#making-mods-general
1 messages · Page 158 of 1
It looks normal to me, no I really haven't heard of that issue at all
Wouldn't this condition (checking the output item) just check the royal jelly rather than the main output, honey?
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?
Ah that's too bad. I have no clue what could cause that
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
You should probably look into dynamic tokens
If none of this makes sense my bad I am trying to learn as I go
Those can check both configs and mail flags or what events have happened
https://www.nexusmods.com/stardewvalley/mods/28702 so i swap between english and piglatin with a config, and it forcibly changes everything with a when patch
i'll try to find my git if i uploaded it instead

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"
}
],```
so the dynamic token is attached to my actual editdatas
"GreenRain": "{{i18n:{{EClicks}}_{{Random:{{Range:0,3}}}}}}",
where it will check whichever dynamic token is active at the time, and it will appropriately grab whichever default.json is accurate
Okay I see yeah that makes way more sense than trying to use edit data targeting content.json
i have lied about the when patch
i just use dynamic tokens

you can also go the miserable route instead
"{{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:
so you put a query in every single one of your dialogue keys
(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.)
That sounds terrifying it was already annoying enough converting everything to i18n 😅
oh!
well the upside is, since it's already i18n, you can easily have the dynamic token
sweats
Oh my bad I did not know that
afaik as long as you're not giving us explicit dialogue, we should still be able to help 
$query I will face you another day
i would ask a junimo before saying that
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 
i dont think we'd be allowed to help with an nsfw mod either just because they dont give us dialogue
https://nom0ri.github.io/sdv-i18nifier-app/ might help?
Ah no it's nothing like that
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
Ah yeah that makes sense
(and rule 6 covers more than just the typical stuff thats considered nsfw ftr)
Can help with the technicalities, not the content
As long as we don't see the content here, you can help
understood, thank you for clarifying
(hopefully i didnt come across as mini modding or anything either i just didnt want anyone to get in trouble unintentionally
)
we're self governed here 
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 mod
it's all good I'm glad to know!
(all good! You erred on the side of caution, and feel free to ask us if you have any questions about what counts as a rule break etc!)
(in that case aky pls feel free to carry on my apologies for sidetracking you)
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
just remember that a dynamic token always needs at least one valid path
if all of them are invalid, it will throw whatever you used the dynamic token on as invalid
otherwise it becomes a sad token
Ok.... I feel as if I didnt get this right. and I am starting to get a little discourged again.
What's mini modding?
@velvet narwhal can you take a look at the code I did for the locations please? I know I did something wrong.
It's when someone who isn't a Junimo (moderator) is attempting to enforce the server rules.
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.
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?
Game1.player.eventsSeen ?
HasSeenEvent, i think
@brittle pasture It works now!
!unpack too. The event files are in there.
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!
mhm that's def an example for HasSeenEvent in the game files (there should be, right?
)
usually dumping the json here is fine
obv cause i'm not always gonna be around n people wouldn't understand context
This is the page you want for Content Patcher tokens (like HasSeenEvent) https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md
tbh i wouldn't suggest hiding a map behind a load, but i would hide the warp behind a when patch
ah ok!
thank you all, that helped me : )
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
@velvet narwhal https://smapi.io/json/none/9a919303aa304cc5a72e093d73aa433d
Whoo! that means that feature can stay broken for a while longer
I think your main issue would be brackets
i can't remember anything correctly: but it also might be Extra Fucky™️ with multiplayer if it's hidden behind a when patch
what program are you using to write code?
this is also true I believe
atra approval, my swiss cheese brain is healing
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
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
ohhhh
that fixes the brackets, though your changes are still written very wrong in general
it should notify you about missing brackets, are you using the json format?
I'll admit I'm better at fixing brackets than uh, anything else really. it's a start
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
Missing brackets?
sorry like Bea said I misunderstood the question
i know, that was more in response to what your json is, not in response to the brackets or program thing
when coding with CP, it's important to close things in brackets (() and [] usually). For every [ there needs to be a ] etc.
hmmmm
i just call all of them brackets
unless they're inside strings and meant to be singular
ideally people wouldn't
but I understand many people here do
call them all brackets I mean
i can only forgive it if the npc is mute or something so all of the dialogue is just: ":)"
Button is my people
i don't know if it's a me thing, but when i type { in vscode it atomically adds } which helps
that's standard, yeah
it might not catch commas, but it do leave the green squiggly in vs22 for me to disrespectfully look at
regardless though, Eniitime, you should look at the content patcher documentation to find it how you need to format your patches
i would advise having a look in the content patcher github and see how exactly formatting is handled, will also probably have an example for what you're trying to do
so....I need to put brackets somewhere on the code?
even if you fix the brackets your code is very broken and will not work
hmm I see
oh
ok will do thanks 🙂
if you have a specific question about how to do anything, you're free to ask of course.
