#making-mods-general
1 messages Ā· Page 172 of 1
aren't there image asset translations too?
yea
for half my mods the only translations i even use are for GMCM menus
Well those don't work through i18n to begin with
CP config schema, too
I thought images/tilesheets were also through i18n but I guess not haha
That reminds me button does special power utilities support localizedtext?
wouldnt holly have noticed that
either way i dont think SPU does bc i just didnt think about it/get tokenizable strings at the time but it should be simple to fix
I would just like to state, the Rock Paper Scissors mod is honestly the best multiplayer mod creation I have ever come across
string hText = data?.TabDisplayNameFunc is not null ? data?.TabDisplayNameFunc() : data?.TabDisplayName ?? data?.SectionName;
should just need to replace the TabDisplayName part at the end with a call to the text parser
That's a big ol tertiary u got there button
i am always surprised whenever anyone mentions this or remembers it exists. its literally the worst time ive ever had making a mod
question mark georg
i like ternary statements
Very ? ful
the average person has 10 question marks per line of code--
it didnt used to be that long the TabDisplayNameFunc didnt used to even exist, that was a recent and quick change for the API i added
so it used to just be data?.TabDisplayName ?? data?.SectionName; which i think is fine
YAAAAAAAAY!
once i finish updating the BETAS docs and post the new version of that ill fix SPU
it worked, waymee?
I genuinely love it I havent played multiplayer in a while so idk if it even works still but I would subject my friends to this 6am everyday
So š¤©
I hate watering the crops early on XD
i honestly also dont know if it still works
It works, wow
it didnt throw immediate errors after 1.6.9 so i didnt touch it
It was necessary to replace pike with Pike in ID
Congrats 
seems fine in same-pc coop at least 
I hope there will be no problems with the other fish
I recommend an AI agent like Intellicode that's free and can check for errors in multiple files with small things like capitalization and so on. Just wouldn't recommend using it to write code for mods
but it saves a bunch of time when you find a small error or don't know where there is an inconsistency
any C# wizard here that can explain to me how I can make an API function for my mod? 
basically I want some thing like OnMessageReceived that lets you access the user, chatMessage, color
idk if I'm explaining myself well here, sry
This mod shouldv'e gone miles and miles 
I'm just gonna start mentioning it like every 30 minutes in #modded-stardew XD
i think the percentage of people who play multiplayer in general is significantly lower, and the people who play it very often lower still
It still deserves more 
im not very good at the making-API-stuff myself but, is this something you could get away with using SMAPI's message broadcasting events for?
Speaking as a support volunteer and mod author and a busy mum I wish nobody played multiplayer /j
wHaT š but I get so lonely sometimes 
There are - you need to fix capitalization on all of them except Latimeria
i exclusively play multiplayer, so, the modding experience for it matters quite a bit to me
Pretty much same here
tbh i think its actually kinda hard for most mod authors to make a mod that does break catastrophically in multiplayer
I bought Stardew for 4 of my friends so I would never have to play alone XD
split-screen and quicksave are the cases I hate thinking about, multiplayer's mostly been smooth for me 
(one of my mods does, but in fairness, it was the halloween modjam mod, so i didnt have time to care)
I'm unfamiliar with that, can you tell me what you mean by that?
challenge accepted?
oh, split screen is a different beast i forgot about, i was not including that in my general multiplayer stuff
Lol that tracks xD
quicksave i think should expect to break everything
wrapping random bits in pathos's PerScreen stuff is usually pretty easy effective, but it's a weird mechanic all the same
I've played multiplayer a grand total of about 15 minutes before my wife abandoned me
It's okay I dislike multiplayer games anyway lol
kidding XD love adele
https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Multiplayer#Send_messages
its more limited than an API for sure and might not be the correct choice, but you can send arbitrary data that other mods can check for, if you'd rather do that than making an actual API
I've played LAN multiplayer with myself using two stardew instances on the same laptop once iirc but I have no memory of why
This is the twitch chat mod right
I did that once tooooo I named the second me Larry and we were the best of friends 
it seemed like a good choice to me since you'd be sending events so the other mod would not need to be constantly polling your API for the latest messages, they can just listen in
if you were actually playing it, why didn't you use split screen haha
but it does ofc depend on your mod and the specifics of your implementation
that sounds actually good for my use case, I'll try it :3 thank you!
