#making-mods-general
1 messages · Page 162 of 1
At least with how fast you sped away
Did you load the texture first before applying it in item code?
Also give log/item code in validator, might help with showing a patch fail
is it okay to copy paste the code here or is there a better way?
!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.
thats what i have right now all i wanted to see for today was the texture for the seeds ingame. im failing for 3 hours now 
This happened to me when I entered the wrong texture with a size of 24x48
Maybe you have the same
Mods/{{ModId}}Assets/Objects/MonsteraSeeds.png shouldnt there be a / between {{ModId}} and Assets
I'm talking about fish. For some reason, she is caught without a mini-game
Void's right re:texture
Waaait
the texture is 16x16 is that wrong?
Did you ever load this texture
With the / that is
Because the json you sent was just the item
Exactly 16x16 is correct. I had a problem when I specified the main fish sprite as aquarium 24x48 so it didn't work for me
If you have 16x16, then everything should work
What does your path to the picture look like and how is it written?
Mods\MonsteraDeliciosa\Assets\Objects\MonsteraSeeds
Target and Texture don't match
Or, well
The load's target should match what you put in texture for the item
I can't describe how grateful I feel right now
That was the problem and the missing "/"
hm, how do i get ambientlight working for an outdoor map...if i take Outdoor T out i got no grass or fish but secret woods does have that and also working ambient light?
I love making sprites, but coding will be very adventurous for a long time.
Thank you all again🫡
Secret Woods also has a ton of defined Light sources, is your Map using any in the Map properties?
i use 2 sconce type ones so far. the thing is during day it looks really bright (as daylight does on a map lol) and I just want some sort of darker vibe where it looks more like a forest clearing or something
tis my properties
i know secret woods uses the type 6 aka indoor window but how does the map feel darker in opposite to the other maps
Secret Woods is hardcoded to ignore outdoor lighting
Yeah. Not sure if anyone's bothered making a framework for that
Might be something to add to a map utility framework
it wouldn't be too hard considering my one line of code works just fine for me
Should "removeObject" be able to get rid of items added with "addBigProp "? It doesn't seem to be working for me. https://stardewvalleywiki.com/Modding:Event_data
Hi @ivory plume I was wondering if we could discuss a proposal to support better integration between Automate and some of my mods (I'm going to thread this message to contain the proposal and your reply).
can anyone suggest an easy way to calculate at runtime what is the cheapest fish price available (ignoring seasons or location restrictions.. just what the cheapest price of any fish, considering mods and reduced profit modifier)?
iterate over Game1.objectData, check if it's a fish, create the item and check the price
if you dont do it every tick that's not taxing at all
guess I'll do it at save load
What should I look at if I want to make a map tile the player can interact with to get and immediately drink an item? I'd like to add a complimentary coffee machine to the Clinic so the player can visit for a free short speed boost, but without giving them free items
the reason I said to actually create the item is because you seem to care about any price modifiers that the game/other mods may add on top
if you only care about the base price you wouldn't need to create the item, just checking the price in the data would be enough
on second thought, it's better if I ignore difficulty and profession + other modifiers
to check for a fish can I use the FishCategory, or would that include random crap like algae?
ok looks like the Type does include algae, but Category does not
Hi guys, I'm trying to edit the "ActionTiles" property of a building within Data/Buildings.json in C#. The wiki shows this example:
var editor = asset.AsDictionary<string, string>(); editor.Data["Key C"] = "Value C";
Which would mean replacing the whole key for the building(and not just ActionTiles). Is there a better way to accomplish this?
Data/Buildings is not a Dictionary<string, string>
It should be a Dictionary<string, BuildingData>
If you interface with it as the right type you can access more deeply nested attributes
fantastic, tysm
also (CORRECTION: for reading only, not editing) you can use Game1.buildingData
You can't necessarily depend on that in the middle of an edit
You're results may vary depending on if you're late or early priority
Also changes to Game1.buildingData won't persist between edits from content mods, so you'd have to do that from the content pipeline if your intention is to make changes that every mod is able to see
ah darn I missed the latter half of the question
Now I'm wondering...
If I want to make a permanent change to a building type's functionality, should I be doing that through c# at all? Or should i prioritize using content patcher?
content patcher is just a C# mod that does things for you
so you CAN do it in C#
depending on how much you wanna do and how many other things you would use content patcher for it might be easier to use it though but if all you're doing is an edit to a buildings data that doesnt need to change then it doesnt really matter
so if I run a OnAssetRequested change to add an action to a building (to run a method in my script, which I prefer), it's basically the same thing contentpatcher is doing?
yes
I was able to do something similar using spacecore's tile action trigger function
Theoretically a map edit with a trigger action should be able to do it without spacecore but I've never been able to get that working, so spacecore it is lol
Ooh, awesome, I'll go dig around Spacecore's docs then, thank you
spacecore wont be able to make you drink the item
No but you can get a drink and limit it to once per day with regular trigger action conds
Spacecore just lets you make it happen using a tile action
Hmm, that seems like a problem then
I didn't want to just give the player a free coffee because Harvey's right there and that's a free Loved gift just for visiting
yeah it read to me like the forced drinking was integral
And farmerEat is event-only so I'm starting to fear this would need C# 
Is the point to add a buff? I think that was a possible action, could just skip to that part plus some flavor text
i dont know a way you'd be able to do it without C# unles you just wanted to give them the buff itself but without an animation
Well, that would be the next best thing, I don't think have the brain juice to spare to figure out C# for a while 
you can use spacecore to play the drinking sound when they click it
along with the buff
I'll go poke around there anyhow and maybe someday I can try making it a proper drink to get my feet wet with C#, thanks 
Dang, I thought I had a way around this by using "removeTemporarySprites", but as soon as I added back the one I needed, the other one came back too : (
So if I wanted to, I could basically make my own crazed version of content patcher? ... Nice 😈
yeah if you wanna recreate years of development and features to do things that content patcher will already let you do in 5min, then nothing is stopping you
Hey guys, Stardew Valley is just a C# Application with assets. If you wanted to you could make your own game as long as you provide the code and assets. /s
That's too much for me to even think about taking on lol
Can you play Doom in Stardew Valley? 
!harmony
Here be dragons. Venture forth with bravery, young warrior, for thou art alone in these dark lands. See the Harmony wiki page for more info.
Unironically yes: https://github.com/wojciech-graj/DoomValley
(I haven't actually used it so I don't know well it runs)
can someone point me to the docs for hiding other mods outputs in my debug console? I can't remember where it is
I don't think that's a feature
The log parser let u hide it ofc, but that's not console
I think smapi internals lets you tweak things like having verbose for your own using ids
Stupid ideas time
Right click trigger an event
That's an action you can do
Sure, it's two annoying fade in and out
I did consider that but yeah I feel like the fadeouts would be kinda jarring
Plus it wouldn't be able to remain consistent with whoever else is in the Clinic, right?
it is
Spent all day writing out AcceptGift lines for a bunch of different things for my NPC only to realize at the end here that anything singled out with that tag doesn't seem to count towards the weekly gift limits
what? that shouldnt be the case
Wait
do you have CJB cheats unlimited gifts on?