Argh I hate nominal aphasia /rampages/
oh hey
Well... I dont know if I am going to continue doing this since the code is broken. This is really hard. I dont know how modders do this.
https://stardew.button.gay/tutorials/json this is a very good basics on the brackets and such, this might help!
I know how you feel, just keep trying youre doing great
niceeee
(it'll explain JSON in general, so don't worry if it's much more than just bracket stuff too)
Just because it's broken doesn't mean you should give up. You can fix it!
Please stop pinging me in replies tho
But if you want to take a break, that is also fine. Don't stress too much
its not that easy and ok
every modder started from having no idea how to do anything at one point
Button is very right, when i started i broke the game : D
Thank you
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.)
I didn't say it was easy. it's okay to struggle, no ones perfect.
Oh it's all good I figured out the bug!
But yeah, I do not have nominal aphasia but I do have brain damage and its greatly affected my abbilities with lanuage too. So I understand the fustration well, if you ever need someone to talk to even if its just to chat about anything. My Dms are open.
most things that are worth doing are not easy 
and we've all been through this part of knowing how to do it so many of us are happy to help if you have specific questions
the bouncer's overworld sprite isn't showing up, but the portrait is?? confusion.......................................................... https://smapi.io/json/content-patcher/f2757ba5315f4373be67b60509182595
Your target should just be Characters/Bouncer without the file ending, no?
Wow I completely missed that. Yes it's definitely the Target being wrong because it includes the file extension.
is there a way to check if an arbitrary player has unlocked mastery?
i removed it before, it didn't fix it
for a CP When condition? by arbitrary do you mean like "if anyone has it unlocked" or "i want to be able to choose any person to check"
for c#, the second one
Did you definitely edit the correct file and remember to save it? (Not trying to be rude, that's just a mistake that happens to everyone sometimes.)
Looks like some useful stuff around line 2974 in Farmer.cs?
oh for C# thats easy you get mastery stats
though
due to stat syncing in multiplayer its a LIL weird
Can you send a log with patch summary [your.mod.id] ?
i can double check but i think so
where is the net-synced value? it looks like gainExperience is storing it locally in the menu
thats the command right
i believe Stats from Farmhands only get synced on day save?
not from net fields. iirc
oh, game1.stats is sourced from player.stats
A CP-available (and MP-safe) method is probably "player has recipe" GSQ
since every vanilla mastery unlocks a recipe
weird but makes more sense
oh I just meant unlocked the cave

you can just check for 25 combined levels, then
that won't be compatible with mods that extend the level cap
no, but that doesnt matter for mastery anyway
but what I can do is just check if mastery exp is non-zero
mastery just checks if the levels of the vanilla skills are all 10+
do vpp, wol, and spacecore skills still unlock mastery @ level 25?
it is 25, because Level divides by two for some reason
actually i might be misreemembering slioghtly. but i know for sure the cave door itself does not give a fuck about level caps
i did yeah
unless they patch that method, that doesnt change
I believe that SC custom skills dont contribute to mastery cave unlocking but they still contribute to mastery XP
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);
}
Okay, maybe try doing a patch summary to check if it's actually being applied? patch summary full "REPLACETHISWITHYOURMODID"
that is the exact calculation to let you into the mastery cave
weird that it doesn't use Level like the xp gain logic does
i do that in the console commands right?
(i dont know where my brain got 25 from)
that's in gainExperience
oh yeah
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");
}
}
probably bc i think you can bank up mastery before getting the cave
so maybe by the time you unlock it you'll be able to get something right away
Yes! And after you have done it, if you would like help interpreting it you can upload your log to the SMAPI log parser and pop the link in here and I can have a look.
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
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
Level is the sum of the vanilla skills divided by two, so level 25 is (5 * 10 / 2) which is level ten in every skill, which is the same logic as the door but with different code
ahh, gotcha
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
your guess is as good as mine as to why the door is different then
"wrote the code 5 months ago, forgot, implement it in this way"
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"
[game] Failed parsing condition 'PLAYER_NPC_RELATIONSHIP Current Krobus': required index 3 (type) not found (list has indexes 0 through 2).
whodunnit
i finally have the itch to play the game and now i gotta dig into my logs
thank you!! here: https://smapi.io/log/8aaf1fd62887477daf12483998166a91
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
For some reason the page isn't loading. Was it a very big log?
Okay yup it's having trouble loading a different page now too
short-form horror story
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
it was lagging for me a lot :( so maybe
do you only care if theyve been IN the cave, or just unlocked it?
Oh it has finally loaded!
isn't there also a note from grandpa 
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
so you can check for an active or past CT that is firstVisit_MasteryCave
even if they dont have mastery points to show the meter
Did you remove the ".png" from the "FromFile" line as well as the "Target" line?
yep
dont remove the .png from the FromFile line
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
Remember to check vanilla maps for things like this!
t..ouch...?
