#making-mods-general

1 messages · Page 158 of 1

drowsy pewter
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Ahhh I have to rewrite my vegemite byproduct code then haha

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It looks normal to me, no I really haven't heard of that issue at all

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Wouldn't this condition (checking the output item) just check the royal jelly rather than the main output, honey?

brittle pasture
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it checks the primary output

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yeah it's very nonintuitive

drowsy pewter
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Wonderful

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thank you again

golden basin
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I have a very odd festival shop bug if anyone is willing to help me with it.

So basically if you buy from one shop and then you open alans shop, a different npc, before even buying anything the shop takes money?

floral canyon
outer cedar
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Sorry if this sounds incorrect it's my first time trying to mod stardew, I'm making an NPC then has two different personas - it's a yandere mod, and the way I switch between the dialogue and events is by using a config setting in content.json that can be switched on or off to activate each persona. How would I be able to activate the alternate person through an event dialogue fork? I have tried having it be activated by being sent a specific mail after the dialogue fork but it doesn't seem to work and I can't find another mod that has done anything similar. I had a look at having a different condition in dispos but I'm not sure if that would work with my setup

velvet narwhal
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uh

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one second

tender bloom
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You should probably look into dynamic tokens

outer cedar
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If none of this makes sense my bad I am trying to learn as I go

tender bloom
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Those can check both configs and mail flags or what events have happened

velvet narwhal
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i'll try to find my git if i uploaded it instead

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i do not

#
    "Override Generic Dialogue": {
      "AllowValues": "true, false",
      "Default": "false",
      "Description": "Changes the wedding dialogue a little bit (for giggles)."
    },
    "English": {
      "AllowValues": "true, false",
      "Default": "false",
      "Description": "Sets Mothman's dialogue to English instead of Pig Latin for reading comprehension."
    }
  },
  "DynamicTokens": [
    {
      "Name": "Mothman",
      "Value": "Aviroen_Mothman"
    },
    {
      "Name": "EClicks",
      "Value": "Clicks"
    },
    {
      "Name": "EClicks",
      "When": { "English": true },
      "Value": "EClicks"
    }
  ],```
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so the dynamic token is attached to my actual editdatas

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"GreenRain": "{{i18n:{{EClicks}}_{{Random:{{Range:0,3}}}}}}",

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where it will check whichever dynamic token is active at the time, and it will appropriately grab whichever default.json is accurate

outer cedar
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Okay I see yeah that makes way more sense than trying to use edit data targeting content.json

velvet narwhal
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i have lied about the when patch

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i just use dynamic tokens

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you can also go the miserable route instead

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"{{Weekday}}": "$query {{HasMod|contains=FlashShifter.StardewValleyExpandedCP}}#{{i18n:Marlon.CharacterDialogue.{{Random:{{Range:13, 32}}}}}}#$e#{{i18n:{{Weekday}}_{{Random:{{Range:0,5}}}}}}|{{i18n:{{Weekday}}_{{Random:{{Range:0,5}}}}}}",

$query <query>#<if true>|<if false> Show different dialogue text depending on the game state query in <query>. For example:

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so you put a query in every single one of your dialogue keys

uncut viper
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(also, i dont know the specifics of the rule (if there are any) or if its fine if you only ask for help and dont send content or not fine at all, so you might want to double check with a Junimo, but discussion of yandere mods is not allowed in this server.)

outer cedar
gray bear
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oh!

velvet narwhal
velvet narwhal
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afaik as long as you're not giving us explicit dialogue, we should still be able to help thonk

round dock
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$query I will face you another day

uncut viper
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i would ask a junimo before saying that

outer cedar
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I won't post it in the server it was more of a joke mod then anything I just used that term because i thought it'd make more sense SDVconcernedCA

uncut viper
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i dont think we'd be allowed to help with an nsfw mod either just because they dont give us dialogue

velvet narwhal
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i am in the process of asking

uncut viper
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the reason its banned is because those sorts of mods on nexus tend to be nsfw as well, or in some other way violate rule 6, so it was a blanket "no discussion of yandere mods" rule

outer cedar
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Ah yeah that makes sense

uncut viper
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(and rule 6 covers more than just the typical stuff thats considered nsfw ftr)

fading walrus
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As long as we don't see the content here, you can help

uncut viper
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understood, thank you for clarifying

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(hopefully i didnt come across as mini modding or anything either i just didnt want anyone to get in trouble unintentionally SDVpufferheart)

velvet narwhal
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we're self governed here KEK

outer cedar
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Sorry I will try and be respectful to the rules I definitely don't won't to post anything that's gonna be bad I just wanna make a funny modSDVpufferheart it's all good I'm glad to know!

fading walrus
uncut viper
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(in that case aky pls feel free to carry on my apologies for sidetracking you)

outer cedar
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im gonna look into dynamic tokens more then probably ask for help again 😅 the way I've done it needs to be reworked I think

velvet narwhal
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just remember that a dynamic token always needs at least one valid path

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if all of them are invalid, it will throw whatever you used the dynamic token on as invalid

gray bear
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otherwise it becomes a sad token

somber walrus
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Ok.... I feel as if I didnt get this right. and I am starting to get a little discourged again.

hallow urchin
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What's mini modding?

somber walrus
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@velvet narwhal can you take a look at the code I did for the locations please? I know I did something wrong.

vernal crest
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We are allowed to remind people of the rules and, if it's to do with channel use, direct people to the appropriate channel, but not more than that.

hallow urchin
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Ohh okay

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Thanks!

granite bluff
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hey, i want to allow a map to load when a certain event has happened. how did the command go? it was something about "when has seen event" or so..? is there a list about vanilla events somwhere for the code?

gray bear
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HasSeenEvent, i think

drowsy pewter
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@brittle pasture It works now!

unreal spoke
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!unpack too. The event files are in there.

ocean sailBOT
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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!

unique sigil
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ah dang it, was about to type that lmao

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event data are in Data/Events/LocationName

gray bear
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mhm that's def an example for HasSeenEvent in the game files (there should be, right? squinty )

velvet narwhal
velvet narwhal
granite bluff
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thank you all, that helped me : )

uncut viper
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it's recommended to not let locations be conditional because if a player ever meets the condition and then unmeets it later, and the location is removed, so is everything they've placed in it

somber walrus
brittle pasture
gray bear
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I think your main issue would be brackets

velvet narwhal
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i can't remember anything correctly: but it also might be Extra Fucky™️ with multiplayer if it's hidden behind a when patch

gray bear
velvet narwhal
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atra approval, my swiss cheese brain is healing

somber walrus
# gray bear what program are you using to write code?

My goal is to activate the Heart event for my npc. there were some things that needed upating or it wasnt done. right now I am trying to sort out the location for her to be in the farmhouse for the heart event. I'm not looking to make a whole mod

gray bear
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I think you misunderstood my question, I just meant to ask what you're using to write your code? some programs can be good at reminding you when to close a bracket

somber walrus
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ohhhh

uncut viper
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that fixes the brackets, though your changes are still written very wrong in general

somber walrus
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ah Visual studio

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many apologises Bea XD

gray bear
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it should notify you about missing brackets, are you using the json format?

gray bear
uncut viper
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i know you are not trying to make a "whole mod" but if you are trying to edit something with CP, you still need to understand the CP docs

somber walrus
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Missing brackets?

somber walrus
uncut viper
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i know, that was more in response to what your json is, not in response to the brackets or program thing

gray bear
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when coding with CP, it's important to close things in brackets (() and [] usually). For every [ there needs to be a ] etc.

somber walrus
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hmmmm

uncut viper
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parentheses ()
brackets []
braces {}

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all need to come in pairs

gray bear
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i just call all of them brackets

uncut viper
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unless they're inside strings and meant to be singular

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ideally people wouldn't

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but I understand many people here do

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call them all brackets I mean

velvet narwhal
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i can only forgive it if the npc is mute or something so all of the dialogue is just: ":)"

vernal crest
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Button is my people

gray bear
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i don't know if it's a me thing, but when i type { in vscode it atomically adds } which helps

velvet narwhal
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that's standard, yeah

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it might not catch commas, but it do leave the green squiggly in vs22 for me to disrespectfully look at

uncut viper
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regardless though, Eniitime, you should look at the content patcher documentation to find it how you need to format your patches

gray bear
somber walrus
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so....I need to put brackets somewhere on the code?

uncut viper
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even if you fix the brackets your code is very broken and will not work

gray bear
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if you have a specific question about how to do anything, you're free to ask of course.

vernal crest
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Argh I hate nominal aphasia /rampages/

brittle ledge
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oh hey

somber walrus
brittle ledge
golden basin
uncut viper
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(it'll explain JSON in general, so don't worry if it's much more than just bracket stuff too)

gray bear
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But if you want to take a break, that is also fine. Don't stress too much

somber walrus
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its not that easy and ok

uncut viper
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every modder started from having no idea how to do anything at one point

golden basin
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Button is very right, when i started i broke the game : D

vernal crest
# golden basin I know how you feel, just keep trying youre doing great

Thank you SDVpufferheart It's so frustrating but I usually manage to navigate around it okay. It's been really bad lately though!

