give myself a headache
Needs Extended Storage
hmm... optional dependancy...
Furniture cabinets is uuuhh Furniture Framework?
uhhhhhh
many frameworks
man i am sick n tired of fashion sense packs making me dress like a civilized adult
my mod currently only requires CP and Item Extensions at the very least
i live 75% of my life in an oversized snuggie and gym shorts, dammit
just to be sure the blank json goes in the location area of the code right?
whispers quietly if he's marryable might i offer........ BETAS?
what's wrong with some escapist fantasy
dress like a civilized adult, pretend for once
he is NOT marriageable and I also dont know what you mean by that
marriage? that's how you get cooties
I have no intentions of ever making him marriageable either - if people want that they can go to the qi mod that I just found out existed two days ago
In my fanfiction? yes I will in fact be having the oc marry him
in my mod? Frankly I do NOT think i have enough cutscenes in my veins to show how the farmer would romance an ancient blue god-adjacent man
tbh it's just because it has good intractability in terms of having more dialogue for an npc
that sounds like the plot of arcane
might i remind you that the most popular romance mod is for the purple man? 
are my 168 (way more than that but thats his generic dialogue) lines of dialogue not enough for you :(
blinks what purple man are u talking about
wizard
oh
FNAF
there is no way that qi isn't even older than the wizard
yeah that what i was thinking lmao
and the wizard actually has a heart
u don't know that for sure
he has a heart in my heart... and he also cares about the valley, and had a wife, and does spirit stuff ... i think he's good
cue the: "i can fix him" crowd
ducks under the desk
@brittle pasture https://smapi.io/json/none/2d009c045ebb4145a9c761d2deb2bca0
I made this work without the Condition/PerItemCondition lines. However with the given Condition line, it doesn't seem to work anymore. It DOES work with the PerItemCondition line, but I believe it results in zero output if the nearby flower is not a Rose, rather than skipping the rule entirely. So that would have bad side effects.
(I don't use the Condition and PerItemCondition together, but listed them both here because the validator doesn't display comments)
Qi has a whole spy setup to watch everyone everywhere and knows literally everything you're doing... i think they're very different
Qi also ||blasts you off of a mountain if you do things he doesnt like|| so (mild spoilers for aforementioned 1.6 cutscene)
Why fix him when you could make him worse
me pissed tf off because i was debugging a summit event but kept on getting yeeted to vanilla summit instead of SVE summit

how do people count lines of dialogue? do you include gift taste dialogue and festival dialogue or no
i stare at my default.json, sigh, groan, and look at the disaster i've caused
Like on my mod page if i were to be like 'includes over x unique lines of dialogue!' would i include those things
or his movie theater stuff 🤔
what have you done
Regret™️
thankfully i've cut down on future projects to a whole 776 
776 what
also i would be terrified to see how many lines of code my files have in total
my content json is pretty limited because im mostly loading stuff from it
my content.json has a despicable dynamic tokens section because it's forbidden to put it in any other file 
Felt that
whoops, it seems that feature of EMC is bugged where the condition is only checked when the item is created not when the rule is checked. I'll need to fix that bug to be able achieve the effect you want
For now you can try SpaceCore's NEARBY_CROPS GSQ + Machine Terrain Framework's "TerrainCondition" field (which acts identically to the regular machine output Condition field, but allows Tile-based GSQs like SC's). The effect won't be 100% the same (you'd get "add Royal Jelly if there's a nearby Rose" instead of "add Royal Jelly if you get Rose Honey" but that's probably close enough?)
Ahhhhh
Well this isn't urgent at all (it's an additional item to be released alongside our cooking mod), so I'll happily put it off until you're around again to update EMC (if it isn't a huge hassle). Seriously, no hurry at all
Thank you for looking into it!
cooking mod...
I'm finally able to work on it again, so we're making fast progress
Ah, dynamic Tokens. A modder's friend and a code reader's worst enemy
Never look at DNR or PoaSB's tokens, similar level of forbidden XD
has me tempted to make a PR for content patcher to allow a special case to include dynamic tokens from a single separate file 
I haven't used dynamic tokens yet and frankly i dont understand how to
I tried to when I was making the dialogue for Mr.Qi to use whatever the player did for a config for his title (and also what he calls the player) and i ended up confusing myself and making everything terrible and awful
not for my little pea brain they arent u_u
then again i wouldnt consider myself a professional coder xD
it's easier to understand when you're trying to do a specific thing
im just a little guy trying to make some nice stuff for a game i love
Okay so quick question
the reason they're not allowed anywhere willy-nilly is because CP has to know about them in advance and can't have them potentially locked behind conditions or whatever. but it shouldn't break that promise to just have a special syntax for that section to outsource them to another file. but maybe i'm not fully aware of the consequences
like, if i for example want to tell the game if my shop is open or not
are they just essentially fancy when + 'or' conditions? I really honestly havent looked at them
though i think i will need to for qi's schedule
especially to list the priority that some things have over others
let's say that someone is trying to change all the dialogue in a mod that refers to someone with "he" pronouns into "she" pronouns, and chnage the relevant character's name.... and they found all the dialogue lines that needed to change already... in the i18n. Would it be possible to just "EditData" that i18n?