I’m away from my pc otherwise I would just doing some reading right now
{
"Position": {
"X": 23,
"Y": 12
},
"Layer": "Buildings",
"SetProperties": {
"Action": "Warp 5 23 {{ModId}}_EdelweissHouse"
}
}
]```
If you don't want any restrictions on using the door, just an action warp like Avi has is fine.
that's a right click door
this is a "farmer walks on it":
"Action": "EditMap",
"Target": "Maps/{{ModId}}_EdelweissAttic",
"AddWarps": [
"2 9 {{ModId}}_EdelweissHouse 12 4"
]
},```
A walk onto it door would make me very uncomfortable
Awesome! And I could use this for let’s say a boat to take someone somewhere else
Archway, fine. Door, not fine!
Me tooo
Yup
Cool beans
You could use a lockeddoorwarp for that too but that would potentially give some weird messages.
So for maps that don't have NPC warps or pathing built in, how do I... put it there?
Like how do I let them walk around on a map they're initially barred from
schedules?
Do you mean how do you add the warps or how do you make the NPCs go there once it exists?
Because the former, this #making-mods-general message
The latter, schedules like Avi said
the most cursed method: warproom
you should be familiar with it considering you use SVE

Maybe I forgot to add a warp to the outside of Sandy's shop actually
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
i might have to make a warproom to have interconnectability to all of my exteriors
Just because i use sve does nooottt mean I know how it works
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"
Just because I'm a moderator for the server/mod also doesn't mean I know how it works either 😔
Although the warp room thing is a good idea
Cause that way I don't have to add weird npc warps that could cause horrible issues for other things
wildflower acres has an interactable boat warp. if you want to do something similar, you can add Action Warp to the Buildings data layer where the boat is in the .tmx files
Does anyone know which class/method handles the bouncing of dropped things?
Debris.cs has a timesToBounce constant which is set to 2.
Chunk.bounces probably?
Debris.Chunks is a list of chunks in the debris
Ty
Do day and night tiles matter if I am not adding any windows or lights to the map itself?
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
They'll be harmless errors but users report them all the same.
Yeah, better to completely remove if you're not using them.
Thanks yall!
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.
Alright Ill keep that in mind 🙂
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
Yeah I have a whole bunch of those to clean up in my maps
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
Oh thank god lmao
Well I guess that is better than nothing, didnt even think about that, thanks lumina XD
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
Thank you : )
paywall of maps... new term
notice the beautiful shading under the top portion of the wall....
Why am I using the same tiles and not getting the same affect?
you are on the first, it's an extra shading on the layer
I see so there is a shading tile, thanks!
The tilesheets are so big I feel like I am playing I spy XD
just realize that you need to not scrutinize deeply if you go into the caves tilesheets
you will be, uh, triggered 
Now I am scared to even look LOL
i do not see the seams, i am blind @unique sigil
i see it all the time
XD

never inspect the mines tilesheet. unsafe at any speed
i have no fucking idea which tiles go where when i first tried using it
but honestly the organization in spring_outdoorTileSheet.png is much scarier
yall are instilling fear into my SOUL 
This one I felt like I could understand I used it on my first map
the animation frames are literally scattered on the upper and lower halves of the tilesheet
cave tiling is Just Vibes™️
the only reason you dont have to think about it is because if you start from editing a vanilla map they're already animated
^ one of the many good reasons to start from a copied vanilla map
(Not exactly with VPP, it switches the bit calling Level with a custom method to lock it behind level 20, but this can be turned off)
And just to be safe, before I cry about this later, If I am using the I never even realized
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
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
what kind of interior map is this
A home
if its an NPC house you can just load the walls and floors tilesheet and directly paint the tiles
Not for the farmhouse tho its my own maps repairable home for a beach
if its a farmhouse you need WallID and FloorID assigned so they can be changed
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
don't have to load anymore if you use arbitrary tilesheet access
so it makes it compatible with recolors
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.
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
Does anyone have a complete collection in the museum for stardew valley expanded so I can see what I'm missing?
that'd be a #modded-stardew question 👍
Do you want the farmer to be able to remove it?
that channel scares me LMAO
and to save you time, they'll suggest going to ask in SVE discord
Who may then point you to the SVE wiki
I wasn't going to give them the option but I think it would be nice of me to not force my pixel art choices upon them in their own home LMAO
as long as the SVE wiki doesn't say "ask in making mods" everything is fine
I thought you said it wasn't the farmhouse?
tia is backreading, i see
No its another house at the east beach map I made
lumina the prophet
but its repairable, and I would like it to be decoratable
That you're intending for the player to use? Because that's quite advanced.
Is this intended to be a second home, like the island farmhouse? Or just a building that they can freely decorate?