I can't help with your shop bug unfortunately but perhaps if you share the link to the relevant jsons someone else might be able to have a look and help? (Bringing that up because seeing your name reminded me you asked about the festival shop bug earlier and didn't get a reply.)

gray bear
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I didn't say it was easy. it's okay to struggle, no ones perfect.

golden basin
brittle ledge
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most things that are worth doing are not easy kyuuchan_nod2

knotty phoenix
tiny latch
gray bear
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uhh

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see if removing .png from the target helps?

unreal spoke
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Your target should just be Characters/Bouncer without the file ending, no?

vernal crest
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Wow I completely missed that. Yes it's definitely the Target being wrong because it includes the file extension.

gaunt orbit
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is there a way to check if an arbitrary player has unlocked mastery?

tiny latch
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i removed it before, it didn't fix it

uncut viper
vernal crest
blissful panther
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Looks like some useful stuff around line 2974 in Farmer.cs?

uncut viper
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oh for C# thats easy you get mastery stats

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though

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due to stat syncing in multiplayer its a LIL weird

gray bear
tiny latch
gaunt orbit
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where is the net-synced value? it looks like gainExperience is storing it locally in the menu

gray bear
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thats the command right

uncut viper
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i believe Stats from Farmhands only get synced on day save?

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not from net fields. iirc

gaunt orbit
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oh, game1.stats is sourced from player.stats

brittle pasture
gaunt orbit
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weird but makes more sense

gaunt orbit
brittle pasture
uncut viper
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you can just check for 25 combined levels, then

gaunt orbit
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that won't be compatible with mods that extend the level cap

uncut viper
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no, but that doesnt matter for mastery anyway

gaunt orbit
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but what I can do is just check if mastery exp is non-zero

uncut viper
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mastery just checks if the levels of the vanilla skills are all 10+

gaunt orbit
uncut viper
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(so its 30 mb)

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i think

gaunt orbit
uncut viper
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actually i might be misreemembering slioghtly. but i know for sure the cave door itself does not give a fuck about level caps

gaunt orbit
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hrgh

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and there is no way to not hardcode level cap bc it's hardcoded in vanilla

brittle pasture
uncut viper
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int totalSkills = Game1.player.farmingLevel.Value / 10 + Game1.player.fishingLevel.Value / 10 + Game1.player.foragingLevel.Value / 10 + Game1.player.miningLevel.Value / 10 + Game1.player.combatLevel.Value / 10;
if (totalSkills >= 5)
{
  Game1.playSound("doorClose");
  Game1.warpFarmer("MasteryCave", 7, 11, 0);
}
vernal crest
# tiny latch i did yeah

Okay, maybe try doing a patch summary to check if it's actually being applied? patch summary full "REPLACETHISWITHYOURMODID"

uncut viper
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that is the exact calculation to let you into the mastery cave

gaunt orbit
tiny latch
uncut viper
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(i dont know where my brain got 25 from)

gaunt orbit
uncut viper
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oh yeah

gaunt orbit
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    if (Level >= 25)
    {
        int old = MasteryTrackerMenu.getCurrentMasteryLevel();
        Game1.stats.Increment("MasteryExp", Math.Max(1, (which == 0) ? (howMuch / 2) : howMuch));
        if (MasteryTrackerMenu.getCurrentMasteryLevel() > old)
        {
            Game1.showGlobalMessage(Game1.content.LoadString("Strings\\1_6_Strings:Mastery_newlevel"));
            Game1.playSound("newArtifact");
        }
    }
uncut viper
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probably bc i think you can bank up mastery before getting the cave

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so maybe by the time you unlock it you'll be able to get something right away

vernal crest
gaunt orbit
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I think mods that increase level cap would have to circumvent/modify that, but depending on how spacecore handles custom skill xp gain, you might still be able to gain mastery xp before level cap

uncut viper
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the more skills you have that contribute to level, the sooner you'd be able to start earning mastery, i imagine, even if you cant access the cave

gaunt orbit
uncut viper
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ahh, gotcha

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i knew these things at some point. that point was months ago though so its as good as gone as far as my memory is concerned

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your guess is as good as mine as to why the door is different then

velvet narwhal
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"wrote the code 5 months ago, forgot, implement it in this way"

uncut viper
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its possible that its intentionally only caring about vanilla skills, and did keep modded skills in mind but on the side of "modded skills be damned i want the player to master vanilla"

velvet narwhal
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[game] Failed parsing condition 'PLAYER_NPC_RELATIONSHIP Current Krobus': required index 3 (type) not found (list has indexes 0 through 2). suspicious whodunnit

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i finally have the itch to play the game and now i gotta dig into my logs

ocean sailBOT
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Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 76 C# mods and 139 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

vernal crest
blissful panther
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Oh no, smapi.io isn't loading at all right now. SDVpufferfear

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Oh, no, there it goes!

vernal crest
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Okay yup it's having trouble loading a different page now too

gaunt orbit
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looking at the skills page code, it does check if mastery xp is non-zero to determine whether or not to show the mastery meter, so I suppose that's probably the most reliable method

tiny latch
uncut viper
vernal crest
velvet narwhal
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isn't there also a note from grandpa thonk

uncut viper
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because if you want to check if theyve ever been in the cave, every player gets a CT added whenever they visit a location for the first time

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so you can check for an active or past CT that is firstVisit_MasteryCave

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even if they dont have mastery points to show the meter

vernal crest
tiny latch
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yep

uncut viper
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dont remove the .png from the FromFile line

tiny latch
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oops

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works fine now. thanks!!

rotund elm
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On the Stardew modding wiki I can’t find a place for exterior doors specifically, does that mean I am supposed to use the warp property and if so is the workable with the farmer right clicking the door to get in the building

vernal crest
velvet narwhal
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t..ouch...?

rotund elm
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I’m away from my pc otherwise I would just doing some reading right now

vernal crest
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Fair! Most exterior doors use this

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They're a tile object property

velvet narwhal
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{
          "Position": {
            "X": 23,
            "Y": 12
          },
          "Layer": "Buildings",
          "SetProperties": {
            "Action": "Warp 5 23 {{ModId}}_EdelweissHouse"
          }
        }
]```
vernal crest
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If you don't want any restrictions on using the door, just an action warp like Avi has is fine.

velvet narwhal
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that's a right click door

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this is a "farmer walks on it":

      "Action": "EditMap",
      "Target": "Maps/{{ModId}}_EdelweissAttic",
      "AddWarps": [
        "2 9 {{ModId}}_EdelweissHouse 12 4"
      ]
    },```
vernal crest
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A walk onto it door would make me very uncomfortable

rotund elm
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Awesome! And I could use this for let’s say a boat to take someone somewhere else

vernal crest
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Archway, fine. Door, not fine!

rotund elm
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Me tooo

rotund elm
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Cool beans

vernal crest
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You could use a lockeddoorwarp for that too but that would potentially give some weird messages.

rigid musk
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So for maps that don't have NPC warps or pathing built in, how do I... put it there?