You will likely want to accept a delegate
yeah!
Basically let other mods register a event handler
Which u keep in a dict or whatever to call as twitch messages come in
As for making api itself u need to do it as interface + class impl
The interface is what people will copy from your mod
To use with GetApi
there should be wiki page on this
yeah that's what I tried to do originally but failed
is there a way to do an "or" statement with CP logic. I have a statement like so:
"Action": "EditMap",
"Target": "Maps/{{ModId}}_RusticRidge",
"When": {
"SurprisePick": "Adventuring"
},
"MapProperties": {
"FarmHouseWallpaper":"12",
"FarmHouseStarterGift": "(W)15 1 286 5 403 5 "
}
},```
Can I do something like
``` "When": {
"Farming Path": "Adventuring" OR "SurprisePick": "Adventuring"
},```
Or do I have to list it twice
the wiki page is pretty slim :c but maybe it's just me not understanding it properly
I read the github and I can't see anything about or statements
Well u know how interface and class work right 
It is on the GitHub somewhere
yeah I think I don't understand how to register a event handler tbh
you would need to use a Query token for that i think, or just two separate patches that do the same thing
emphasis on "i think"
Oh i think u would probably just
Keep a list or dict of delegate that u got from other C# mods calling your api
That u iterate over and call
Rather than use actual c# events
It's essentially how trigger actions work
I can't wait for the day I understand all this C# talk... X|
The delegate would be an Action or a Func (if u want ret values)
Question about licensing...again...I have a mod that I am ok with people editing assets of, but only the assets I created (the mod in question is the N3rd's Pets mod). I created the asset for one of the two dogs (boo) and someone else created the asset for the other (Java). Say I wanted to let people edit and remake the boo asset but not the Java one...Is there a license that works for that? Or do I just have to make a statement of which assets can be used, edited, translated, etc?
This is kind of a suggestion in a vacuum though, im not really sure what your envisioned use cases are
Would it just be easier to list what is allowed for each mod? >_<
Cuz I do that on nexus already
Are you asking about choosing an existing license or choosing Nexus perms or writing something of your own?
you can say "these specific assets/the assets in this specific folder are licensed under [license]"
You can create a license with clearly noted exceptions (see Tractor Mod's license for example).
yeah, I really appreciate your help! I'll try out the send message thing first and if it doesn't work I'll reattempt the API event handler approach 
The thing is im not sure how the smapi multiplayer messages help you here
I am putting my mods onto GitHub, I've made the repo for them but now need to make the licenses for them. There are some assets that were made by me and some made by others that I either A. Commissioned, or B. were given access to redistribute and gain DP on. I am just wanting to make sure that people know which assets can further be edited/redistributed without needing to ask me.
Those r for communicating between multiplayer instances
Not usually for 2 mods to talk to each other
not usually, but no reason it cant be
Seems like Pathos's example might be helpful then. The websites that explain and help you choose licences are helpful too I find.
I don't think they fire in solo game
So the twitch streamer would have to be co-oping
that would be a shame
i dont recall seeing anything saying it doesnt happen on solo games
Hey can someone tell me how to translate mods cause Iāve seen a lot of epic mods but they doesnāt have translated files so Iām considering to do the translation š„°š„°
it does send the message to itself
Ok then it could work, just be very strange cus
(like the same computer that sent it will also receive it)
can each mod be licensed seperately?
you can send just strings
and from their initial message it seemed like the stuff they wanted to send can work as just simple strings
Iāve opened with vscode but it has so many comments ,it would be hard for me to edit
Yes I think so you just make sure you have a licence file in each mod folder
Yeah i can definitely see how it can work but i also think actual api is better 
(tbh i think you can also just send like, any C# class like dictionaries or lists and it's fine as long as its not custom)
Api that accept delegate is pretty common, see gmcm api for example
Or iconic framework
Time to work the magic that is adding files to github...adding, and removing, and adding, and removing, and add........
yeah, I'll probably just send 2 strings and maybe a Xna.Color
i never meant to imply that an API is necessarily better or worse than the message sending, just wanted to point to the message sending as something to look into if it works
I bet, I'm just not capable enough
Thank you so much Iāll mark this
it does now, thank you for bringing it to my attention
Is there a way of determining if a player has ever visited a GameLocation?
conversation toppics get auto generated for each location
once they enter
content patcher also has a token for it
dont know what it uses to check
https://stardewvalleywiki.com/Modding:Game_state_queries#Player_info_.26_progress
PLAYER_VISITED_LOCATION <player> <location name>+
That's helpful, I know where to look for the function now.