(Pro tip: make sure cjb infinite gifts is not on )
Yeah no nevermind i'm dumb. I actually haven't played much 1.6 and
the only things that bypass the limits are bday gifts and stardrop tea
and im actually not 100% sure on bday gifts i cant remember
I believe birthday gifts count towards the daily limit but not the weekly
Birthday gifts count towards the limit
i know they count towards the limit
BUT you can give a b-day gift even if you've given two gifts that week
i wasnt sure about bypassing it if you've given 2 this week (but not today)
I really need to do more testing before I say stuff sometimes- Right after I sent that message I went back in-game and attempted to give something other than stardrop tea only to get the "You've already given a gift today" box, lmao
Not the first time i've done something like that, probably won't be the last 👍
the reason i always forget the birthday thing is Haley is my go to and she is cursed with a Sunday birthday
so it never matters
Oh dang, I'd never even thought about that
Poor Haley
I suppose she's already easy enough to raise just because her bday is that early though
Only one easier is Shane, I think
you wont be able to get any of her loves by then anyway so not really
One time the Traveling Cart brought me 5x coconuts in time for it 
Debug fin sunflower
unless you super book it to the desert, i guess
traveling cart is an option thats true
i usually dont have enough money banked up for treats at the cart by week 2 tho
Just gotta start fishing on day 2
But I also came to realize that she has a number of lines meant to show her slowly warming up to you that I've never seen because I just drown her in flowers immediately
i do!
i am the resident fisher between my partner and i
but why spend money on niceties when there are backpacks and empty dirt spots on our farm
Can't fill dirt spots without scarecrows
thats why my partner is the resident miner 
"babe i'm gonna go mine"
"ok have fun starts up junimo cart"
im 100% sure thats literally happened word for word many times
idk who has the harder task in that situation tbh
Button do u use that mod which lock you into junimo kart jail whenever a multiplayer event starts (for another player)

i dont know what mod you mean and i dont know if ive ever actually been playing it when a multiplayer event starts
also yes i genuinely love junimo kart
i would much rather play junimo kart than go mining
I only ever successfully got past level 1 with 1.6's generous grace jumps
Jail for p2
"Fair" is a wild adjective for a co-op game
I've never heard a more sadistic sentence in my life
this seems like an objectively worse experience to me
just install a mod that pauses time when someones in a cutscene
Let's split the difference
that is my preference
Yeah, doesn't that just... force all progress to stop while the clock keeps going?
it pauses time
Time is paused in MP if (and only if) all players pause simultaneously. Hence "fair", I guess, if everyone has the mod installed.
Force everyone to pause if anyone pauses.
i was referring to the mod
I assumed it was going for "fair" as in it's not fair that the person not viewing the cutscene gets to keep playing?
but i was mistaken anyway, it asks you to install Pause Time in Multiplayer for it
Wow
Does anyone here use BBCode on their mod page?
What other choice is there?
Plain text I guess
just about every mod ive ever seen on nexusmods uses bbcode in at least one spot
Ok would any of yall know if they have a vendetta against table of contents, because my anchor tags are just not working
XD
My anchor tags are not working at all
IDK if their is a mod page that has a working one I could check but I swear I'm doing it right lol
As far as I'm aware, bbcode has never supported anchors.
I've never seen anyone with a ToC
How are you even trying to write an anchor tag? Like what syntax did you attempt for that?
I may be on something then lol, I swear you can use anchor tags, I used them in school [anchor=description]
Maybe there is some bbcode implementation out there that accepts that, but not Nexus.
Maybe I can just try using a link to that portion of the mod page
You can link to pages with anchors just fine, you just can't create an anchor.
Not long now but its about to get super long LMAO
I would make the page short and have documentation elsewhere
you can always put things in spoiler blocks
(For Nexus, Markdown needed to happen 10 years ago; we're whistling past the graveyard now)
Im gonna use spoilers to hide bulk info but I don't want to make a whole wiki or pdf for people to see all the info
(as of 3 months ago apparently markdown is "still planned on" but they are working on other projects right now)
Love that for us lol
Of course they are. Many vitally important projects, as you can see in their announcements.
theyve got their new UI coming out this month i believe so maybe itll be closer in priority now
are we still guinea pigs for that stardew-vortex
theyre not making a stardew mod manager, theyre making a general mod manager
Gotta keep experimenting with compressing all our screenshots
oh, i thought it was specifically for us, but again, chicken wire brain
Screw vortex lol
I think you meant to say "another general mod manager".
All vortex has ever done right was install my 1900 mod skyrim constellation pack
i could mean to say that, but what i said is also still correct
i mean smapi already handles everything for us
I cant even get that crap to open the proper mod file half the time
Stardrop is great but the in manager mod update feature no longer works right now
and I am sad cause I pay for premium and it would be nice
oh, i just get redirected
could always try that new mod manager that someone made recently
no premium club 🤝
the thing with the uhhh god what was it, the one Ai translation to help other languages or something?
¯_(ツ)_/¯
It's ok just get 30k dl
i dont remember what its called
probably uploaded to the Modding Tools categoryu maybe
I think it was a fairly general name
Ill take a look but if it doesnt have auto mod updates or in manager mod updates Ill stick with stardrop
Windows only if that matters, and psure u still need premium for auto updates
yes yes, i'm not a real mod author because i haven't been accosted by a dm to get me to be a dev for an ideas man
Is the 30k thing uniques or totals?
30k uniques
uniques
Pretty sure the premium restriction is on Nexus's end
total I believe
And it's supposed to be for just one mod, right?
Mine was stuck on like 29500 for a month
across all your mods
no, across all mods
Even though my total was above
All mods, I would only have gotten it very recently if it was only one mod lol
Oh. Huh, then I think I actually beat that a second time for Stardew, not that it makes any difference.
i figured you would've already had it by now focus 
Yea you get one at 10K to I think or something around there
you get single months of premium at a few milestones
For most ppl actively making mods
Oh, I had it before I ever released a Stardew mod, I was just curious if the Stardew numbers themselves would have done it.
You get several one month long free premiums on the way up to 30k
You can probably reach it before the 1 month premiums ran out
i didnt even use mine
Took me about 3 months I think
this is pretty neat actually
just sell yourself to the devil whims of users, and make a pretty decent aesthetic/user-facing QOL mod 
Exactly lmao
alternatively, you can make a fake garbage anti-lag mod
My predictions of which mods would be popular were way, way off.
Ive seen too many of these
now that is peak dp farming right there
Though, yeah, random aesthetic changes and "more stuff" mods are pretty easy wins.
Lol did yall see the new policies with the dp system
if there's been another new change, no
if you're talking about the change prior to 1.6.9 drop, yes
New as in when they changed the math or new as in a recent change?
the last time i recall them changing was like, half a year ago
The new algorithm yea
Maybe i just saw it late but I thought it was only a month or two ago
something, something, pathos and casey have seen a record low
I got one payout before the algorithm change, so I dunno what it was like before
which makes me 😠
Well they still haven't released the framework payout changes
Is that in reference to the one that immediately broke at 1.6.9? 
It's a reference to the one that was broken on day one.
there wasnt a release expected for the framework stuff, they said it was something they wanted to figure out
They were supposed to have separate math for frameworks like SMAPI and SpaceCore
Interesting....
well that's the "personally picked" mods
I'm sure it won't take them several years /s
they werent "supposed" to when they changed the algorithm. just something they want to consider
also yes as focus said that one mod never worked right and always made things worse
Is this the performance mod that unpixelated stardew valley because that made me die laughing
plenty of nexus comments saying it works great, though.
something something, false smapi logger and a lot of unnecessary calls to the garbage collector
No? SpriteMaster and CG work fine.
Spritemaster was actually perf improving in 1.5
i dont know what ram thing you mean but you are thinking of SpriteMaster, but it actually did things
SpriteMaster thats the name, I guess it would work, but why
The one being referred to here is no more lag
I see X|
afaik the unpixelation was an auxiliary feature?
No More Lag is the one I was talking about yeah, are you telling me that just never did anything
1.5 has funny(bad) handling for textures i think, no clue what's the specifics as i am baby
I think we should avoid speaking its name in public, or come up with a funny alt name.