More like if elseif else conditions
oo i see i see
so are you trying to make it so that it's configurable or do you just wanna change it
can't edit data i18n's
because if you just wanna change it all you have to do is go into the default json and search up all of those instances and voila there you go its fixed
i mean button commited a crime for arbitrary tilesheet access sooo 
Change it... full disclosure I'm trying to polish up Mayor Louise and add compatibility with RSV and SVE
Oh! of course, duh
Did you wanna change the pronouns?
Cuz iirc you can do that with GNMT 
But yeah you can't edit the data in i18n
you can however, just change it
it's also about changing the name... but okay, I'll target differently and try again!
changing the name is a whole other thing
Hmm, I was going to suggest targeting the actual dialogue to change the i18n token to one with the correct name/pronoun, but I don't actually know how that works because is i18n from an individual mod added to a pooled asset for the game or does it stay individual to the mod? If the latter, you wouldn't be able to edit someone else's mod to change their i18n token because the new key wouldn't exist.
if it's already in the i18n, like as in it's a dynamic token, wouldn't you be able to just yeet it with CMCT 
My understanding is that sparrowfren is trying to edit a mod that's not hers (I hope that's an okay pronoun) to change references to "Lewis" to "Louise" instead.
i18n is per-mod and isn't part of the content pipeline, so you can't edit other mods' translations like that
So it wouldn't be in the i18n
Well, it's basically that I want people to be able to install Mayor Louise, and then have her name and pronouns be changed in say, RSV or SVE or East Scarp should they also have those expansions downloaded
so I am trying to edit other mods
Hooray I was understanding correctly.
i assume those other mods ah okay, those other mods have the hard dialogue as louise and stuff
Makes sense about i18n... I think I kind of knew and just have to figure out where I actually want to target
it was useful for finding every single dialogue line though
what you'd have to do is edit the assets where the dialogue from the i18n ends up. so instead of the i18n values themselves, you'd change the result in Characters/Dialogue/Whoever (for example)
see if you change the name that should be fine, but for dialouge what ichor said
Sparrow, I do something similar in Feast of the Sun to replace the word luau if you want to use my mod as a guide
ohhh!
paging dr freud
Mod
assuming you meant mod
Okay, that all makes sense, thank you everyone
Your mom 😭
nope, mom
Can she do so still using i18n (by replacing RSV's i18n token with her own) or would it have to be plain text, as it were?
you can use your own i18n to hold the strings, sure
Fuckin autocorrect and poor internet
i should clarify that like all content patcher tokens, the game never "sees" the i18n token. CP replaces the token with the contents from the i18n file before giving the data to the game. so the thing you have to replace, as the other mod, is the resulting string and not the token itself
I have an i18n holding the edited lines in FotS, I essentially target RSV and SVE's lines that contain their i18n references and replace them with my own
Oh of course. Okay so that does make it pretty easy for sparrowfren to make those changes (and I assume that is how you do it, Kailey?)
Haha answered before I can even ask
Translations need to duplicate the translated lines from the mods I'm editing (see the Spanish translation that got posted) but aside from that it's seamless
Hi guys it's me again with my soaps. Has anyone noticed this weird bug(?) that if you have flavored items, putting two different objects to two identical machines very quickly will make the both outcomes as the first item (instead of two different flavored items)?
Ok after some time stewing on it I believe I have a solution to achieve your effect without needing to wait for my bugfix, or even using that feature of EMC: the royal jelly is a byproduce, and the Condition field in the ExtraOutputIds asset supports checking the output item via Target
Ahhhhhhhhhh I must not have read that section very closely
This is my first flavored item so I'm not sure what is normal but heres my code: ```
"OutputItem":
[
{
"ItemId": "(O)bb.beesPlus_BFSoap",
"ObjectDisplayName": "%PRESERVED_DISPLAY_NAME Soap",
"ObjectInternalName": "{0} Soap",
"PreserveId": "DROP_IN",
"CopyQuality": true,
"CopyPrice": true,
"CopyColor":true,
"PriceModifiers":
[
{
"Modification": "Multiply",
"Amount": 3.25
}
]
}
],````
You didnt miss anything lol I never documented it
banished, blocked, banned
It does say I can use any machine rule field