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Like how do I let them walk around on a map they're initially barred from

velvet narwhal
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schedules?

vernal crest
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Do you mean how do you add the warps or how do you make the NPCs go there once it exists?

velvet narwhal
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the most cursed method: warproom

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you should be familiar with it considering you use SVE

rigid musk
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Maybe I forgot to add a warp to the outside of Sandy's shop actually

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I'm not at my pc right now I'm out getting groceries but I was thinking about how one of his schedules wasn't working lol

velvet narwhal
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i might have to make a warproom to have interconnectability to all of my exteriors

rigid musk
velvet narwhal
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i have yet to do a warp room, i might record myself figuring it out and just not editing it down so people can get annoyed with my silence and going "ah there we go"

rigid musk
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Just because I'm a moderator for the server/mod also doesn't mean I know how it works either 😔

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Although the warp room thing is a good idea

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Cause that way I don't have to add weird npc warps that could cause horrible issues for other things

unique sigil
wide flint
#

Does anyone know which class/method handles the bouncing of dropped things?
Debris.cs has a timesToBounce constant which is set to 2.

brittle pasture
#

Chunk.bounces probably?
Debris.Chunks is a list of chunks in the debris

wide flint
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Ty

rotund elm
#

Do day and night tiles matter if I am not adding any windows or lights to the map itself?

latent mauve
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If they are on the map properties but you aren't adding lights, you'll want to remove them from the map properties or you'll get errors in your log

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They'll be harmless errors but users report them all the same.

vernal crest
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Yeah, better to completely remove if you're not using them.

rotund elm
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Thanks yall!

vernal crest
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You can use them for things that aren't windows or lights, but there probably aren't a lot of other things you'd want to change on that schedule.

rotund elm
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Alright Ill keep that in mind 🙂

latent mauve
#

My most common mistake right now is using a vanilla map as a base but then not changing or removing the DayTiles/NightTiles from the map properties, and getting that particular error about "there was no tile at this location" xD

vernal crest
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Yeah I have a whole bunch of those to clean up in my maps

rotund elm
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also is there a way to toggle the visibility of the tiledata labels/markers XD I feel like im looking at the paywall of maps

hallow prism
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yes

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there is a eye icon on the layer

rotund elm
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Oh thank god lmao

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Well I guess that is better than nothing, didnt even think about that, thanks lumina XD

vernal crest
#

You can also use ctrl + h to hide or show the selected layer (or layers) or ctrl + shift +h to hide all the other layers

rotund elm
#

Thank you : )

velvet narwhal
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paywall of maps... new term

rotund elm
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notice the beautiful shading under the top portion of the wall....

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Why am I using the same tiles and not getting the same affect?

hallow prism
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you are on the first, it's an extra shading on the layer

rotund elm
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I see so there is a shading tile, thanks!

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The tilesheets are so big I feel like I am playing I spy XD

velvet narwhal
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just realize that you need to not scrutinize deeply if you go into the caves tilesheets

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you will be, uh, triggered KEK

velvet narwhal
#

i do not see the seams, i am blind @unique sigil

unique sigil
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i see it all the time

rotund elm
#

XD

unique sigil
tiny zealot
#

never inspect the mines tilesheet. unsafe at any speed

unique sigil
#

i have no fucking idea which tiles go where when i first tried using it

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but honestly the organization in spring_outdoorTileSheet.png is much scarier

rotund elm
#

yall are instilling fear into my SOUL SDVpetcatsad

rotund elm
unique sigil
#

the animation frames are literally scattered on the upper and lower halves of the tilesheet

velvet narwhal
#

cave tiling is Just Vibes™️

unique sigil
#

the only reason you dont have to think about it is because if you start from editing a vanilla map they're already animated

tiny zealot
#

^ one of the many good reasons to start from a copied vanilla map

formal crown
rotund elm
#

My brain short circuited....

#

How does the wallpapers and floors work from the furniture catalogue, Do I have to specify each tiles data for that to work

tiny zealot
#

you have to use tiledata to assign floor and wall ids, yeah.
i think you can do it in big rectangles and you don't have to do it one tile at a time

unique sigil
#

what kind of interior map is this

rotund elm
#

A home

unique sigil
#

if its an NPC house you can just load the walls and floors tilesheet and directly paint the tiles

rotund elm
#

Not for the farmhouse tho its my own maps repairable home for a beach

unique sigil
#

if its a farmhouse you need WallID and FloorID assigned so they can be changed

latent mauve
#

This is making me want to release my bathroom renovation mod publicly even more now, if only so you could have a relatively simple mod to reference for these things. xD

velvet narwhal
#

so it makes it compatible with recolors

latent mauve
#

But for the basics, your starting tiles have to be from a tilesheet with walls_and_floors in the name to let them be decoratable later, even if your location itself is marked as decoratable.
And you also have to assign the WallID and FloorID as tile properties, and include the IDs in the Map Properties.

rotund elm
#

Ok Ill come back to it when I am finished with the floors and walls, but also I have another question, I want to make windows that are animated would it be better to make a mod adding that as furniture or use tilesheets and build it in, I just don't know how hard it would be to specify the areas of wall around the window inside the windows tile

outer fjord
#

Does anyone have a complete collection in the museum for stardew valley expanded so I can see what I'm missing?

vernal crest
rotund elm
hallow prism
#

and to save you time, they'll suggest going to ask in SVE discord

vernal crest
#

Who may then point you to the SVE wiki

rotund elm
hallow prism
#

as long as the SVE wiki doesn't say "ask in making mods" everything is fine

vernal crest
velvet narwhal
#

tia is backreading, i see

rotund elm
brittle pasture
rotund elm
#

but its repairable, and I would like it to be decoratable

vernal crest
latent mauve
rotund elm
vernal crest
#

In fact, did we even get to the point where someone did actually figure out how to allow the player to have another home? I can't remember if anyone got past the issue of the farmer waking up back in the farmhouse.

rancid temple
velvet narwhal
#

yeah that's fixed

#

suspicious i think

rotund elm
rancid temple
#

Yeah you can wake up in other places now

gaunt orbit
vernal crest
rotund elm
#

Alrighty

formal crown
#

Maybe if you can use GSQs, you could check via stats iirc

#

There should be something there to allow you to check if any player has unlocked any mastery

brittle pasture
#

I think stats was suggested earlier, though there are problems with MP syncing and the like

gaunt orbit
#

oh yeah, hmmm

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mp is an issue

light bramble
#

KEDI

gaunt orbit
#

it looks like mastery is entirely clientside

uncut viper
#

but CTs are net fields, right?

formal crown
rotund elm
#

Now that I have seen this I will never be able to unsee the amount of misplaced tiles on the vanilla maps is scaring me even more XD

gaunt orbit
brittle pasture
gaunt orbit
#

Clever, clever. Probably my only option, as weird as it is

#

The main thing I'm trying to do is validate that a given player has maxed all of their skills in a way that works properly with custom skills and mods that adjust level cap

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Though I think the CT method wouldn't account for spacecore skills, unless it patches the mastery cave door

#

Maybe what I can do is just manually sync the mastery stat every morning using smapi's network stuff

rotund elm
#

What is the name of the map for the actualy farmhouse exterior?

hard fern
vernal crest
#

Yes it's not a map

rotund elm
#

Well shoot Ill try using the town then

#

For the door warp into the house interior I would apply this tile property to the patch of the fixed home correct?