Lol
More Lag
idk, i'm pretty sure pathos has publicly stated that it crashes content patcher
XDD
this ones a winner
No More Lag broke CP didn't it?
it does technically do things. it doesnt do things you want it to do, though
on the contrary it does things you dont want it to do
I'd thought I'd seen people saying it made big mods load faster but it also sounded too good to be true to me
Yeah, the things it does are 99% nullified by vanilla game code and 1% actively harmful.
any performance improvement people saw is placebo
Does smapi use threading already?
never will afaik
Hahaha, nothing based on MonoGame uses threading, at least not very effectively.
More lag has a chance to kill cp yea, if it managed to actually "work" and preload something that is map or textures
Im assuming no the way the game goes unresponsive when first loading
i had a good track record of 3/10 AVE crashes while debugging 1.6.9 because i accidentally had NML installed and forgot about it
For map it was put it as generic object (which is bad) while for texture monogame doesn't let u thread that
I see
Suuuure, "accidentally"
yes, had it in the folder because i decomplied cause i'm nosy
I just decompile from the downloads folder
i have a separate folder entirely that i put mods i wanna decompile into
Anyway mod making amrite 
what's that like
i think decompiling mods is making mods related
LOL
yeah we're still talking about mods 
Technically it's unmaking a mod
#making-placebo-mods
Observing other peoples crimes is important sometimes
please XD
Especially when they decide to do something that breaks shit
The jury
or when you're too lazy to go find the source repo
or it just ~doesn't exist~
this is why i have Content Patcher open in ILSpy
New modders reading the convo right now 👀
which was the case for it at the time (don't know if that's still true)
Some authors don't post repo links on their mod pages and don't use the same author or project names on GitHub, making them very hard to find.
I have used another mod being close source as excuse to refuse compat before
How would you even write compat without the source?
i'll use this excuse any time
also doesnt help that right now the API that SMAPI/Pathos uses to get source links from mod descriptions is broken and so source links arent actually being put on the compatibility repo
I guess if it had an API and a lot of documentation, or something.
you did the SiD fix on your own because you were pissed off about it idk what you mean 
Just harmony crime them ofc
My entire repo is a crime scene then
No i did it in exchange for angry roger that's different
i think focus meant like, if you didnt even have access to the dll?
hard to know how to harmony crime without that
I guess you can always decompile, but, yeah, no way I'm writing compat for a decompiled mod, it's hard enough doing that with vanilla.
I am still confused about what im doing wrong with source code links though
The best you're gonna get with me having to look at a decompiled mod is telling you why it's broken 
It never gets picked up automatically by the smapi compat list
Oh but it was borked b4 the gh move
pathos on vacation, we're self sufficient
it wouldnt be the move that broke it
I think it managed to pick up my very first mod and then never again
its on Nexus's end, per pathos
Naruhodo
You can just PR him lol
everyone taking their vacation at the same time 
who is "him" when talking about Nexus
It's like it's new years
It's almost like a major holiday just occured /lh 
Yeah i do and it's not big deal
You can PR your source links into the mod update repo
But i do wonder if the open source mods stats r actually lower than reality
oh, i thought you meant for fixing the nexus export api thing
If the thing isn't reliable
Hm, I just checked and interestingly the compat list does not have StardewUI, but it has Pen Pals which was released months after StardewUI. Little strange.
What's that like, I've always worked uhhh wtf are they called, important jobs or w.e
yeah im not scared to do that or anything
Yeah it's weird. It's like
i just cant really be bothered
Suddenly people are replying to my emails again lol
It's amazing.
What do you mean most people took vacation...
ok i checked all of my mods on the compat list and the github links are all there, so phew crisis averted
I think they called it "Essential"
Real talk I'm glad I was in a clean room during the pandemic
Probably the place least likely to get sick
i haven't added a new mod in a hot minute but i typically put the github link in the description and also in the list of Mirrors, so that might have helped me if any of them came after the break?
i dont think we know exactly when the break was
I avoided catching covid for a long time by having a heart condition and losing my job
I do that too, so probably not the whole story.
i was unaware of the break until button said something tbh
Didn't catch it until the bars opened back up and my roommates started leaving the house again
this is the first time i'm hearing about it!
me tabbing through channels: "Pathos is typing"
me: 
Although.... hmm, on StardewUI my GitHub mirror link goes to the /releases page for some reason instead of the project root. Could be coincidence, but that's the only mod where I did a weird mirror link and also the only one that's missing from compat.
(Edit: False alarm, a bunch of my older mods did the same thing and they all made it)
absolutely none of my mods have their sources linked, but my books mod i didnt have it at the start so that tracks. BETAS i mightve forgotten to put it there immediately. CMCT im rather sure was there from the start, so thats October 4th
speaking of junimos, i wanna ask DH if he can turn off front-facing MEEP logs
(also confetti.trees i see you keep typing and untyping so dont be afraid to interrupt us!)
i have forgotten the atra quote, but don't be afraid to interrupt us, we will never shut the hell up
We yap, feel free to interrupt
Please interrupt these fools if they're off topic
- @calm nebula (Jump)

Sup guys
Does "\n" not work for a line break in dialogues?
Nope
Is there a way to do it?
Nope 
waaa really
Yup
well i'll do another box of dialogue then
Dialogue explicitly removes newline even if you try to put them in
breaking to a new box with $b has a similar vibe
oh that's useful
you can do line breaks in mail (^), if that's helpful
just a standard dialogue box but that's good to know
All forms of newlines? Unicode has a lot.
Once I finish updating it, it should be again... if less so.
I mean, monogame assumes /n lol
The performance improvements were/are auxiliary features.
i was close!
How'd they manage that? SM even explicitly patches/replaces a ton of SMAPI functionality regarding loading textures, and even replaces a lot of the OpenGL calls...
Game1.content.Load<object>
Why "die laughing"?
i assume they thought it was the unpixelation that caused the performance increase
Ah. SM patches things at a lower level (usually).
Oh I thought the joke is that it unpixelates a pixel art game
I'm not sure how that's a joke.
sometimes you can just find something amusing even if its not a joke. how amusing depends on the person i spose
Resampling algorithms have existed since 1980... for this very purpose.
I don't even find some jokes amusing, but they're still jokes
Like anything Dane Cook steals
SM does not support SAA5050 from 1980, though.
It is a bit odd to call something I've worked on for 5 years "a joke"...
they didnt call it a joke
I don't think the joke is specifically about the mod, moreso about the end result
Then I'm confused.
tbh i'd just let goat answer, goin round in circles ain't gonna get us anywhere
I'm the wrong person to explain humor
I just think it is confusing why someone would want to unpixelate A pixelated game, my apologies if I offended you, that was not my intent
well you have been gone for a pretty long time i assume 
You return and now it's filled with us newbs
As said, people have been doing this for 45 years. I personally have fundamental issues with pseudopixelized art (and plan on adding "repixelation" to SM to align things and make it properly pixelated).
SM has a similar amount of logic to the game itself. It is very, very large.
repixelation 
That answered my next question, I never considered it that way
is it like u smooth out a 16x16 but then pixelate it a bit to look as if its 32x32
Well I look forward to seeing the repixelization
or any other combo of source and target res
The game pretends to be pixelated, and also pretends to have things like Mode 7... but it's neither. That bothers me :/ it's not reminiscent of low-resolution games or old sprite-rasterizing consoles to me :/
i assume ameise is referring to rendering on an actual consistent pixel grid instead of the mishmash of scales that the vanilla game uses
Correct.
Yea I have checked it out, but my vision is also terrible so it doesn't look pixelated to me, not that that is an excuse for my previous words, I do hope you'll forgive me ❤️
Something like the SNES could arbitrarily scale sprites, but it was all done very differently.