Yes, I just assumed I had to add the property for sleeping and such
like the island farmhouse
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.
@devout otter I was trying to find it earlier but I was so tired, you could also try using update subkeys:
https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Update_checks#Update_subkeys
There is a map property that allows sleeping in that building I assumed thats all I needed
Yeah you can wake up in other places now
I saw that! I ended up just making it check to see if the player had any mastery xp, which should work properly with everything as far as I can tell
I recommend you get this working exactly the way you want it before worrying about making the house decoratable. You might find in testing that it doesn't work the way you intend.
Alrighty
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
I think stats was suggested earlier, though there are problems with MP syncing and the like
KEDI
it looks like mastery is entirely clientside
but CTs are net fields, right?
Hi 
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
CT?
Conversation Topics
#making-mods-general message
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
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
What is the name of the map for the actualy farmhouse exterior?
Isn't it in buildings?
Yes it's not a map
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?
Yes to the first question and no to the second.
So it would be acceptable to add tile data to both the top and bottom of the door for a warp
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.
Have you ever struggled to use a door in vanilla?
sometimes.... dont judge me 
Well, it's better to stick with the way vanilla does things but off the top of my head I don't know of any problems it will cause to have two warp tiles. There might be though, I have vague memories of someone else warning me not to do it.
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
you've added a layer property. to make a tile property, add a rectangle object the size of a tile to the object layer, name it TileData, and then put your properties on that
Thanks!

hey Jamore what's that mean
don't look too deeply at the seams, you'll lose your mind

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?
in CP only?
it would
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
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
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.
the NPC can also add a nameplate if they want
That was my thinking, too
I think the nameplates should also be the NPC author's domain
Okay, good, I'm glad that I'm not the only one who thought that was not something I should be doing
You could provide a template for doing so if you wanted to but it wouldn't be hard for them to do
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
Users have requests and don't really understand the boundaries so I wasn't sure
and a lot more work in handling dynamic allocation of things, too
(providing* not proving)
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
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.
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)
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
having nameplates there to be edited would be very very easy, dynamically giving them names at runtime, not possible with CP only
also hooray, I got my world map position working properly now
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 
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?
HasMod doesnt alter the load order at all, so by the time its relevant, all mods are already loaded
nice, I was never sure when that triggered
For the AllowWakeUpWithoutBed map property how would I add it? AllowWakeUpWithoutBed : T ??
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)
So my thinking was:
- NPC Mod A uses Apartment Mod as a dependency.
- Apartment Mod looks for NPC Mod A and returns a token if it is in use.
- The token is used in a dialogue string.
It might be one of the ones where just having any value sets it to true, so try the T and see how you go.
im not wholly sure what you mean by "returns a token if its in use"
So basically, if a mod is in use, I (Apartment Mod) can update a Dynamic Token with NPC names.
what I love that tilesheet
guys don't be mean to spring_outdoor, it's trying its best
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
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
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.
and a new "HasMod" condition for every single mod you planned on checking, too
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.
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
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 ❤️
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
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
that one you probably could do dynamically by letting people add their names to the scoreboard. i think
It's just a map string line, so, yeah, no reason they couldn't already patch over it to change it themselves.
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
that's fair, my brain feels like mush at the moment
only mush, the orange braincell is telling me to play fetch 
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 
tbf thats how i make my maps
i just also delete them after, which is the step you missed 
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
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?
Ok, my door warp is not working I tried both seperately in the screenshot
should do
Oh wait I think I got it
Make sure the tile is on the buildings layer
does the patch reload command reload farm maps?
it won't reload terrain, I know that much
so definitely best to restart the game each time
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.
ngl I don't expect anybody to be installing this ever pretty much 
I'm not 100% sure why I ever made it
it was meant to be "make everything perfectly square and even" but like. is that desirable
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.
I think I was too scared to change the ponds though lmao (or I tried and it didn't work?)
I personally like a more rounded border with some landscape variation, but some people prefer cleaner geometry
Joja would likely approve
Ok still getting an error even after making sure everything was correct
Happy to inspire udeas
"Warp" is not valid, you only need the one with Action there
So remove warp from the beginning
And this is a tile property, yes?
Is this meant to be a LockedDoor Warp?
You have written your tile action warp the way a map property warp needs to written.
Yeah, Door Warps are a little different.
you don't list the current tile coordinates in the tile property warps, basically
Just your destination.
Ohhh, ok so then how do I specify where it warps to? which map property is it that sets the warp arrival tile
OHHHH
by terrain do you mean like, terrain features like bushes? bc i just did a patch reload and it reloaded my map while i was on it
You need zero map properties to do a tile action warp
Yeah, the stuff generated via the Paths layer is specifically what I refer to as Terrain
ahh, gotcha
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
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?
Did you remove this one completely?
yes
Show us the other one?