I see
It's stored in Farmer.locationsVisited
š„ 
so, I have a small silly question about a QoL feature i've always wanted but haven't seen anything like that yet in Stardew. How viable would be to make a mod where you just slide your mouse cursor over your inventory items to get them inside chests or any other storage? I do enjoy Stash to Nearby Chests, but I think that would be very nice as well! We have this kind of thing in Minecraft, but dunno why not in Stardew. So instead of clicking individually each item slot, you just, slide your mouse and boom!
That would indeed be amazing
I'd prefer the ability to click and drag items around instead like you can in the inventory.
Would it be like a modifier key to hold down
for Tai's idea, it probably would just be changing if the mouse botton is down while hovering over an item, rather than the normal check if the mouse button changes from not-down to down while hovering.
RIGHT? A dream come true 
shift, maybe? shift + slide the cursor. its like that in a very popular minecraft mod
Is it possible with CP to make a machine that produces an item daily. Looking over the guide I don't see an option for it. For example the worm bin makes bait with no input needed each morning. the mushroom boxes are another example.
yes, those are implemented in CP
check Data/Machines for the coffee machine
Ok, thanks.
A modifier is necessary in minecraft because by defauylt, click and drag drags an item around. In stardew though, the item will instantly jump over from the chest to the inventory or vice-versa with a normal click, so I don't think a button modifier is required in this instance since you are simply allowing the user to drag their mouse to continue the vanilla action on nearby items.
In minecraft, normally you hold-down shift to make items jump from the inventory to the container, so the mod doesn't technically add or change and modifier keys either.
@brave fable Do you have any insight about Remote Fridge Storage being incompatible? I'm trying to update RFS to work with the Love of Cooking menu and coming up a little blank
no insight
oh I see, thanks!
doesn't seem very difficult at least
This line of code here is really getting my goat, originally it was "LoveOfCooking.Objects.CookingMenu" which seemed to be out of date, I changed it to the new LoveOfCooking.Menu.CookingMenu, but even still this line seems to just willfully not do anything if it detects your menu
if the mod's choosing to willfully not do anything if mine is installed then it sounds more like it's incompatible by design
Mod page indicates that it was at one point compatible
That line seems to in fact be the compatibilty patch, looking at the github history
As far as I can tell anyway
Ok. Another question, this is with regards to a different mod (not yet published but contains commissioned art that only I have rights to redistribute.) Would I do a CC license for my assets but a non-CC license for the commissioned work?
if its not something you made and you havent gotten express permission, you are not allowed to license the art you commissioned whatsoever
regardless of what type of license it is
I mean like would I use the commissioner's license
like they give me the license to include for their work
if the commissioner gives you licenses, then yes, use those for their files at the very least
if they don't and they say the work shouldn't be licensed, then like buttons said, you can't license it
At this point I feel like I should just write acceptable use things instead of trying to figure out licensing...
"acceptable use things" are a kind of license
Have you ever had trouble deciding what hat to wear and wish you didn't have to choose?
*But still easier than trying to find a license that fits what i need š *
you could always just give up and not learn licensing. the secret third option
I love that "multiple hats" seems to be a bug that infects several mod authors 
tf2 tower of hats real
im not saying anything about finding other licenses. im just saying that there is no "instead." doing acceptable use terms IS figuring out licensing
Also Who let soldier into SDV
a license is just a very formal acceptable use terms page
("a license" here meaning the commonly used ones like MIT and whatnot i mean)
No I know, I'm just being me. Like "It's eaiser for me to write my own license than to use an already made one"
Then do that
it really isn't tbh, an already made one is copy and paste
its fine
but if you feel like it is, then do that
its entirely up to you, as long as you arent defining what is acceptable for things that arent yours
-# is easier for me
I don't know if anyone's linked you to this, but you may find it helpful:
https://choosealicense.com/non-software/
Non-judgmental guidance on choosing a license for your open source project
(and, to that point, if the person you commissioned DOES say "you must include my license" then you do not have a choice.)