I did a joke version for April 1 a while back.
ah yeah, mixels
some game dev corners in the internet consider those jailable offenses
is this the face of yoba
Got a bit of Shrek energy in there
Oh my
It kind of reminds me how, when making custom designs in acnh, the pixels will get smoothed out
I'm writing a mail entry - how can I say "1+2" in the mail without the + being replaced by a pictogram of some sort? Is there an escape character or something?
just don't use english
you cannot
The font is Just Like That
there's regular font in other langs
I ended up using the & instead
hmm I remember one SVE event where you do arithmetic. I wonder if they actually patched the font (like the down arrow) or if that event didnt have a plus sign at all
It's several word problems
the down arrow does get patched by SVE
You do dimensional analysis and then calculus
nomori and i found that out the hard way
oh yeah, two apples at a market kinda stuff
oh that's what you meant 
hey everyone, i was told to bring mod compatibility questions here - i'm v new to modding and most tests have run great so far except this one. so i'm making a little mentalhealth/self-care mod where characters literally just ask/remind you to drink water LOL. but in a more conversational way than a phone notification lul. the initial version will have Alex as lead "Accountability Buddy" that players can team up with (in the least Fitness Coach way as possible i think lol), and eventually expand so other NPCs can be players' accountability buddy and additionally maybe other self-care reminders outside of drinking water too hehe. but rn since i'm married to Seb in my current playthrough, i'm testing the code with him. goal: compatibility with other dialogue mods. here's my content.jason, default.json, seb dialogue & seb marriage dialogue JSON files: content - https://smapi.io/json/content-patcher/cf508bf0d7c7410181d4d6c1aa255736 default - https://smapi.io/json/content-patcher/43e079ed095e46fbb8cedf63d84c152d SEB dialogue - https://smapi.io/json/content-patcher/39045598c0314a6cab700ae287bfbd7d SEB marriage dialogue - https://smapi.io/json/content-patcher/a59b95e1c4604f959159449ee990420d
also screw that rate of change question, i hate that thing
If Sam has two apples and Sebastian has four apples, what is the circumference of two suns smashing against each other
For what it's worth, there's no math here. It's a letter from Maru:
Hey @! Maru here! I forgot to tell you that there's a knob down by your left knee that you can use to widen or narrow the spread of your tools! It works well to go narrow, but the wide setting is really fiddly. I'm sure you'll get the hang of it with practice!^ - M^ ^(Hint - use the keypad plus and minus keys to increase or decrease the area of effect of your tools. The max area is 3x3 until you get farming skill of 10, when it goes to 5x5.)[#]Tractor Tool Shift Knob HowTo
I went with spelling out the + and - thing. I'm not sure of the future of this thing if I make that keybind configurable.
Oh come on both of the sve questions are super easy
atra i dropped out of calc intro 2, leave me alone, i'm stupid
I had to look up how to do the math and when I clicked back into the game I accidentally chose the wrong answer
Tbh I found them unimmersive because they were so easy
what is the specific problem you are having, your post doesnt say
listen here electrical engineer, some of us work essential jobs and can only count money and don't care about everything else 
@serene tapir ty for offering help in the other thread! any guidance would be appreciated when you have time. **issue: **on Green Rain summer 6, it will do either of the following:
- load OG dialogue from the game + CFDE's Spouse Room dialogue regardless of whether Spouse is in the spouse room or the kitchen(Randomly selected i think?)
OR - load OG dialogue from the game + MyMod ("RKAB" for short) dialogue for MarriageDialogueNPC, but not Green Rain 1 or 2, only "Rainy_Day_1" or more in the same file dialogue (randomly too i think)
it won't run OG, CDFE, and RKAB one after another, and even if it does run mine, it's not the correct dialogue i want.
I dropped out of high school, any advanced math I wanna know I have to learn myself
i'm surprised that didn't throw an error at you in SMAPI tbh
I mean, might've done, I don't see a log 
listen if i wanted brain teasers i would play professor layton
you don't understand the urge i have to have professor layton sliding puzzles as an IMiniGame
i fucking hate those things
I don't know why I hate sliding puzzles, I actually do alright at them
Hello I am back with a new question. I have apparently ROYALLY fucked up adding a mail flag despite copy and pasting directly from "trigger actions". I'm having trouble finding documentation to tell me precisely how to fix it. Help?
SMAPI log: https://smapi.io/log/613d3a3ac80d45748fefdfcfe6336628?Sections=ModUpdateList
CP validator: https://smapi.io/json/content-patcher/9e2958f571c946248ed4133aa3d8e861
Log Info: SMAPI 4.1.7 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 27 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
hi - new to modding & here's where i'm at, i appreciate any guidance!
https://smapi.io/log/aad051ab08854b1ca59d6ee524258bd4
goal: make my dialogue mod compatible with primarily Canon-Friendly Dialogue Expansion (CFDE) and potentially Diverse Stardew Valley (DSV), playing each dialogue even if it's 5+ clicks long lol
**issue: **on Green Rain summer 6, it will do either one of the following:
- load OG dialogue from the game + CFDE's Spouse Room dialogue regardless of whether Spouse is in the spouse room or the kitchen (Randomly i think?)
- load OG dialogue from the game + MyMod ("RKAB" for short) dialogue from MarriageDialogueNPC file, but not Green Rain 1-2, only "Rainy_Day_3" in the same file dialogue (Random)
- load CFDE Spuse Room dialogue only
it won't run OG, CDFE, and RKAB one after another, and even if it does run mine, it's not the correct dialogue i want
things i tried:
- default.json: unique dialogue keys >> "RKAB.GreenRain_MarriageDialogueSeb"
- RKAB.MarriageDialogue_Seb, Changes/Action/EditData and used "GreenRain" and "GreenRain_2" as game-recognized dialogue keys = "{{i18n: RKAB.GreenRain_MarriageDialogueSeb}}")
- *content.json:
-
1) ***used Action/Include***, which i saw was effective in Hearty Haley mod 2) "When": "HasMod" and the ModUniqueIDs
- consulted the Modding Wiki dialogue section, searched "mod compatibility" and "dialogue compatibility" in #1272025932932055121 and even other mod threads here to what can be shown (i think back to 2023)
- will no longer be consulting AI for code after being advised
- reordering so that "GreenRain1-2" follows "Rainy_Day_1"
- in RKAB Marriage Dialogue Seb file, rerouted all "Rainy_Day_ 0-4" keys: "{{i18n: RKAB.GreenRain_MarriageDialogueSeb}}"
- made sure all mods updated (one issue with TDIT Island Portrait, but otherwise all good)
- labeled mod "Z RKAB" loading last
Log Info: SMAPI 4.1.10 with SDV 1.6.14 build 24317 on Microsoft Windows 11 Home, with 38 C# mods and 42 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I don't see a patch for Data/mail?
You're missing a block to wrap around the entire Data/TriggerActions entry
Oh is this meant to be a hidden flag
it's unnecessary to have a "when" patch for trigger actions because you're already using the condition field, you can shove it at the end of your condition like: "Condition": "PLAYER_STAT Current Book_Artifact 1, {{MayoBook}}",
i think it'd be really helpful to add these to your toolbox confetti: patch summary "youruniqueID", and patch export Characters\Dialogue\NPCInternalName
but yes everyone else's suggestions is good 
lord i hope i got those right its been a minute since i bug tested
https://smapi.io/log/aad051ab08854b1ca59d6ee524258bd4 my bad, i am piece-mealing this from my post in another mod thread 
Log Info: SMAPI 4.1.10 with SDV 1.6.14 build 24317 on Microsoft Windows 11 Home, with 38 C# mods and 42 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Should be "Entries": { "YourTriggerId" : { your code here } } (add indentation/newlines as necessary)
just double checking, does your content.json look exactly like what you linked above? because then you're missing the actual initial {} to wrap the entire content.json in
(in fact, it's unnecessary to make that conditional at all, since the patch that raises the price after getting that flag is itself conditional)
GreenRain is a normal dialogue file key
you should target Characters/Dialogue/Sebastian for that
(conditional on the config I mean)
it is not relevant if they're married or no
i just see a when patch on trigger actions and i 
sometimes it's necessary
the first loads a little chart of boxes telling you some stats about what is or isn't happening re your specific mod. there are some limitations, you won't see includes marked as applied and it only really works right after you load in a save file. the second loads a big chunk of the dialogue in as a single file you can find in your game folder and look through. it only shows the loaded version of a randomized line in my experience but very useful to see if your edit is actually the last one loaded in
That did it, thank you!