Did you reload your mod?
restarted the game yes
Did you save your map?
i dont believe this is possible with content patcher alone
Is it because I am doing this on a patch for a map?
I assume thats how its supposed to be done
Have you applied the patch?
yes
do you know what else i could use? im trying to make it for android + pc because theyre on phone
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.
I loaded the interior map as well
Forms... you could probably just replace the standing sprites as the "transformation" and the running sprites as the other?
Is your door at 85, 9?
you would need to make a C# mod
It might look Jank As Hell™️ though
You can use Lookup Anything or Debug mode (both mods) to check tile position in game
The exterior door on the patch is at 3 8 but on the full map it is 85 9
Try doing a patch export of the beach map
Whats that
i tried learning C# so much but i just cant understand
patch export FOS_Beach1
Put this into your console: patch export Maps/FOS_Beach1
It creates a TMX of your map with all active patches applied
alright 2 seconds
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
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
okay, so in your patch file
Open the ... to get the full value input box (in tiled)
ok one sec
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)
can you ss where this ... should be
In your TMX for the patch, not the exported one.
She said the patch file not the exported one
(Sorry I don't actually know if she is the right pronoun for you fireredlily)
(you're correct)
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
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
Ok I think its working I accidentally added the interior wrong so I just fixed that and now Im testing it
...how unreasonable is it to add a new tileset to my map for a single tile that annoys me
Then how much do you care about recolour compat?
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.
oh right, forgot about those 😭
If Lina's recolour tool works for map recolours you could do your own pretty easily
I needed borders without a black background for the Ginger Island rooftop
To be fair, recolor players (should) know what they’re getting into anyway when playing with custom assets
If you hate users you could just release it without doing compat on your part
What is that?!
What is what?
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
Go look at some vanilla maps
It will help you feel better about it
Or worse about vanilla 
this?
oh I'm well aware, this is based on the standard vanilla map lmao
90% of making this was me removing those quirks
This is why you have the curved path map tiles for that, so you can vanish the grass into the cliff one tile sooner
are there any resources for changing sprites specifically? im watching c# videos but theyre either too vague or too specific. its okay if not
thats amazing
...intriguing idea
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
Have you been looking at the farmhouse map and copying that?
instructions unclear, showed this to my map artist, she went insane 
Oh shoot I forgot I turned the view off for the tiledata layers
XD
wait, I don't think those exists in half shadow either haha
So for walls I only need to do the top and bottom tile
10/10 would map this map
Yep that would make it hard to see what vanilla does. No you only need the top tile for walls.
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
haha I think I'll just ignore it but ty guys
...it's not possible to move the farmhouse in game, is it?
For allowing decorating with furniture, I think you need to set the Type as StardewValley.Locations.DecoratableLocation in the location data in your CreateOnLoad field.
you mean like at robins?
As of 1.6 it has been
Ok and what is the Ill come back to this after I know the walls and floors work properly
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
do you have the art you want to use for the fish and the map for the location ready?
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
what have you tried to do so far? can we see your json for content patcher?
That's the problem, that I didn't understand what to write in content.json at all
You will need to include the correct map properties to get the walls and floors working as well
I see I have to include all the ids
is this acceptable
have such big sections like so
You can just make one big object across the whole floor. Ah yes like you have done. Yup that's fine they will get chopped into individual ones by CP/SMAPI/game.
we got a nice tutorial https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_a_New_Fish
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 ...
And this is the guide I followed for making/editing a location when you get to that https://stardewmodding.wiki.gg/wiki/Tutorial:_Map_Patches_and_Warps
Do be sure to unpack the vanilla map assets first so you can work with them
Map-making is complex to start with though so I'd avoid that until you're confident with the fish
I will try now, I hope everything will be done 🙏
Re: mapmaking:
A well placed shrub hides all sins
mood
Getting rid of all the shrubs n stuff was apparently part of their whole goal, unfortunately
New quote added by aviroen as #6282 (https://discordapp.com/channels/137344473976799233/156109690059751424/1324877767895945266)
Ok and I notice that since I have the bottom layer of wall in buildings and on back 3 for the layers do I still only need to do the top wall tile?
Could always use the new Shadows tilesheet from 1.6 for those odd shadow spaces
I forget the exact name but I know it exists
It got added when the waterfall sheet did
i love adding shrubs and alike 
Just do it the way vanilla does, test, and then adjust if needed. You will see that vanilla has the bottom row of wall on buildings as well and still only has the top row with the wall ids.
oh right, now that multiple map layers are vanilla, I can probably add a new back layer and put shadows there, right?
no shrubs! all squares! we reveal our sins to yoba and the world at large 
Should the AquariumFish image have all the fish I want to add or what?
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
It turns out that I can just make an AquariumFishSeaBass (for example) for some individual fish?
tysm, it's perfect!