#

and for door warps I only see the bottom door tile being used, will this allow the play to select the tile above aka the top door tile as well?

vernal crest
#

Yes to the first question and no to the second.

rotund elm
#

So it would be acceptable to add tile data to both the top and bottom of the door for a warp

latent mauve
#

ugh, I've gotten world map positioning to work before, but it's refusing the move the icon from the top left of the world map now.

vernal crest
rotund elm
vernal crest
rotund elm
#

Is there a reason I dont see the tile data label for the warp I added to the door, I am assuming I added it incorrectly

gaunt orbit
rotund elm
#

Thanks!

velvet narwhal
rigid musk
latent mauve
#

So I was given a terrible idea the other day that is definitely outside of my ability level. Is it viable to read all the NPCs that have Homes set to the apartment for a directory of some sort?

uncut viper
#

in CP only?

latent mauve
#

I feel like that would require C#

#

But CP is where my ability ends

uncut viper
#

it would

latent mauve
#

I'm just wondering if it would even be viable in C#

#

And if it, I'll likely leave that to whoever else desires a directory down the line to make that mod themselves. LOL

uncut viper
#

well, viable how? as in possible? itd be very easy. viable for the purposes you want, depends on what you wanna do with it

#

as simple as reading Data/Characters and checking everyones Home location

latent mauve
#

It's been suggested that the rooms get nameplates or let other NPCs comment on their neighbors or something similar. But I think the second would be firmly in the NPC author's domain and not mine.

uncut viper
#

the NPC can also add a nameplate if they want

latent mauve
#

That was my thinking, too

vernal crest
#

I think the nameplates should also be the NPC author's domain

uncut viper
#

otherwise you'd have to be in charge of handling conflicts

#

or overlapping NPCs

latent mauve
#

Okay, good, I'm glad that I'm not the only one who thought that was not something I should be doing

vernal crest
#

You could provide a template for doing so if you wanted to but it wouldn't be hard for them to do

uncut viper
#

it would technically still be very easy to figure out which NPCs lived in which room, but yeah, anything more than simply proving a location requires a lot more work to handle conflicts

latent mauve
#

Users have requests and don't really understand the boundaries so I wasn't sure

uncut viper
#

and a lot more work in handling dynamic allocation of things, too

#

(providing* not proving)

vernal crest
#

If it's important to you to maintain consistency around the nameplates' appearance you could place empty ones and then just give people the json required to add a message to the one they use

latent mauve
#

Probably the only reason I would ever want to look up the NPCs in the apartment myself would be if I ever figure out a farmer-friendly elevator, so people know what floor to find NPCs on.

uncut viper
#

if you were inclined, you could include blank nameplates on the map that pop up a message that says "Room 1A" or whatever, and just let people edit the tile properties theret o change the message

#

then it would at least be consistent for all the rooms to have nameplates, but they wouldnt be personalized unless the NPC author wanted it to be

#

you could even load those nameplate string to somewhere like Strings/Maps or whatever, that way people can just edit them there instead of using EditMap to fuss with tile properties

#

(me 🤝 aba i was typing when aba sent that)

latent mauve
#

Personally I don't even want to touch the idea of nameplates

#

But I was curious as to if it was even possible if I'd wanted to

#

So it was purely a hypothetical

uncut viper
#

having nameplates there to be edited would be very very easy, dynamically giving them names at runtime, not possible with CP only

latent mauve
#

also hooray, I got my world map position working properly now

brittle ledge
#

you could presumably add it manually on your side with hasmods, but you'd also have to actively organize (and thus regulate) it.

#

(on the plus side, someone would have to have at least a manifest and a basic dispo to get in SDVpuffersquee

latent mauve
#

Yeahhhhh, if I had bothered making an NPC for the leasing office or front desk, then I might have bothered to try to do HasMods from everybody on the Google Sheet to bring them up in random conversation, but, ultimately, it feels not worth it.

#

Also, out of curiosity: does HasMods care if the mod being looked for is loaded later?

#

Or is that one of those things where it's checked at the end anyway or can use a Priority:Late to look for a mod that's using my apartment as a dependency?

uncut viper
#

HasMod doesnt alter the load order at all, so by the time its relevant, all mods are already loaded

latent mauve
#

nice, I was never sure when that triggered

rotund elm
#

For the AllowWakeUpWithoutBed map property how would I add it? AllowWakeUpWithoutBed : T ??

uncut viper
#

it triggers at the usual times that any other content patcher token will trigger

#

i.e. it'll update daily by default

#

not that your mod list will change after game launch anyway

#

so its probably actually an immutable one

#

whose value is cached per session

#

(meaning if a patch is locked behind a HasMod condition, that patch is set in stone and wont update again later, bc theres no need. this ofc doesnt apply if there are other conditions alongside it)

latent mauve
#

So my thinking was:

  1. NPC Mod A uses Apartment Mod as a dependency.
  2. Apartment Mod looks for NPC Mod A and returns a token if it is in use.
  3. The token is used in a dialogue string.
vernal crest
uncut viper
#

im not wholly sure what you mean by "returns a token if its in use"

latent mauve
#

So basically, if a mod is in use, I (Apartment Mod) can update a Dynamic Token with NPC names.

gentle rose
#

guys don't be mean to spring_outdoor, it's trying its best

uncut viper
#

you cant generate a dynamic token at runtime

#

you can have a dynamic token already written whose value can change at runtime depending on a mod installed

latent mauve
#

Right, I meant to update the token

#

Sorry, I'm tired. LOL

uncut viper
#

im not sure what the purpose of this dynamic token would be

#

you would need a token for every room and to know which room the mod you're checking for has assigned their NPC to

latent mauve
#

It would be for if I ever decided to add a manager NPC, so that they could use one of the resident's names in conversation.

uncut viper
#

and a new "HasMod" condition for every single mod you planned on checking, too

latent mauve
#

This would be for very specific interactions, so likely not used for every single mod, only ones that were tailored to a single NPC, and had that NPC listed in the Google Sheet as assigned to a room.

#

I'd still be manually entering the NPC name as the token value through the patch.

uncut viper
#

i think it would be a lot easier to have the manager NPC use LocalizedText like [LocalizedText ApartmentMod:RoomA] and have people change what RoomA is with an EditData patch

#

and have that string correspond to an NPCs name

latent mauve
#

That makes sense.

#

Still haven't settled on if a manager NPC will ever happen, but I wanted to at least bring up the idea to get feedback on how to implement it if I do. So thanks ❤️

uncut viper
#

though, if it was for specific NPCs that you specifically wanted to add custom integration for, your way probably is better, though at that point you dont need the tokens really, just conditionally load the dialogue

latent mauve
#

Yeah, I'm thinking it might be fun to have lines (or even notes somewhere in the apartment) that poke at a specific NPC if the mod is installed.

#

The billiards room has an illegible scoreboard for example, so it might be cool to have an actual name there or something

uncut viper
#

that one you probably could do dynamically by letting people add their names to the scoreboard. i think

latent mauve
#

It's just a map string line, so, yeah, no reason they couldn't already patch over it to change it themselves.

uncut viper
#

i was thinking of a way for Apartment Mod to be the one to control it so they wouldnt have to patch the map and overwrite someone else but in thinking about it more i dont th ink there is a way. or if there is its too roundabout and complicated for my brain right now

latent mauve
#

that's fair, my brain feels like mush at the moment

velvet narwhal
#

only mush, the orange braincell is telling me to play fetch mlemmers

gentle rose
#

TIL that when I first made my little personal map mod, for some reason I made copies of some of the tilesheets and stuck them in the assets folder with it, instead of bothering to deal with them correctly SBVLmaoDog

uncut viper
#

tbf thats how i make my maps

#

i just also delete them after, which is the step you missed SDVpuffersquee

gentle rose
#

yuppp

#

I need to figure out how debris spawn changed in 1.6 bc I'm pretty sure it used to work (unless it didn't change and I broke it on purpose when I made the map? which is possible)

#

grass spawn definitely did

blissful saddle
#

a question to anyone more experienced in editing audio after 1.6: If I add an entry in Data/AudioChanges with the same ID of an ingame audio id, it will replace the original one?

rotund elm
#

Ok, my door warp is not working I tried both seperately in the screenshot

rotund elm
#

Oh wait I think I got it

latent mauve
#

Make sure the tile is on the buildings layer

gentle rose
#

does the patch reload command reload farm maps?

latent mauve
#

it won't reload terrain, I know that much

gentle rose
#

so definitely best to restart the game each time

latent mauve
#

yeah, unless you are actively checking for what happens when you install the farm mod mid-save

#

Then you want to always check on a new save.