Oh, so if I want people to be able to turn on/off the x3 Multiplier at will I only need it under the Data/Objects? Or not even there?
you only need to conditionally load the edit that changes the price based on the mail flag
if that patch isn't loaded because they have the config turned off, then it won't matter if they have the mail flag or not
Perfect, thank you! 
You CAN make it conditional the way Jamore said, it's just unnecessary
Ohhh okay cool, i haven't heard of those before - how would i use them? like type them into SMAPI after help command or like a windows run command? or is that a feature from Content Patcher?
though making it conditional either of the two ways would likely make the actual price change lag behind by one day
That's not a deal breaker for me, and if someone smarter than me has an issue with it and can code that out they are welcome to a pull request on GitHib
Again thanks for all your help!
content patcher feature! here's a link to the troubleshooting page of the cp documentation. https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/troubleshooting.md
weren't item price changes cached-per-item or is the chicken wire brain striking again
yah idk, i was modeling it after what i saw working in tottlesfarm's Heart Haley mod - i uninstalled all my mods and tried running the one i'm creating using EditData and it...wouldn't? lol so i looked at other dialogue mods and trying Include worked
it's probably because of all of your missing {}s
they are yeah, they said earlier that's fine though
if that was discussed, my brain is split in like 9 different directions and i didn't keep up
to be clear I meant it'd lag if you used a When condition or the other way Jamore said! though the latter can be mitigated by making it trigger on LocationChanged which I'd probably do anyway
you might already be but I'm on mobile and don't have your json open and don't remember
Button needs to finalize the json toy so I can turn it into a command 
it's never gonna have anything but preset jsons in it for tutorial purposes
Yeah that's fine because it saves me the trouble of the sandwich analogy
oh if you just mean for explaining brackets then you can still link to it as is right now. it's just kinda overkill most of the time when all people care about in the moment are bracket issues and not an entire explanation of json
Make a command that's the sandwich analogy
I'll make it both eventually and it'd just be !sandwich
lul to answer your prior question, i do have the opening & closing {} in my visual studio code doc, i just...fudgeded up the copy/paste job heh
I am yet again contemplating the full tutorial of "strictly using BETAS for dialogue expansions."
ohhh amazing ty! just looked thru it and still a lil confused about how to apply these features. would i type them directly into my content.json or whatever other json i'm working on? and then check the error log after running it? very basically: where does this text go? lol
I want to play around with BETAS, it probably opens so much room for cursedness
into the smapi console after you've launched a save file!
I already have a base template for a "more maru" mod that will probably not be released anytime soon
if you do and find yourself limited in this regard, let me know so I can fix it
Yes were both out of cursed ideas
yah i do have an EditData change in that target file with "GreenRain" and "GreenRain_2" as dialogue keys but it's getting completely ignored...gonna try the patch summary & patch export features. ty everyone!
“if you ever find yourself unable to reach full cursedness, lmk” ty buttons I absolutely will
silly questions time.
(and in more seriousness, for non cursed things too. im out of ideas. if you ever need a gsq or action or trigger please let me know i need more stuff to add that will be useful)
I wonder if festivals freeze the time at the time you went in
and in particular, if the TIME query works
ooo with BETAS I can now make it so that any time the player tries to change the music, I can punish them with a rickroll, entirely through content patcher!
the music changed trigger happens through normal music changing means as well
such as random music turning on
i like where your head is at though
Even better, constant rickrolls
I already forgot if there’s an “on hp loss” trigger bc I’m on the actions page but Fade To Black On HP Loss would make a lovely concussion mod
there is a damage taken trigger
the trigger also reports how much damage was taken iirc, so you can fade for longer if you take more damage
I feel like I can do Very Dangerous Things with that patch update action
you haven't even read the harmony patching
patch update is at least more practical
my main thing I was thinking of with the patch update action was instant mail flag based patches
I for one would welcome a mod that plays a rickroll over the player's wedding
since you could add mail and patch update back to back in the same trigger action
(Would even be sweet in a way given the lyrics)
noted, i'll do that for mothman's update
and instantly reload any patches that check for the mail flag in their condition
rickroll: everyone starts crying
you gotta do blood splatter
the harmony methods are very promising for hiding my crimes
you could do something with splatter sfx with a Delayed action at the same time you fade to black
oh wait
just time a playsound action to happen mid fade
could iro do the "get the fuck away from my door" thing with BETAS
gonna remake shovel mod entirely through betas /lh
im not sure what door thing that is
pls explain, i'm eating
it was an idea for an immersion mod for when you’re pre-2 hearts with an npc and they’re INSIDE THEIR ROOM and ignoring you like the little shits they are
but no, it wouldn’t work through betas bc it requires too much cursitude 
what would it require?
i imagine if you don't want them to actually come up to the door, it's possible
whats the idea here again, what did you want the npc to do
so there were multiple versions at various points of how you check if they’re in their room, and one of them was using the pathfinder to check if they can reach their door but not the farmer
i remember this conversation halfly i just don't remember what the desired end result was
also yes, there was a version at some point that was going to make them get up but changing schedules on the spot seems too cursed even for me
did you want them to come out of their room
I mean we initially just want to check if they’re even in their room. If they are, either they would get up and go to the door or there would be some kind of dialogue from where they are and an option to leave a gift

and it can open a dialogue box now
betas can do the pathfinding thing?
it can force warp
it can warp them
no I mean the part where it checks if they’re in their room using the pathfinder haha
so i mean ig you could do a quick fade to black and they're in front of the door maybe
this part
Spoopy
No, it just checks if they're in an area you specify
I mean, I have thousands of lines of inspiration for you.
see I already have plenty of ideas for harmony crimes, but the promising part here is that theoretically they would be blamed on Buttons in logs
/lh
there's an absolutely silly chain of actions here I can imagine using if you'd like to indulge me in it but it'd need to wait till I could get back to my desk in a few minutes
is it time for the #1275188689152114708
yeah that was another option, to hard code the locations of the rooms for each npc, but I thought the pathfinding method was both more universal and more cursed
they get patched under a different harmony id 
button outs you for your crimes
That's because SM uses a variant of xBRZ, as does ACNH.
SM's is better.
nooooooo
so betas can move an npc… does the farmer count?
I'd just patch SMAPI so that everything would always be blamed on them.
can betas harmony patch itself
Probably splitting hairs, but I think it's less of any intentional "pretending to be pixelated" as it is simply doing the best it can with low-res tilesheets and sprites, absent any fancy upscaling system like the one you made. Most any top-down PC game using 16x16 sprites is going to look similar.
There's occasional silliness like the menu tiles being physically 64x64 but actually just pre-upscaled from 16x16 using nearest neighbor, but those are exception to the rule.
I'm not sure what "betas" is in this context
looking for some guidance on what should be a simple event task but is proving troublesome. I need to add a sprite from bigcraftables (or from a custom image), and later remove it, without affecting other sprites. If I use addBigProp, it doesn't get removed with removeSprite or removeObject. If I use removeTemporarySprites, it clears everything, but then manually adding back the sprite I need brings back the one I removed on purpose. (??)