I'm really liking the 1.6 changes to maps rn. They made maps feel so much less hacked together
The extra layers are 
there's new tiles to make rivers less square, right?
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)
FTM might let you do otherwise but for just CP, I think so yeah
"FromFile": "assets/{{TargetWithoutPath}}.png" ???
Both work! I have examples of both because I was lazy as demonstration.
{{TargetWithoutPath}} would copy your "Target": " " field 👍
(the last bit of it, after the folder call)
yes, you can use that as long as your filename and your target match
Oh, ok, thanks
e.g., you have to target MyCustomFishie and your image should be named MyCustomFishie.png
like this :)
basically everything from after the last slash in that screenshot
For some reason I thought that something should be written there and not just left like this 🤕
i mean you CAN load assets and stuff by putting stuff there
To use flooring and wallpapers do I need to set this?
because I did everything correctly and they do not work
Not sure! But you might as well set it since it's just adding one line to your existing json.
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)
yet again i am fucking flashbanged, except it's worse, i laughed too hard due to lack of sleep
BOO comic sans 
I've been bouncing around the idea of alternative dependencies for a while
is this correct
look the 0s and Os are easier to differentiate, and so are the 1 l and i's
Isn't comic sans one of the better fonts for dyslexia?
I'm ambivalent about comic sans after I learned that it is one of the best fonts for dyslexia
Like, maybe a mod requires either mod A or mod B
WHEEZE
how would.. that work
and why
like @woeful lintel 's fucking "Layers" docs for FF
@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.
Do these mods need to do similar things? Or just two random mods?
Like the actual use case is "one of multiple c# mods provides the feature needed for a content pack"
Looks it, yeah
what'd the smapi json validator say? did you put the whole code into there? 
Having either installed would be fine. Having neither installed would be bad
what type of mod(s) would that be for i wonder
the example I recall is calcifer/spacecore/furniture framework all allowing furniture catalogues
Yup
I'll have to resend it.
and spacecore/unlockable bundles both having virtual currencies
though I'm not sure if that's what you wanna swap around
i mean wouldnt the assets they use be different qanyway
Yeah, this would be basically on the manifest dependencies field
So the mod would only load if one of N is present
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
And you would have to write the CP to deal
oh tbh a CP/AT/FF combination thingo would be great but lord have mercy on the implication of that code
hmm. I should probably figure out why the fish are swimming on land now 
(And it would go into the smapi dependencies flow.)
actually it's possible that's a result of doing a patch reload
the log on the water is very aesthetic
I completely missed that 
nah, I'm testing this map with patch reloads and ig there was already debris there haha
@velvet narwhal I havent touched it in a few hours https://smapi.io/json/none/9a919303aa304cc5a72e093d73aa433d
that's your full content.json?
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.
Have you got a water tile there somewhere?
for the location yes?
I don't think so, I think visible fish might just not have reloaded when I reloaded the patch haha
I'm joining in the clamoring!
Void got fish in their cliffs the other day
It wouldn't be multiple content-pack-for
(Also considered, not sure of a good way to do that.)
so far so good 
(i would absolutely love multiple contentpackfor tbh)
Is the goal to build a square of a map as possible
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
(Considered. I think optional content packs is cleaner.)
i just want to be able to read files myself sometimes without reflection
Thank you XD
not even for crimes purposes! i hadgenuine interest in it for SPU
at least a settings for "if the mod for which this mod is a content pack for is missing dont complain in red text"
not even a little for crime purposes? boriiing
or just "if this mod doesnt load dont complain in red text"?
itd also let me read the config of my CP component from my C# component easier
Basically!!
Would be nice for something like a bush bloom
(funny you use that example since BBM supports CP now)
Yeah, people are moving to the CP model but eh
(One of the benefits of content packs is that they're generally stable and rarely break in game updates.
Button: "Let's fix that!")
- @ivory plume (Jump)
I feel like people go to the CP model for optional and token support
XD
yeah, that transport framework mod looks really cool, but alas ContentPackFor 
Exactly
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?
the tokens is really the big thing i think
brb bringing up pathos repo on phone
Nope
Edibility -2

Yeah, definitely
it's just so comfy 
well if you're making a mod I suppose you have the power to change that
I assumed lily meant increase to max healtj
That is hardcoded
Iridium milk doesn't give health at all
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?
You're correct u_u
a couple different things were talked about
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
more than a singular "contentpackfor", right? 