gentle rose
#

ngl I don't expect anybody to be installing this ever pretty much SBVLmaoDog

#

I'm not 100% sure why I ever made it

latent mauve
#

Looks like it was meant to be "more farming space" 😛

#

which is very valid

gentle rose
#

it was meant to be "make everything perfectly square and even" but like. is that desirable

woeful lintel
#

adding that too the Furniture Framework TODO list, it's a good idea. Maybe as a separate mod since it's not really a Furniture customization thing but more general.

gentle rose
#

I think I was too scared to change the ponds though lmao (or I tried and it didn't work?)

latent mauve
#

I personally like a more rounded border with some landscape variation, but some people prefer cleaner geometry

#

Joja would likely approve

rotund elm
#

Ok still getting an error even after making sure everything was correct

rotund elm
latent mauve
rotund elm
#

So remove warp from the beginning

latent mauve
#

And this is a tile property, yes?

rotund elm
#

yes

#

unless I did it wrong

latent mauve
#

Is this meant to be a LockedDoor Warp?

vernal crest
#

You have written your tile action warp the way a map property warp needs to written.

latent mauve
#

Yeah, Door Warps are a little different.

vernal crest
#

You have too many numbers

latent mauve
#

you don't list the current tile coordinates in the tile property warps, basically

#

Just your destination.

rotund elm
#

Ohhh, ok so then how do I specify where it warps to? which map property is it that sets the warp arrival tile

vernal crest
#

It is not a map property

#

Read the bit in my screenshot

rotund elm
#

OHHHH

uncut viper
vernal crest
#

You need zero map properties to do a tile action warp

latent mauve
#

here's mine for example, GOAT

rotund elm
#

Ahaaaa I see

#

ok lets try this again

latent mauve
uncut viper
#

ahh, gotcha

vernal crest
#

Hmm it has occurred to me that if I want to give an NPC a series of highly paid jobs, making them theology-related probably isn't the way to go

sterile crescent
#

hi, i want to make my sibling a little mod as a late christmas gift and was wondering if someone could help me? im trying to make a replacement of the horse as Chopper from One Piece but they want it to change formations depending on if youre riding him or if he's idle. how would i do this using content patcher? would i use tokens?

rotund elm
#

I am still getting the same error when right clicking the door

vernal crest
#

Did you remove this one completely?

rotund elm
#

yes

vernal crest
#

Show us the other one?

rotund elm
#

attached to tiledata on the buildings layer

latent mauve
#

Did you reload your mod?

rotund elm
#

restarted the game yes

vernal crest
#

Did you save your map?

rotund elm
#

and updated the map and such

#

yes

uncut viper
rotund elm
#

Is it because I am doing this on a patch for a map?

#

I assume thats how its supposed to be done

vernal crest
#

Have you applied the patch?

rotund elm
#

yes

sterile crescent
latent mauve
#

TileData objects are respected when used in patches, so long as you aren't patching in such a way that it doesn't add the correct tile in.

rotund elm
#

I loaded the interior map as well

velvet narwhal
#

Forms... you could probably just replace the standing sprites as the "transformation" and the running sprites as the other?

vernal crest
#

Is your door at 85, 9?

velvet narwhal
#

It might look Jank As Hell™️ though

vernal crest
#

You can use Lookup Anything or Debug mode (both mods) to check tile position in game

rotund elm
#

The exterior door on the patch is at 3 8 but on the full map it is 85 9

vernal crest
#

Try doing a patch export of the beach map

rotund elm
#

Whats that

sterile crescent
latent mauve
#

patch export FOS_Beach1

vernal crest
#

Put this into your console: patch export Maps/FOS_Beach1

latent mauve
#

It creates a TMX of your map with all active patches applied

rotund elm
#

alright 2 seconds

vernal crest
#

Then go to your Stardew Valley folder, find the folder called patch export, and open the tmx in there

#

And make sure the tile object property is correct there

rotund elm
#

ok one minute and I shall return

#

Its only showing the data as Warp and no values after but the map I put in my mods folder in the mods folder is saved and has the correct tiledata

latent mauve
#

okay, so in your patch file

#

Open the ... to get the full value input box (in tiled)

rotund elm
#

ok one sec

latent mauve
#

make sure there's no extra characters or spaces in there

#

(sorry aba, you can jump back in whenever, just wanted to check because I've had invisible character issues before)

rotund elm
vernal crest
#

Click on the word Warp

#

Then to the right of that the button with ... should appear

rotund elm
#

there is a space after warp thats it

latent mauve
#

In your TMX for the patch, not the exported one.

vernal crest
#

She said the patch file not the exported one

rotund elm
#

Ohhh

#

srry

vernal crest
#

(Sorry I don't actually know if she is the right pronoun for you fireredlily)

latent mauve
#

(you're correct)

rotund elm
#

Ok wtf now its just showing warp in mine, but I already corrected it and saved it then transfered the file to the mods folder in the proper location sp tiled is freaking out let me try again after restarting tiled

latent mauve
#

sounds like there may have been an invalid character in there after all and Tiled automatically erased it when it saved

#

This is what I was referring to, though. When you click the value part of the property, you get a ... button

#

And clicking that gives you a bigger input box

rotund elm
#

Ok I think its working I accidentally added the interior wrong so I just fixed that and now Im testing it

gentle rose
#

...how unreasonable is it to add a new tileset to my map for a single tile that annoys me

vernal crest
#

Is it a vanilla one already in Maps?

#

Or a custom one you make?

gentle rose
#

custom one

#

made by frankenstining some vanilla tiles together

vernal crest
#

Then how much do you care about recolour compat?

latent mauve
#

I mean, I made transparent borders from the town interiors map (which unfortunately makes them incompatible with recolors at present), so, do what feels right.

gentle rose
#

oh right, forgot about those 😭

vernal crest
#

If Lina's recolour tool works for map recolours you could do your own pretty easily

latent mauve
#

I needed borders without a black background for the Ginger Island rooftop

finite sequoia
#

To be fair, recolor players (should) know what they’re getting into anyway when playing with custom assets

vernal crest
#

If you hate users you could just release it without doing compat on your part

rotund elm
#

What is that?!

vernal crest
#

What is what?

gentle rose
#

the tile that's annoying me is the one to the top left of the selected one 😭

#

either I give up the border or the shadow. Giving up the border looks less bad but it will still bother me forever

vernal crest
#

Go look at some vanilla maps

#

It will help you feel better about it

#

Or worse about vanilla SDVkrobusnaughty

gentle rose
#

90% of making this was me removing those quirks

vernal crest
latent mauve
#

This is why you have the curved path map tiles for that, so you can vanish the grass into the cliff one tile sooner

sterile crescent
rotund elm
#

thats amazing

rotund elm
#

Ok so how do I set the floor and wall tiles to be changeable with the floor and walls as well as allow decorating with furniture

#

looking at the wiki but cant find what I need

vernal crest
#

Have you been looking at the farmhouse map and copying that?

velvet narwhal
#

instructions unclear, showed this to my map artist, she went insane SBVMischief

rotund elm
#

XD

gentle rose
rotund elm
#

So for walls I only need to do the top and bottom tile

vernal crest
versed wyvern
#

Can you sneakily hide the grass seam with the pet bowl area

#

Technically it's also a square so it still fits with the theme

gentle rose
#

haha I think I'll just ignore it but ty guys

#

...it's not possible to move the farmhouse in game, is it?

vernal crest
sterile crescent
versed wyvern
#

As of 1.6 it has been

gentle rose
#

good to know, ty guys

#

and yeah, I meant that

rotund elm
elder mountain
#

Greetings! Please help, I just started making a mod yesterday, I looked at various information on Wikipedia and in videos, but I still couldn't do anything normal. I want to add a couple of fish and a location, but I have absolutely no idea how to code. I tried to do this with Content Patcher but nothing worked

gentle rose
#

do you have the art you want to use for the fish and the map for the location ready?

elder mountain
#

Well, I don't have a map of the place yet, because I wanted to make at least fish first, but I have a couple of fish art

gentle rose
#

what have you tried to do so far? can we see your json for content patcher?