BETAS = button’s mod that we’re talking about, that lets you do harmony patches using cp
BETAS is a mod (button's extra trigger actions stuff) that has funny content pack harmony patching support
alright, im back at my desk
I'm aware, my complaint is against the neo-pixelated style in general.
BETAS can harmony patch anything that harmony itself doesnt explicitly bar you from patching
It's very unlike actual pixel art from, say, the SNES.
Yeah, I get it. I just think of it less like an intentional style and more like an artifact of 16x16 being way easier for artists to work with than 32x32 or 48x48. You just don't see a lot of pixel art at those higher resolutions.
I'm not sure what that means in context.
Harmony can already do that, since it is Harmony.
and i was saying it does not place any limitations on it, including preventing you from patching BETAS itself
(I will refrain from analogies at this point.)
what would happen if i try to patch like, the method that emit the IL
It's... not the level I operate at.
does it go explod or is it fine and merely useless
since iirc none of the core functions there return value types you can alter, i dont think you can actually do anything. at most, you can fire a trigger, but it'll be before game launched, so its useless
(or well not fire a trigger, it IS the trigger, you'd try to run an action)
I already heavily patch SMAPI and mess with .NET object structure and function signature flags directly.
Add that.
I don't think you're the target audience.
But I want them to add it anyways.
Unless you prefer working in json
I want to see people use it.
I mean, I think it probably can already patch SMAPI 
its less about "can patch" and more about "well i guess im doing it"
i have yet to make a betas-harmony because i've just not bothered, but i assume i can cause a Hell Of A Mess™️
I wonder what the most cursed things are to patch from a content pack. The asset loading functions would probably be a good one
But does it allow direct manipulation of the VM's object headers?
i havent done it yet cus i actually make a fair amount of effort towards having less or no harmony 
It should
imagine getting a lightning strike every time an asset is loaded/rendered
I'm never the target audience :(
well that’s no fun! /lh
i think you are the star of the show and your work is very cool 
It's not as though an alternative and more limited and constrained path to Harmony patching is somehow going to allow people to do things more dangerous than Harmony itself. What I joked about, at the time, was rather the opposite, that it would allow far more dangerous people (that is, modders with no knowledge of IL or even C#) to do things that are relatively less dangerous but far higher in quantity.
Of course, I don't think it's happened that way. Instead, the content patch authors don't know it exists.
(which might be for the best, per above)
its always a kind of
You misunderstand - I want them to make it more dangerous and easily-accessible. I'm who Alfred's talking about.
i do not advertise it because if you know what harmony is, you probably already know how to do it
if you knew enough to be dangerous with button-harmony
u would probably prefer to use normal-harmony
disclaimer: this assumes you're fine with hardcoding positions of NPC rooms and relevant doors
- MenuChanged trigger. check that the menu is DialogueBox (the msg when you try to open a door and fail). use
PLAYER_NEAR_AREAto check if the player is in front of the NPC's door. check their friendship level. useNPC_NEAR_AREAto check if the NPC is within range of whatever point you want in their room. if all these checks pass, proceed to step 2 - Use the
WriteModDataaction to write the NPC's current coordinates to the player's mod data using the[CharacterCoordinate]tokenizable string. - Warp the farmer one tile away from the door using the
WarpFarmeraction (optionally you can move the Farmer relative to themselves e.g. one unit downward instead of an absolute unit) - The farmer warp will cause a Fade To Black by itself naturally, so also do a
DelayedActionaction to time aWarpNpcto warp that NPC in front of the farmer while the screen is faded. optionally, warp them relative to the farmer e.g. one unit above the farmer instead of an absolute unit DialogueBoxaction to open a fake dialogue box with that NPC to have them say whatever you want them to say. in this dialogue, include another action to manually FadeToBlack once the dialogue is over- also, make sure you do a
DelayedActionat the same time to warp the NPC back into their room while the farmer is still faded. you can read the previous coordinate from mod data using the[PlayerModData]tokenizable string - the farmer unfades, the NPC is back in their room and you have talked to them
rube goldberg modding...
(optional step 0.5: check for MenuChanged to track when the dialogue opens, and again to track when the player closes it, with another DelayedAction so its not so jarring immediately after closing it)
i forgot about menuchanged
imagine opening a content pack dialogue mod and finding out that instead of adding dialogue the sane way, every single line is patched in via a BETAS prefix for the dialogue method that has conditions for exactly when to trigger the line
its new!
I am, as always, concerned about malicious mods, but anyone with Harmony can be so.
MenuChanged is new? I'm sure I was using it back in July...
(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)
Didn't say it was.
its newly a Trigger in BETAS
I'm concerned about the potential, but it's always there.
Ah, right.
truthfully its probably more difficult for someone to be malicious with BETAS harmony patching than it would be to just spin up an actual C# mod with direct access to harmony
on account of figuring out how the fuck you're supposed to write the json in the first place
no other reason /j
People have - in the past - patched things in SM to try to fix things, only to break it... requiring me to patch their mod so it would stop patching SM. Not intentionally malicious.
buttons you never answered if your warpnpc action can warp the farmer too. I want a speed mod that works by harmony patching the methods for moving the farmer and warping the farmer an additional distance in that direction every single time they’re triggered
You're thinking like a real developer again... remember the stakes for game mods, in order for something to do any real harm, a user has to actively seek it out and install it.
(Which they absolutely will, c.f. More Lag, but that's their problem.)
sorry forgor, right next to the warpnpc is warp farmer
theres a separate action for warping the Farmer! i wrote it in my step by step guide up there 
amazing
introducing my new mod: If You Really Loved Abigail You Would Download This Virus
you can also patch the warping method with BETAS so that you warp a few steps to the right after every warp
disclaimer: im not responsible for any infinite loops
Well, as I've said in the past, there have been popular modders in the past hostile enough towards SM (and/or me) where I wouldnt have necessarily put surreptitiously patching/breaking SM past them.
how to get the list of Items from Expanded Storage chest? somehow obj.Items.Count always 0
That's actually why I never added direct APIs.
Yeah, and in a major software company this would be a security risk, competitive risk, etc. In game mods it's just... an extra bullet point on the "NOT COMPATIBLE WITH" line.
wait I can use betas to make it so that every time the player talks to a specific npc a Womp Womp sound is played
Oh, SM is broken because you installed ABC? Well, I warned you ABC wasn't compatible, so whaddaya.
Problem is that I refuse to allow SM to have incompatibilities.
Well, that cuts more to the heart of the issue, I'd say...
I've tried to be as thorough as possible in avoiding them. I care about user experience.
hm if i want to netsync a C# random
can i just sync some seed and make the random separately
I think there are degrees of caring about user experience. I'd probably call myself an 8.5, whereas you are going for the full 10.
It's admirable, if a bit quixotic, given the number of mods out there.
Given the compatibility that I achieved (up until 1.6), I largely had accomplished it.
which kind of compat are u hoping for anyways, i kinda doubt many other mods r touching the stuff SM do for catastrophic incompat
Atra apparently managed to burn himself out from compat headaches. Seeing that, I decided to adopt a looser, "best effort" position.
(for the record i also think this is for the best. the BETAS harmony stuff always was and forever will be just a little side project thing i did for fun and learning purposes, and not because i expected actual use. a pet project within my pet project)
I can only think of a tiny handful of mods that were partially incompatible - mostly due to render target usage.
just chance for stuff looking bad in some scaling algo
Errr... what's this about render targets? I haven't noticed any incompatibilities with CG, but I use quite a few of them...
and then i just continue to bother you with my chaotic npc wants
They were using them to generate composite textures, and then copying them.
The issue with render targets is that SM doesn't know if it should resample the sprites being drawn into the target (and resizing the target - complicated), or if it should resize the result.