- letting you set as either Mod A OR Mod B as a hard dependency bc they can drop in replace each other
- letting you set multiple ContentPackFor IDs
- not having your mod log an error if the contentPackFor id isnt a mod the user has installed
(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)
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
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 😭
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"
I mean we already get those constantly
true
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
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
and if those are included in the base files the users will get funi red lines
if they dont have said mods for which compat is needed
i did a crime on east scarp because the C# component is named under atra's unique ID 
as an aside back to this, havin never used the stuff you get with ContentPackFor on the C# side, is there a reason it wouldnt be as simple as just letting both mods access the pack the same way just one would now?
what if they both use content.json as the file name
What if two...selph beat me
does anyone here know which tilesheet has a ladder (if any)?
mine/mines
tyy
those are weird pronouns
listen here you 🫵 too funny, go to 🇯 ail
is that the only vanilla ladder btw?
townInteriors ahould have the ladder against the wall I think?
uhhh there might be one in the volcano tilesheets
is there a cursed one in cursors drum roll
tbh im not actually sure if the one in townInterior is even meant to be a ladder or like. a bin top layer
VMV has a bunch of outdoor ladders but those may be the same one you're referring to
I did some creative tile placement to do my ginger island roof ladder.
there's this 
Huh, I've never seen that one before
That's Maru's basement ladder I think
maru has a basement?
I think that's the 1.6 secret ladder to Lewis's fun room?
yeah, that's the one I used, iro
Only seen in her 10-heart event
ahh
wait no nvm
Lewis has a secret room?
Yeah that's it alright
abitrary tilesheet access would let you grab furniture
In 1.6. I wont say any further other than to tell you that it's quite an experience 
is there ladder furniture?
too much SVE, i have misremembered there isn't a ladder in furniture
I just used the townInteriors ladder for that
The trapdoor version would have been nice, but I didn't realize that existed LOL
you'd have to have the hard dependency on arbitrary tilesheet access for the trapdoor
and even then i have no idea how it would react to being turned into an animation tile 
i should test that
Well mine are warps anyway, so you'd never see the animation
hah that does look cool though
Remind me in 26 hours to check arbitrary tilesheet access and cursors animations
😏 (#6455796) (26h | <t:1736043621>)
I clearly have not been looking around enough.
tbf i dont think that easter egg is anything you'd ever really find on your own 99.999% of the time
i'm on edge of falling asleep, don't judge me for that timer 
there is the decorative oak ladder
this reminds me, I should go check on my Laundry Machine mod and refresh my memory on the animation shenanigans
furniture_3 has ladders too (those might be the decorative oak ones idk)
(beta group's been asking for that one too)
Wow yeah I would not have ever managed that
"lewis' fun room" is awful to read actually /j
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
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. 
The whole point is the machine functionality, the animation is just icing, Selph
...huh. Forgetting something, are we? 
I also don't think replacing all the farms with the custom farm type is advisable 
(tbh, it might actually do nothing)
it wouldnt be replacing a folder just the single asset called Maps
it does nothing! it even used to be in some tutorials I believe
no clue why, but I definitely didn't make that up myself, I got it from some documentation/looking at example code
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
your json has a problem, can you send it so we can have a look?
if you're asking for help, you need to send your json using the uploader. its invalid. you have an error around line 35, as it says
!json
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.
you didnt close off your Entries from the middle patch, you need anotrher }
between lines 33 and 34
Selph, thank you for enabling this, it's beautiful.
Mesmerizing
shit i need it now, that will definitely jack up my playtime
Animation is a success!
Now to add a cat sitting staring at one and a toddler staring at the other
There's a dresser limit?????
is it 184
Yep (not the 184 thing, but there is a limit). But nothing stops you from getting another dresser to fill that one up too.
Is there a way to make the tiledata apple to other layers for the wallpapers and floors
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
these tiles on back 2
You could try putting the object on the Back2 layer as well? I'm not sure if it will work though.
it wont
I have tried everything LMAO
EVERYTHING
for the past 30-45 minutes 
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.
peekaboo
Yea they ate, if I put them on buildings should it work?
or do I need to move the tiledata
because having tiledata for walls on two object layers doesnt work
I have not found a dresser limit
I suspect the tiledata needs to be exactly the same as it is in vanilla, i.e. on the back layer
Given that affects wall tiles on the buildings layer in vanilla, hopefully it will work for you
(Also remember what I said about avoiding using the numbered layers unless completely necessary?)
Ok, I will try moving them back a layer and see
Whoops should have pinged for that
yes but the posts infront of the wall need to be moved to buildings 2 for the wall to be put on buildings
in tiled, is there an easy way to see what's an invisible tile and what's empty?
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
uhh.. hover with this button? 
The posts go on Buildings and the wall goes on Back
They cant all go on back because the floor
But you can't see the floor if there's wall there.
yeah, the floor and walls being on the same layer makes sense, I think? that's how vanilla does it afaik
Are you definitely looking at the vanilla maps while you're doing this? Because if you are you will see that vanilla does not put tiles you can't see underneath tiles you can see.
Yea it does for the default on
which map is that?
I am actively look back and forth
yes, default farmhouse does have a Back layer for the floor, the bottom of the walls are on the Buildings layer.
thats my map
For the bottom part of the post, it should go on Buildings2. That is where vanilla puts it.