elder mountain
#

That's the problem, that I didn't understand what to write in content.json at all

vernal crest
rotund elm
#

I see I have to include all the ids

#

is this acceptable

#

have such big sections like so

vernal crest
ornate trellis
# elder mountain That's the problem, that I didn't understand what to write in content.json at al...
Stardew Modding Wiki

Adding a new fish to the game has never been easier than in 1.6; nowadays, fish are a simple set of patches via Content Patcher. There are four required steps: you need to load sprite images, define the fish (as an item, and as a fish) and add it to locations. Optionally, you can add aquarium sprites and data, and fish pond data. I'll be using ...

versed wyvern
#

Do be sure to unpack the vanilla map assets first so you can work with them

vernal crest
#

Map-making is complex to start with though so I'd avoid that until you're confident with the fish

elder mountain
#

I will try now, I hope everything will be done 🙏

gaunt heath
#

Re: mapmaking:

A well placed shrub hides all sins

ornate trellis
#

mood

versed wyvern
#

Getting rid of all the shrubs n stuff was apparently part of their whole goal, unfortunately

patent lanceBOT
rotund elm
latent mauve
#

I forget the exact name but I know it exists

#

It got added when the waterfall sheet did

ornate trellis
#

i love adding shrubs and alike aSDVpufferleaves

vernal crest
gentle rose
gentle rose
elder mountain
velvet narwhal
#

you can technically, that would be a part of the sprite indexing (where indexes start at 0)

#

but you could also individually load each fish to their respective name

elder mountain
#

It turns out that I can just make an AquariumFishSeaBass (for example) for some individual fish?

gentle rose
#

I'm really liking the 1.6 changes to maps rn. They made maps feel so much less hacked together

vernal crest
#

The extra layers are SDVpufferchef

hard fern
#

there's new tiles to make rivers less square, right?

gentle rose
#

the initial debris has to be added to the map manually, right? (other than the little bit that generates bc it's the start of a season)

vernal crest
#

FTM might let you do otherwise but for just CP, I think so yeah

elder mountain
brittle ledge
velvet narwhal
#

(the last bit of it, after the folder call)

brittle ledge
#

yes, you can use that as long as your filename and your target match

elder mountain
#

Oh, ok, thanks

brittle ledge
#

e.g., you have to target MyCustomFishie and your image should be named MyCustomFishie.png

rigid musk
#

like this :)

brittle pasture
#

basically everything from after the last slash in that screenshot

elder mountain
#

For some reason I thought that something should be written there and not just left like this 🤕

rigid musk
#

i mean you CAN load assets and stuff by putting stuff there

rotund elm
#

because I did everything correctly and they do not work

vernal crest
rigid musk
#

like this for my furniture mod - but with multiple images its kinda easier to just have no path since you would kinda have to do the from file for every file (i think)

velvet narwhal
calm nebula
#

I've been bouncing around the idea of alternative dependencies for a while

rotund elm
#

is this correct

rigid musk
#

look the 0s and Os are easier to differentiate, and so are the 1 l and i's

vernal crest
#

Isn't comic sans one of the better fonts for dyslexia?

brittle pasture
#

I'm ambivalent about comic sans after I learned that it is one of the best fonts for dyslexia

calm nebula
#

Like, maybe a mod requires either mod A or mod B

rigid musk
#

WHEEZE

velvet narwhal
#

yes it's good for dyslexia

#

it just makes me laugh, without fail

rigid musk
#

and why

velvet narwhal
#

like @woeful lintel 's fucking "Layers" docs for FF

somber walrus
#

@velvet narwhal Jamore I have a question... Bea said my code is broken? that I need to fix it. I couldnt understand what they meant.

vernal crest
calm nebula
#

Like the actual use case is "one of multiple c# mods provides the feature needed for a content pack"

vernal crest
velvet narwhal
calm nebula
#

Having either installed would be fine. Having neither installed would be bad

rigid musk
#

what type of mod(s) would that be for i wonder

brittle pasture
#

the example I recall is calcifer/spacecore/furniture framework all allowing furniture catalogues

calm nebula
#

Yup

brittle pasture
#

and spacecore/unlockable bundles both having virtual currencies

#

though I'm not sure if that's what you wanna swap around

uncut viper
#

i mean wouldnt the assets they use be different qanyway

calm nebula
#

Yeah, this would be basically on the manifest dependencies field

#

So the mod would only load if one of N is present

rigid musk
#

isnt that technically already possible with optional dependencies ... although, actually, i guess it makes sense with like, making it so that you HAVE to have one for it to run (whereas optional dependencies can't be enforced theyre just that... its only a T/F thing...)

thats actually pretty interesting

calm nebula
#

And you would have to write the CP to deal

velvet narwhal
#

oh tbh a CP/AT/FF combination thingo would be great but lord have mercy on the implication of that code

gentle rose
#

hmm. I should probably figure out why the fish are swimming on land now SBVLmaoDog

calm nebula
#

(And it would go into the smapi dependencies flow.)

gentle rose
#

actually it's possible that's a result of doing a patch reload

rigid musk
#

the log on the water is very aesthetic

gentle rose
rigid musk
#

i kinda thought it was intentional ngl

#

only a smidgen

gentle rose
#

nah, I'm testing this map with patch reloads and ig there was already debris there haha

somber walrus
velvet narwhal
#

that's your full content.json?

latent mauve
#

Somewhat related, but my beta tester group for the bathroom renovation mod figured out yesterday that I don't block placing furniture in the bathtub/pool area. Now they're clamoring for a rubber duck.

vernal crest
somber walrus
#

for the location yes?

gentle rose
vernal crest
#

Void got fish in their cliffs the other day

calm nebula
#

(Also considered, not sure of a good way to do that.)

gentle rose
#

so far so good SDVkrobusgiggle

uncut viper
#

(i would absolutely love multiple contentpackfor tbh)

calm nebula
#

Is the goal to build a square of a map as possible

gentle rose
#

yes

velvet narwhal
# somber walrus for the location yes?

well, the thing about content.jsons, there can only be one
so there's some caveats: please, please read the content patcher docs
includes will only require "Changes": [] but the content.json is the forefront of your mod and the entire mod will not work if that is not formatted correctly
if the brackets/braces/commas are tripping you up, button's interactive json toy is very very good at teaching

calm nebula
uncut viper
#

i just want to be able to read files myself sometimes without reflection

uncut viper
#

not even for crimes purposes! i hadgenuine interest in it for SPU

brittle pasture
#

at least a settings for "if the mod for which this mod is a content pack for is missing dont complain in red text"

gentle rose
#

not even a little for crime purposes? boriiing

brittle pasture
#

or just "if this mod doesnt load dont complain in red text"?

uncut viper
#

itd also let me read the config of my CP component from my C# component easier

calm nebula
#

Oh

#

The use case I was thinking was like the small frameworks

calm nebula
#

Would be nice for something like a bush bloom

brittle pasture
#

(funny you use that example since BBM supports CP now)

calm nebula
#

Yeah, people are moving to the CP model but eh

velvet narwhal
#

where's the pathos chastising quote

#

.q 6279

patent lanceBOT
#
#6279

(One of the benefits of content packs is that they're generally stable and rarely break in game updates.
Button: "Let's fix that!")

calm nebula
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I feel like people go to the CP model for optional and token support

rotund elm
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XD

brittle pasture
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yeah, that transport framework mod looks really cool, but alas ContentPackFor SDVpufferwaaah

calm nebula
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Exactly

rigid musk
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I can't currently load stardew (unfinished code that would break my entire mod moment) but uhh does anyone know if the iridium milk, when you spawn it in, still gives health when you drink it?

uncut viper
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the tokens is really the big thing i think

brittle pasture
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brb bringing up pathos repo on phone

calm nebula
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Nope

brittle pasture
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Edibility -2

rigid musk
calm nebula
velvet narwhal
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it's just so comfy SDVpufferflat

brittle pasture
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well if you're making a mod I suppose you have the power to change that

calm nebula
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I assumed lily meant increase to max healtj

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That is hardcoded

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Iridium milk doesn't give health at all

gentle rose
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so if I'm understanding this correctly, we're talking about the option to have a content pack that loads only if its target framework is installed, and otherwise just gracefully doesn't load rather than giving an error?