Certainly want to avoid the latter if the RTT is being updated every frame...
so… when are we getting betas transpilers? /lh
Yes, I suppose it's hard to guess.
This is something that could definitely happen. For example, a render target gets created due to a rotated surface that is also clipped. Then, that target is subsequently scaled in a higher-level transform.
Presently, it doesn't draw resampled unless it's being drawn into the main target, IIRC
I have to look
ive thought about it. if i knew a better ("better") way to do it than just asking for one match target (so a list of opcodes) and one insertion list then id maybe try it, if i had time
Or even a low-opacity region being drawn at non-unity scale (or even non-uniform scale).
ngl I’ve yet to try transpilers
thats a niche of niches, though, since i dont know how else id do it besides just asking for opcodes
so good luck getting someone whos comfortable reading and writing IL but using BETAS harmony
i wouldnt even mess with that for fun
SM can resample the RTT resolved texture itself. That might not be optimal, though.
that said i recommend trying transpilers 
so this side project--
It's just texture object after all.
It is hard for it to know when to invalidate it, though.
(this is also my last free week so my free time for silly projects like that is about to crater again anyway)
Well, "not optimal" is better than "broken". Users probably shouldn't expect that scaling up UI would have zero artifacts (otherwise they should use layout rather than transforms).
it's a /fulljoke because it is 💯 easier to write this transpiler on my own than it would be trying to turn my brain into a balloon animal for BETAS
SM can't easily detect presently if you update the target.
If the net result is that the artifacts might be different artifacts than what might ordinarily be expected, that's probably alright.
And it certainly cannot detect regional invalidations.
i've acquired new transpiler power
Yeeeaah, I noticed that too with a generated Texture2D object, sometimes after calling SetData CG just... ignores it.
what did you transpile for that
Not a render target in that case, but same issue I believe.
NPC::tryToReceiveActiveObject (i want mermaid pendant-esque behavior)
Well, SetData will invalidate it.
If it doesn't, that's a bug.
It's definitely a bug.
(thank you for transpiling it instead of prefixing it like the polyamory mods)
Why are you using SetData with an RTT?
I'm not - different issue.
Ah.
And not using SetData at all after I discovered the bug, I just found a different solution.
Well, not using it more than once.
When you said "generated", I was confused.
If you want, add a bug report with details to the github repo
But render targets are definitely used in StardewUI for certain drawing effects including opacity and various combinations of transforms.
Wait, why does prefixing it affect you?
And typically the way that works is that UI is drawn onto a render target and the render targets is then drawn as a texture onto a larger render target or onto the main surface.
Are the render targets re-drawn later, or just once and used - resolved - thereafter?
am i not allowed to just independently appreciate a transpiler instead of a skipping prefix?
Yes, redrawn.
You answered before I hit send :/
Skipping prefix when it's item specific seems fine to me?
Only redrawn once per target per frame, if that's what you mean.
Why are you compositing recursively like that?
sure, unless someone like me is adding triggers that need to run after certain functions within it
That seems odd
But the compiler can do wildly different IL
Because XNA has some severe limitations in its graphics APIs.
Ah. But what about specific non vanilla actions
If you have a better way to implement CSS opacity in XNA/MonoGame, I'd love to hear it. The blend modes just don't support it.
notably, skipping prefixes on tryToReceiveActiveObject break my RelationshipChanged trigger
(NPC.checkAction too, wasn't it?)
it was checkAction for my NpcKissed one yeah
And XNA's ScissorRectangle uses global screen coordinates, so you have to use a render target if it's a rotated surface.
AtraCore SetRelationship event command would break it too huh
probably
okay so i tried patch summary, and i could be reading this wrong, but i don't see much specific info about my mod? it seems primarily about where i'm at re: stats and such in the game...can anyone help with what i'm missing? https://smapi.io/log/5ce92df10af94717a1c7e0323af2bff9
Log Info: SMAPI 4.1.10 with SDV 1.6.14 build 24317 on Microsoft Windows 11 Home, with 38 C# mods and 42 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
(Ignoring the fact that atracore doesn't exist)
i have yet to check against spacecore's relationship change as well
that one is at least not very avoidable i think though
but i also feel like i don't use relationshipchanged all that often
(If your question was very specifically "yeah but why recursive" it's because, well, UI is recursive. It's a tree.)
i could technically stick a watcher on the field changed event for the friendship data but in doing so i'd not be able to send any of the other data i want to send with that trigger, which is why i dont do that and instead just transpile everywhere the game otherwise would do the changing
the issue with the RTT there would be - unless I fixed it and don't remember - SM doesn't know when the data in a render target texture has changed. It knows when you draw with it (and thus it needs the data, but it also cannot use async fetch methods with render targets - it forces synchronization), but it needs to know when it changes. I may have made it so if it sees it being set as the current render target, it invalidates it.
which is pretty brute-force, but workable.
the fact that it forces synchronization sucks, though.
Other data?
I haven't noticed any staleness issues in render targets. (And they do persist across frames.)
I do use GraphicsDevice.Clear on the render targets at the beginning of each frame, maybe it understands that?
you could always emulate ScissorRectangle in the pixel shader with discard :P
that's probably actually faster than recursive composition
It doesn't look like it's showing any info about your patches. Are you using your exact unique id via your manifest?
Can you go to the smapi website and validate all your files for me? https://smapi.io/json
It's also not solving the same problem.
If I made it recognize when you set the target as an invalidation point, then it would, since you have to set the target first.
If you're talking about say
still not ideal, but it'd need more context (or the driver's understanding) to do much better.
i dont think i know what captures are
I don't know if it's anything you need to worry a lot about, unless CG made a lot of changes from SM that aren't going to get upstreamed.
I might be able to do something with occlusion queries to figure out regions?
CG made no fundamental algorithm changes as far as I know.
A thing you can do with local functions that grabs the value of a local and saves it basically
(but also yeah i had it a bit backwards its not "any of the other data" its "one bit of data (the name) but that data is important")
It's disabled a few things which need to be on, but otherwise it's basically the same
I figured it was the name
i also would need to add a watcher on every single friendship object manually, wouldnt i?
and it added localization (why anyone would ever be using something other than Inland Great Lakes North American English is beyond me)... but heinously uses JSON files instead of TOML.
Still, netevent watchers are pretty easy to do. Will you accept PR?
(You know. In four months.)
i would accept a PR from you
as long as you promise not to get mad at me for still not doing the uhh.... Targets... whatever. thing
in the csproj
button i also have a skipping prefix on tryToReceiveActiveObject and a relationship-changing event command ._.
but my prefix skips when i want to avoid changing the relationship status
I prefer to avoid synchronization points when I can. Render targets are just special in that I cannot as easily make the GetData calls on them (which are required for them) deferred. The render target might change! I can use the invalidation point as an indicator that any pending tasks for that texture object must be completed at that time, I suppose.
i didnt want to come across like was judging anyone or mad at anyone that did a skipping prefix there!! i just wanted to appreciate Barley for going the extra mile to transpile it!
Here's a silly example. Let's put aside the question of why you'd want a 30° rotated UI, since it's a framework we're talking about. This needs a render target for the scroll region, it's simply not possible to do with scissor rectangles, and even if I were comfortable with patching the pixel shader, I'm pretty sure it would be a one-off solution and very difficult to adapt to a general-purpose framework.
I legitimately think the netevent is more compat because you'll get any relationship change, regardless of questionable event command
Or, you know, trigger action
oh, i understand. i just want you to know that i probably also break your stuff
Is that rotated in the target, or is it being rotated during the draw?
ive no doubt it would be more compatible if i knew how to do it. the issue is that i dont know how to do it
Trust me if I wrote setrelationship after triggeractions existed I would do that
This upsets me
i want it to spin
It is drawn to a render target in order to do the scissor-rectangling, and then the target is drawn rotated on the parent surface (in this case the main game).
the smoothing pattern suggests that the target itself is rotated...