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
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.
Correct.
Other people use invisible tiles. I hiss at invisible tiles.
I just put the visible tiles on buildings even if they're normally on back or whatever.
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
Not about to shoot myself in the foot voluntarily putting invisible tiles on my map.
But in this case, you can use Buildings2 for visuals
I assume vanilla put the bottom post next to stairs on Front before 1.6.
I believe so
Would putting the floor under the wall on a layer below back work and just have it named back#
nothing else is working
and Im about to pull my hair out XD
Take a break
Extra layers may work but vanilla not needing them means that you could avoid them too
Do whats working best for you but after rest
im confused what the end goal/issue is
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
so having the wallpaper on buildings should work referencing the vanilla farm house
but its not working for me
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.
And you only want that one tile high strip across the top of the wall
Is the wallpaper working on the rest of the wall and just not that one section?
Or sections plural
Yea, I think I may have a solution Im going to try if not im gonna take a break like Lumina suggested X|
Oh also you can have negative numbered layers
That is super useful to know thank you
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.
But that won't help anyway because then your floor wouldn't change
I'm not sure why it isn't working if you're replicating vanilla exactly
(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)
So I suspect that somewhere, you are not replicating perfectly
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?
I'd hope and assume that's a yes, but want to know if anyone can confirm that
I fixed it and now I can be done XD
What did you change?
i would guess itd depend on the replace method you use
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
My assumption is that if your patch is an overlay it will not remove it and if it's a replace it will.
for the sake of argument, let's say the default (ReplaceByLayer), button
Moving the posts back down to buildings and then leaving the walls building for the first layer
I don't remember how replacebylayer works so that doesn't exist
for the sake of argument, im dumb and dont know map stuff so i dont know what default is—
The docs say it's ReplaceByLayer by default
I had walls on buildings on the second and third near the edges that werent being affected
So changing it so it's like vanilla? I think that's what you're describing.
Yea, I don't know where I got mixed up, but I think it was when I started adding floor dividers
i assume then with ReplaceByLayer, assuming your map has the same layers (or a subset of them), it will completely replace whats there
i.e. if your tile does not have TileData on the Buildings layer, the resulting map after the patch will also have that removed
nice
bc its been replaced with the tiles from your Buildings layer
That's the result I'm hoping for
unless ofc the tiledata is added via MapTiles presumably and the MapTiles patch comes later
does this happen with any other custom farm maps or just your own?
i was about to ask 
this time, my own
(that was in response to there being a dresser limit)
genuinely thought I was losing it 
so it doesn't happen on any other custom maps?
the whiplash of the whole channel
My beta tester told me they hit the dresser limit, so unless they messed up somehow...
not using any other custom map tbh, just a custom farm map
did they give you a number at least?
(the laundry machine mod being tested provides 1 piece of clothing per day, per machine. They had 3.)
all works, it's just can't make it change the worldmap to match the season, it stays on spring
right, but does this happen if you use other custom farm maps? or just your own one. Because it isn't just the wrong season, it's also placed incorrectly (it's too far to the right)
uh it's definitely not three, I have more than that in my play file
I was not given a number but they played through at least one season, and did not start with an empty dresser.
No, I mean they were getting 3 new clothing items a day
(3 laundry machines i think they meant)
Yes, that
ohhhh I see
wait, by dresser limit do we mean number of dressers in a room, or number of items in a dresser lol
Number of items in a dresser
idk what happened with the pic size, I should check that!
I also think fire is meaning number of items in a dresser
yeah I was thinking the former but sounds like it's the latter
bare minimum 84 items in a dresser being the "limit" don't seem right
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]
Now that I haven't tested in any depth since tbh dresser storage is a bit annoying 
not that 3 was the limit they were running into
Also the dresser did not start out empty, so I could not get an exact number of items
is their mod list too large to try and repro it
maybe they accidentally had Limit Your Dresser Size installed /j
Considering their mod list was curated by me for testing, there aren't any surprises in the list
There are no other clothing mods, so it's all vanilla clothing/hats/rings/boots in the dresser
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.
So they've also got year 2 and year 3 outfits from Desert Festival, which adds a little more
pic matches the 131x61 pixels, any reason why it's showing like this?
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
And see where it stops.
how do you add gmcm compatibility to a content patcher mod?
content patcher does it for you
i hesitated
it doesnt show it on my gmcm screen
if you want to use GMCMs more advanced features or specify certain things, the answer is you dont
does your content patcher mod have a configschema?
Did you set up a ConfigScheme?
not yet
well... then what do you expect to config
i didn't even know that existed tbh 😭
it won't show up in GMCM until there is a config to set
srry i just didn't know how to do it
thanks!! this is what i needed
I have now put 36*5 hats in a dresser without reaching a limit
thats not even 2 yrs of playtime with only 1 laundry machine