rigid musk
uncut viper
rigid musk
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I was thinking of a reward for one of the special orders im going to add and it was gonna be that but c'est la vie I suppose

velvet narwhal
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more than a singular "contentpackfor", right? thonk

uncut viper
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  1. letting you set as either Mod A OR Mod B as a hard dependency bc they can drop in replace each other
  2. letting you set multiple ContentPackFor IDs
  3. not having your mod log an error if the contentPackFor id isnt a mod the user has installed
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(for the last one e.g. if you have a Content Patcher mod, dont log an error if the user doesnt have Content Patcher installed)

gentle rose
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3 would be great for all those mods that have to have extra files for you to install if you want certain features / have to split certain features out to separate extension mods

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but also like, imagine all the support requests asking why a certain feature isn't loading and it's because the dependency isn't installed 😭

uncut viper
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i cant imagine that would be too hard to implement tbh its probably more a matter of "would people really use this enough to justify adding and supporting it"

latent mauve
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I mean we already get those constantly

gentle rose
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true

velvet narwhal
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god lemme just press one fucking button for my expansion, i understand and i fixed it on my end for all of my manifests to depend on the main manifest, but lord have mercy for those who manually install

brittle pasture
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before Grapes of Ferngill migrated everything to CP it used to have a bunch of optional PFM files to handle compat with other mods because PFM doesnt support HasMod

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and if those are included in the base files the users will get funi red lines

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if they dont have said mods for which compat is needed

velvet narwhal
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i did a crime on east scarp because the C# component is named under atra's unique ID KEK

uncut viper
brittle pasture
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what if they both use content.json as the file name

gentle rose
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does anyone here know which tilesheet has a ladder (if any)?

velvet narwhal
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mine/mines

gentle rose
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tyy

brittle pasture
velvet narwhal
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listen here you 🫵 too funny, go to 🇯 ail

gentle rose
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is that the only vanilla ladder btw?

latent mauve
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townInteriors ahould have the ladder against the wall I think?

velvet narwhal
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uhhh there might be one in the volcano tilesheets

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is there a cursed one in cursors drum roll

uncut viper
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tbh im not actually sure if the one in townInterior is even meant to be a ladder or like. a bin top layer

brittle pasture
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VMV has a bunch of outdoor ladders but those may be the same one you're referring to

latent mauve
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I did some creative tile placement to do my ginger island roof ladder.

velvet narwhal
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there's this thonk

gentle rose
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ty guys!

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towninterior has willy's ladder I think

latent mauve
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Huh, I've never seen that one before

versed wyvern
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That's Maru's basement ladder I think

gentle rose
uncut viper
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maru has a basement?

brittle pasture
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I think that's the 1.6 secret ladder to Lewis's fun room?

latent mauve
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yeah, that's the one I used, iro

versed wyvern
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Only seen in her 10-heart event

uncut viper
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ahh

brittle pasture
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wait no nvm

vernal crest
versed wyvern
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Yeah that's it alright

uncut viper
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guess it is meant to be a ladder

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strange ladder

velvet narwhal
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fimger abitrary tilesheet access would let you grab furniture

brittle pasture
uncut viper
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is there ladder furniture?

latent mauve
velvet narwhal
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too much SVE, i have misremembered there isn't a ladder in furniture

latent mauve
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I just used the townInteriors ladder for that

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The trapdoor version would have been nice, but I didn't realize that existed LOL

velvet narwhal
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you'd have to have the hard dependency on arbitrary tilesheet access for the trapdoor

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and even then i have no idea how it would react to being turned into an animation tile thonk

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i should test that

latent mauve
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Well mine are warps anyway, so you'd never see the animation

brittle pasture
velvet narwhal
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Remind me in 26 hours to check arbitrary tilesheet access and cursors animations

patent lanceBOT
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😏 (#6455796) (26h | <t:1736043621>)

vernal crest
uncut viper
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tbf i dont think that easter egg is anything you'd ever really find on your own 99.999% of the time

velvet narwhal
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i'm on edge of falling asleep, don't judge me for that timer suspicious

spice inlet
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there is the decorative oak ladder

latent mauve
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this reminds me, I should go check on my Laundry Machine mod and refresh my memory on the animation shenanigans

uncut viper
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furniture_3 has ladders too (those might be the decorative oak ones idk)

latent mauve
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(beta group's been asking for that one too)

uncut viper
vernal crest
rigid musk
brittle pasture
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that's the one using furniture machines right? I think Furniture Framework is probably a better option for animations in general, if you dont need the machine stuff

latent mauve
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I got scolded yesterday because my tester that did have the laundry machine mod finally hit the dresser inventory cap with all the free clothes they get each day. SDVkrobusgiggle

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The whole point is the machine functionality, the animation is just icing, Selph

gentle rose
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...huh. Forgetting something, are we? SBVLmaoDog

uncut viper
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id not recommend replacing the Maps asset

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just a lil tip

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take it or leave it

gentle rose
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I also don't think replacing all the farms with the custom farm type is advisable SBVLmaoDog

uncut viper
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(tbh, it might actually do nothing)

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it wouldnt be replacing a folder just the single asset called Maps

gentle rose
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it does nothing! it even used to be in some tutorials I believe

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no clue why, but I definitely didn't make that up myself, I got it from some documentation/looking at example code

elder mountain
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Huh?
[Content Patcher] Error preloading content pack 'TestingMod'. Technical details:
Newtonsoft.Json.JsonReaderException: Can't parse JSON file at D:\Steam\steamapps\common\Stardew Valley\Mods[CP] TestingMod\content.json. This doesn't seem to be valid JSON.
Technical details: Invalid property identifier character: {. Path 'Changes[1].Entries', line 35, position 2.
at StardewModdingAPI.Toolkit.Serialization.JsonHelper.ReadJsonFileIfExists[TModel](String fullPath, TModel& result) in /home/pathoschild/git/SMAPI/src/SMAPI.Toolkit/Serialization/JsonHelper.cs:line 86
at StardewModdingAPI.Framework.ContentPack.ReadJsonFile[TModel](String path) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentPack.cs:line 76
at ContentPatcher.Framework.RawContentPack.TryReloadContent(String& error) in E:\source_Stardew\Mods.Pathoschild\ContentPatcher\Framework\RawContentPack.cs:line 80
at ContentPatcher.ModEntry.GetContentPacks()+MoveNext() in E:\source_Stardew\Mods.Pathoschild\ContentPatcher\ModEntry.cs:line 442

gentle rose
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your json has a problem, can you send it so we can have a look?

uncut viper
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!json

ocean sailBOT
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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.

elder mountain
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Oh, thanks

uncut viper
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you didnt close off your Entries from the middle patch, you need anotrher }

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between lines 33 and 34

latent mauve
versed wyvern
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Mesmerizing

velvet narwhal
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shit i need it now, that will definitely jack up my playtime

latent mauve
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Animation is a success!

vernal crest
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Now to add a cat sitting staring at one and a toddler staring at the other

calm nebula
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There's a dresser limit?????

uncut viper
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is it 184

latent mauve
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Yep (not the 184 thing, but there is a limit). But nothing stops you from getting another dresser to fill that one up too.

rotund elm
gentle rose
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do we still need to put down the locations of multiplayer cabins in the paths layer? right now I have 3 on there but ig I need to add 4 more now

rotund elm
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these tiles on back 2

vernal crest
rotund elm
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I have tried everything LMAO

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EVERYTHING

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for the past 30-45 minutes SDVpufferwaaah

vernal crest
# rotund elm these tiles on back 2

Are the ones that are on Back2 the ones that are not dulled out? Because they should be on Buildings or you will be able to run into the walls.

gentle rose
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peekaboo

rotund elm
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or do I need to move the tiledata

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because having tiledata for walls on two object layers doesnt work

calm nebula
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I have not found a dresser limit

vernal crest
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Given that affects wall tiles on the buildings layer in vanilla, hopefully it will work for you

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(Also remember what I said about avoiding using the numbered layers unless completely necessary?)

rotund elm
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Ok, I will try moving them back a layer and see

vernal crest
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What do you mean back a layer?