What class is used for the chest menu?
Oh and this too for more creative options https://chooser-beta.creativecommons.org/
ItemGrabMenu
I've tried those. They don't really help me understand the licensing anymore that this convo did >_<
In communications with the person I commissioned about it already
The problem with writing your own terms is that if you don't understand licences you will likely write something incorrect that will not hold up in court. Not likely to matter here in the slightest unless you think you're likely to take someone to court for violating your terms of use but that's why it's recommended not to write your own.
Though I guess the argument could be made that if you write yours badly enough you might find Nexus and others in the modding community unwilling to enforce them or support you in doing so.
well. that second part is not something someone should be concerned with
bc thats not on the person writing the license. thats on the people violating it
It's probably unlikely that anyone would actually be going to court
I tend to just not license my mod source code because I don't want people uploading them places. My one exception is an aedenthorn mod i updated and added a few features to because it came with a copy left license
Court is too expensive
"unwilling to enforce or support someones license" is just ip theft
I mean if someone had a particular intent in writing their terms but then wrote them so poorly that nobody else agreed they could possibly be interpreted that way.
I think the really important thing is that you actually understand whatever license/terms you end up choosing for your project
u can license with stuff that didn't permit distribution of binaries
Obvious nexus has a license to distribute but that's it ig lol
The important part about licensing mods to me is to create a way for other ppl to take up my spaget if i die in a truck accident or whatever
Do you have one you like?
when it comes to modding communities, really a license is mostly just so that you can feel safe no one is going to steal your work, or for someone else who wants to contribute to your work to feel safe that you arent going to go after them instead
I'd like to welcome contributions and stuff. I just don't want it distributed
(ā¦.chu š)
(also third option: so you can feel safe letting other people contribute without them going after you)
It would have to be like a clause i think 
I have an "if I die in a truck accident" clause
Since most open source code licenses usually say binary distribution ok
mine only extends to sedans
Dang
Technically, licenses that restrict distribution do not fall under "open-source" but rather "source-available" which probably isn't super important for the purpose of modding
Ugh, the code for clicking items is a mega spaghetti function. A really good harmony patch would be necessary to alter it's behavior in a meaningful way. 
But you'll want to be looking for source-available licenses for examples of ones that have those type of restrictions
yeah im pretty sure the actual definition of open source requires you to let people take your work and do almost whatever with it
Source-available software is software released through a source code distribution model that includes arrangements where the source can be viewed, and in some cases modified, but without necessarily meeting the criteria to be called open-source. The licenses associated with the offerings range from allowing code to be viewed for reference to all...
I just hope whatever conversation is had with the commissioned artist is more elucidating
@pine ermine What are you trying to do? I have a lot of experience with the ItemGrabMenu.
they're more likely to have an understanding of artwork usage rights
Ok, So I looked over the licenses...I'm allowed to specify which assets are not mine to license but I have permission to use...right?
Seems the MIT license is actually best for me
So the ItemGrabMenu already supports heldItem, but the problem with Chests is that it automatically puts the heldItem back into the chest or player's inventory as part of it's receiveLeftClick
Yes I see that
If you wanted to implement dragging/dropping, I think the easiest approach would be to use the heldItem, but prevent it from being added back
So patch out the add back, and then inject the adding back when you release the mouse button
and that code is nested deep in a if-else tree, which makes it a fun harmony patch :P
@brave fable CookingMenu is not a CraftingPage, right? It seems RFS works by injecting the chests directly into the _materialContainers of CraftingPages, but I do see you reference material containers in CookingMenu. Is there any way to directly affect those?
I don't even think you would necessarily need to do Harmony patches at all tbh. If you use regular SMAPI events, you can suppress the input so that receiveLeftClick is never actually called.
That would break the special logic for things such as books though
Wait, does MIT say "Hey if you use my stuff, please credit me?" Cuz legit, that's kinda all I care about...credit if my stuff is used XD
yes
Awesome
I now use Commons Clause License + Mozilla, probably not perfect but it's something
It'd be something like:
- Detect MouseLeft being in a state of held.
- You can call the vanilla InventoryMenu.leftClick to determine the item.