The other way around wouldn't work; it's the render target that provides the clipping.
side note full 30* rotation of all UIs for april fools would be great 
I can't even go to sleep anymore after seeing that.
Do you add more relationships types (engaged, married, etc.) than exist in vanilla? If so, can I ask how you implemented it? (trying not to step on toes)
lol, that seems dramatic.
you don't need to patch the pixel shader, mind you. You're drawing a shape that you own. You can bind whatever pixel shader you want.
If you prefer, I could have it rotate constantly as you scroll.
I don't for exactly those compatibility reasons.
no, my command is not flexible at all and only works in the specific way i need it (sets Dating)
since it's rotated that way, that's why it isn't maintaining the smoothness of verticals
from SM's perspective, it's a very large, weird sprite.
It could be worse, what if it was only like 3 degrees off?
The fact I cant link to text on this specific word on my mod page might make me lose it lol
one degree of separation for everything, even the farmer sprite
Just enough that you can notice it, but not enough to be 100% sure it's actually crooked
That would be just rude LOL
All New Gaslight Mod, coming 2025
now THAT'S what i call intentionally malicious 
Isn't that just going to override SM/CG then? Or it runs a shader on top of the shader?
Please I'll put it in my friends mod lists and say nothing LOL
Call it: Even Less Lag
i had a cursed idea
SM doesn't have any shaders.
enlighten me
can i patch out rain entirely with BETAS and then use ATA to make false rain across all maps
I've opted not to use shaders for a few reasons, the biggest being compatibility.
What's ata
Oh
AT Attachment, the way hard drives are connected
when are you publishing this? I want it /lh
i was considering setting the rain animation on alwaysfront
because i found out i can grab any tilesheet i damned well pleased and make an animation
you like... could. but. itd be hard to make a seamless animation that covered the whole map i think
I mean....
since when one rain drop exited one tile it'd have to seamlessly move to the next tile
Could you load your own tilesheet with a 1000x1000 rain animation?
i did a reshade-like mod that runs shaders on the whole game, but it runs them in a separate step after the render completes so it doesn't stomp on anyone else's (as far as i know)
doesnt each tile on the tilesheet need to be individually animated?
yes
It wouldn't be easy
More snow from SpriteMaster.
it wouldn't be fun
Or fun
but i'd definitely call it "No More Rain Lag"
SM heavily patches precipitation overall - rain should be faster on it as well :|
does this use Tiled tilesheet animations tho
cuz thats what Jam meant
In the same spirit as No More Lag, I'm pretty sure it would actually be laggier
since how it draws is pretty bad.
Ask and ye shall receive.
i'm so fucking happy rn
I personally think the angle should be determined by scroll %
"No Officer, I'm Not Drunking I'm Driving." mod title
Lol
actually if you did a gentle sine wave of like -2 to +2 and back i think i would genuinely love it
I'm unsure what 'No More Lag' is/does, particularly
"No, More Lag!"
You and everyone else here.
It tries to preload stuff and breaks things
gently rocking you to sleep
it literally caused more lag
for SM, I explicitly created entirely new draw routines so I could draw all of the precipitation in a single draw call...
or as few as possible, at least.
just what the user wants : D
and sometimes crashed content patcher
Oh my god
Oh my god...
Why are we doing this
(tbh i was thinking the same as ichor)
Why are we doing any of this
didn't pillow make that already
from my understanding, no more lag is incompatible with common sense
I feel like this is the #making-mods-general version of internet brainrot XD
a little bit of rocking back and forth, with very subtle scaling bigger and smaller a lil bit
be modder do crime
I don't like it when menus bob around
Right now it's only got transitions, looping animations coming in 0.6.
Why.
I mean, if you want, I can add API calls for SM so you can use its precipitation system
then you can make whatever fancy rain you want to
I have never seen atra (or anyone here) hate an idea this viscerally
you must not be around when i'm making c# mods then
... have you seen atra complain about the pathfinder
Honestly, I was only doing it to illustrate the rationale to Ameise. I don't have an actual mod UI that does that.
which is shocking as I've done some terrible things.
atra hates everything i make 
I want to be you when I grow up
atra I still want to see your knitting patterns
(someone I know gets motion sickness really intensely from animations like that, so I get it
)
A dirty secret of mine is that I can barely even look at some 3d games
Anyway, if there's some fancier way to do it with a custom pixel shader that plays nice with XNA's matrix transforms and won't break compatibility in other places, then I can't say I know what it is.
Like, if someone else is playing a first person game on the TV I leave the room
I found out when we tried to play a mario kart together and, uh, it was brief
yes surely, here it is in my manifest - https://smapi.io/json/none/745f9cee8de948be83feae44233ed683 content - https://smapi.io/json/none/a9886ff731bc4156824aa32a6f90fc7f default- https://smapi.io/json/none/5c5e874e9c16456985ce0ffe3c6f7de6 RKAB_Seb_Dialogue - https://smapi.io/json/none/27cebdf99e77471d891b6ae408deb85c RKAB_Seb_MarriageDialogue - https://smapi.io/json/none/2e6e79c5aa82423888f96fd3b2d25f7d
SAME I’ve tried to play portal multiple times and I just can’t 😭
Portal is the worst offender
that one indie precursor to portal gave me vertigo pretty reliably, though I'm otherwise usually fine
portal is a fun game but it’s just such an unpleasant experience bc of the nausea 
old snow:
Popcorn snow?
im sorry but im taking away your nerd card
Pre-yellowed
puffersnow 
and before that:
where are the sprinklers from btw?
directional sprinklers, I think? This is from 2022,.
And that would be... cursorsnow.
There should be at least one up to date directional sprinkler mod currently
I'm fricking sorry do I need to show you my audible account
what bothers me is that nobody has made a Conway's Game of Life crop.
I think atra can still be a nerd and not a gamer 
This is what I listen to at work
would that propagante once a day or every 10min
10 min
despite having played with a game of life sim for hours, I always ignore mods that try to add them
never feels worth it
(or, if you want to see my Unreal experiment with conway's game of life: https://www.youtube.com/watch?v=tlToKp3lAEc)
true nerds have already listened to it during the 1st edition atra, geez
(mostly thinking of a specific minecraft one, though, lots of restrictions)
Life sim?
it's game of life on a cube.
a Conway's Game of Life simulator, I mean
specifically done entirely using Unreal materials/blueprints, no custom shaders
((game of life) sim), not (game of (life sim)) I think
basically, doing it as hard as I can.
I mean, I also make life sims...
I'm fond of evolutionary bytecode
ig for context, there's a popular minecraft mod that adds weird plants and reasons to grow them for power generation;
the endgame one grows in Conway patterns, but it's such a hassle and has lifespan limits etc, so everyone I knew ignored it 
despite the dev nerfing other stuff as encouragement
my only real graphics-related project was using 2d desmos to display some 3d wireframes lmao
Look, Minecraft is Java blocks game to me
esca is vazkii posting
https://www.youtube.com/@digitalcarbide-ameise4979/videos - certainly isn't everything I've worked on, just what I've bothered to upload videos of.
sorry if this is a known thing, I've never been to an actual MC forum 
just dragged into friends' servers like 4 times
oh i have no idea how known to everyone else the conway flower is i just know what you're talking about
(As per usual, the atra grew up under a rock and now lives under a pile of wool.)
I’ve played like 10 minutes of minecraft in my life and it was on a tablet iirc so I, do not know what we’re talking about
I do know wool though
piles of wool I understand
I ran a local server for my friends for a while
are you a Wool Nerd or a Game Nerd (the two genders of nerd)
I wish that Java wasn't terrible.
There can be plenty of nerd types