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Buildings is in front of Back2

vernal crest
rotund elm
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yes but the posts infront of the wall need to be moved to buildings 2 for the wall to be put on buildings

gentle rose
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in tiled, is there an easy way to see what's an invisible tile and what's empty?

latent mauve
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My tester swore that their dresser wouldn't let them add any more items to it at this point, so there must be a limit somewhere, atra. xD

velvet narwhal
vernal crest
rotund elm
vernal crest
gentle rose
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yeah, the floor and walls being on the same layer makes sense, I think? that's how vanilla does it afaik

vernal crest
rotund elm
gentle rose
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which map is that?

rotund elm
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I am actively look back and forth

latent mauve
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yes, default farmhouse does have a Back layer for the floor, the bottom of the walls are on the Buildings layer.

rotund elm
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thats my map

vernal crest
gentle rose
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I'm guessing the only way to stop the player walking off-screen is to put a barrier in their way, right? like there's no map property that disables it

vernal crest
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It is definitely possible to deviate from vanilla for map-making (as well as other stuff) but I highly recommend that you start with copying vanilla when you're trying to get something to work first.

vernal crest
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Other people use invisible tiles. I hiss at invisible tiles.

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I just put the visible tiles on buildings even if they're normally on back or whatever.

latent mauve
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Vanilla uses Building layer tiles and then if you don't like the look of the Buildings tile, uses a Front tile over it for visuals

vernal crest
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Not about to shoot myself in the foot voluntarily putting invisible tiles on my map.

latent mauve
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But in this case, you can use Buildings2 for visuals

vernal crest
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I assume vanilla put the bottom post next to stairs on Front before 1.6.

latent mauve
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I believe so

rotund elm
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Would putting the floor under the wall on a layer below back work and just have it named back#

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nothing else is working

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and Im about to pull my hair out XD

hallow prism
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Take a break

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Extra layers may work but vanilla not needing them means that you could avoid them too

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Do whats working best for you but after rest

uncut viper
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im confused what the end goal/issue is

rotund elm
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End goal is working wallpapers, the issue is the floor has to go under the lowest section of wall so it cant be on back

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so having the wallpaper on buildings should work referencing the vanilla farm house

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but its not working for me

latent mauve
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Well, the bottom tile of the wall has always been on the Buildings layer in vanilla, for that exact reason? Tiledata for the wallpaper goes on the top-most piece of the wall, on the back layer.

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And you only want that one tile high strip across the top of the wall

vernal crest
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Or sections plural

rotund elm
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Yea, I think I may have a solution Im going to try if not im gonna take a break like Lumina suggested X|

vernal crest
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Oh also you can have negative numbered layers

rotund elm
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That is super useful to know thank you

latent mauve
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There are also sections of the vanilla farmhouse that use wainscoting, so if you find a trouble spot, you may be able to repeat that trend.

vernal crest
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But that won't help anyway because then your floor wouldn't change

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I'm not sure why it isn't working if you're replicating vanilla exactly

latent mauve
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(that's the half-wood sections of the walls with the borders that typically are used on the Buildings or Buildings2 layer when near a wall with defined corners)

vernal crest
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So I suspect that somewhere, you are not replicating perfectly

latent mauve
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quick question because I don't feel like opening up the game again to test right now: what happens if you patch over a section of a map that has a TileData object, and your patch doesn't have a TileData object in the same place? Does it automatically remove the TileData object?

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I'd hope and assume that's a yes, but want to know if anyone can confirm that

rotund elm
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I fixed it and now I can be done XD

vernal crest
uncut viper
finite meadow
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why is this happening? custom farm map, didn't modify world map pic (beach farm default) not using expansions, smapi log doesn't throw any errors

vernal crest
latent mauve
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for the sake of argument, let's say the default (ReplaceByLayer), button

rotund elm
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Moving the posts back down to buildings and then leaving the walls building for the first layer

vernal crest
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I don't remember how replacebylayer works so that doesn't exist

uncut viper
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for the sake of argument, im dumb and dont know map stuff so i dont know what default is—

latent mauve
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The docs say it's ReplaceByLayer by default

rotund elm
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I had walls on buildings on the second and third near the edges that werent being affected

vernal crest
rotund elm
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Yea, I don't know where I got mixed up, but I think it was when I started adding floor dividers

uncut viper
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i assume then with ReplaceByLayer, assuming your map has the same layers (or a subset of them), it will completely replace whats there

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i.e. if your tile does not have TileData on the Buildings layer, the resulting map after the patch will also have that removed

latent mauve
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nice

uncut viper
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bc its been replaced with the tiles from your Buildings layer

latent mauve
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That's the result I'm hoping for

uncut viper
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unless ofc the tiledata is added via MapTiles presumably and the MapTiles patch comes later

gentle rose
brittle ledge
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th-there is?

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oh ffs, discord scrolling strikes again

uncut viper
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i was about to ask SDVpuffersquee

finite meadow
brittle ledge
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(that was in response to there being a dresser limit)

gentle rose
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genuinely thought I was losing it SBVLmaoDog

gentle rose
velvet narwhal
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the whiplash of the whole channel

latent mauve
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My beta tester told me they hit the dresser limit, so unless they messed up somehow...

finite meadow
brittle ledge
latent mauve
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(the laundry machine mod being tested provides 1 piece of clothing per day, per machine. They had 3.)

finite meadow
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all works, it's just can't make it change the worldmap to match the season, it stays on spring

gentle rose
brittle ledge
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uh it's definitely not three, I have more than that in my play file

latent mauve
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I was not given a number but they played through at least one season, and did not start with an empty dresser.

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No, I mean they were getting 3 new clothing items a day

uncut viper
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(3 laundry machines i think they meant)

latent mauve
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Yes, that

finite meadow
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ohhhh I see

gentle rose
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wait, by dresser limit do we mean number of dressers in a room, or number of items in a dresser lol

latent mauve
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Number of items in a dresser

finite meadow
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idk what happened with the pic size, I should check that!

vernal crest
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I also think fire is meaning number of items in a dresser

brittle ledge
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yeah I was thinking the former but sounds like it's the latter

velvet narwhal
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thonk bare minimum 84 items in a dresser being the "limit" don't seem right

uncut viper
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fire is saying their tester ran into a limit but was saying there that the laundry machines give 1 item per day, per machine, and they had 3 [laundry machines]

brittle ledge
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Now that I haven't tested in any depth since tbh dresser storage is a bit annoying SBVLmaoDog

uncut viper
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not that 3 was the limit they were running into

latent mauve
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Also the dresser did not start out empty, so I could not get an exact number of items

uncut viper
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is their mod list too large to try and repro it

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maybe they accidentally had Limit Your Dresser Size installed /j

latent mauve
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Considering their mod list was curated by me for testing, there aren't any surprises in the list

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There are no other clothing mods, so it's all vanilla clothing/hats/rings/boots in the dresser

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I do know that they have all of the normal progression boots in the dresser, as well as all of the hats you receive as prizes at events, and it's a year 3 file.

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So they've also got year 2 and year 3 outfits from Desert Festival, which adds a little more

finite meadow
latent mauve
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I'm honestly about to just open up a fresh game, give myself a dresser, and give myself every clothing item in a line by numeric ID until I can't put anymore in

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And see where it stops.

tiny latch
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how do you add gmcm compatibility to a content patcher mod?

uncut viper
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content patcher does it for you

velvet narwhal
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i hesitated

tiny latch
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it doesnt show it on my gmcm screen

uncut viper
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if you want to use GMCMs more advanced features or specify certain things, the answer is you dont

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does your content patcher mod have a configschema?

latent mauve
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Did you set up a ConfigScheme?

tiny latch
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not yet

uncut viper
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well... then what do you expect to config

tiny latch
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i didn't even know that existed tbh 😭

latent mauve
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it won't show up in GMCM until there is a config to set

tiny latch
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srry i just didn't know how to do it

gentle rose
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I have now put 36*5 hats in a dresser without reaching a limit

uncut viper
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thats not even 2 yrs of playtime with only 1 laundry machine