- If you want to handle it, then update heldItem and suppress the input (or if not return early).
Oh gross I have to disclose my full name?!
Like first AND last
or can I just do First?
I use my usernameāsame here
If it ends up mattering then I guess we can fight it out lol but thereās no way it will come to that
If you ended up wanting to use the license to enforce it legally, you would probably have to be able to prove that you are the one and only person associated with your alias.
I suspect that the additional context of the GitHub account, etc would end up falling in the favor of the person writing the code but not a lawyer here, no idea really.
Idk what the argument on the other side would be, āIām secretly the author itās mineā?
@pine ermine Is this the type of interaction you're imaginging for the inventory menu?
yes
I wish I could rename directories in Github...
You can
It's annoying in web view
I usually do it as a command line push kind of deal
But Git does detect if files move
In web view, click on the bit at the top of the file that says where it is
it should let you type there
Are u like, using git via github
Yes?
Instead of git cli/source tree/whatever
I use website
It's a lot easier to not do that
Should I not?!
does CP/any framework support opening menus on clicking tiles like Robin/Clint's shop or is that C# land
Frustrated Rose noises
I personally treat git as "sync me folder to the github site pls"
So I should use Github Client?
i don't know what the goal of rfs is at all, but the containers are set in CreateNewCookingMenu
i find Fork much easier to use than sourcetree/github desktop/visual studio git
which channel do i go if i have questions about mods
You just need to clone a repo then start editing inside
Many options really, take your pick
If you have technical issues, #1272025932932055121
general gameplay discussions go to #modded-stardew
this channel is for mod makers
But the core concept is that u do normal file editing stuff in a folder that happens to have a .git folder which holds all the metadata for version control crap
Not me not using VSCode
I'm about 85% sure this is C# land but asking just in case
And u can obtain one such folder by cloning the repo
vscode git is also pretty miserable
That's just OpenShop isn't it
i see i just had a question regarding not being able to use most of my mods for this version of stardew
yeah if you want a shop to open then that's obviously supported already. arbitrary menus are going to need C# anyway, and you'll want to register a custom tileaction to open those
yeah but Robin also has a menu to choose if you want her shop or building service
Oh u want the dialogue
Yeah i don't think that's a thing cus encoding all that in a string would be a pain
I think there's a mod just for animal shop style stuff
is that yours chu
but other than that C# afaik
For livestock bazaar i did it custom based on the bazaar data asset
But obviously that's a specific use thing not general
me?
So yes selph u should also just do a tile action ez
Im not really sure what a generic version of this would look like
menu > menu definition?
maybe an asset of menu entries to tile actions?
Does it like, take a list of actions/tile actions
like you can define tile action > list of menus + the names for the options?
Yeah ig
You'll want nonsense with like i18n on those names and such
And it can be less pein if it's like
personally when I needed this kind of thing I just yoinked and C#
I stole the submarine dialogue
U just give id to a custom asset
and used it for my """submarine""" instead
That defines all that in a nice model
just rotating ideas for a potential robin-like character who sells and builds stuff
and yeah I can easily do all this in C#, but a generic asset and framework could be nice
Next emc feature trust
š
would be cool for an immersive way to be able to build 2 sheds at a time
Selph NPC mentioned
Selph BuilderEmporium framework trust
im not going to accept any builder-related framework unless they unhardcode the golden clock
Since I don't have any code heavy mods, I think I'mma stick to using the website for my stuffs.
would you mind enlightening me about the hardcoding of the golden clock?
i wish i never knew that the gold clock didnt draw properly unless it was specifically built by the wizard
i don't see much point in trying to make a generic string-based solution for opening completely custom menus in a completely custom dialogue, you're using c# for everything else along the way
only genuine 100% wizard original will do
none of those counterfeit clocks
buildings are only Magical if they are built by the Wizard
at no other time is a building magical
robin isn't sparkly enough for us
at no other time does the clock have a face
which is so mean honestly robin is best girl
Do what sparks joy ofc, but i think it's good to take advantage of tools by using their features instead of treating github like glorified google drive
Tbh a few months ago I had the same opinion on trinkets
i see a lot of point in making as many things potentially accessible to a content pack as possible
People want custom community upgrades
@light bramble theres a github desktop app that has a UI that's easy to understand
The worms gave me a name and told me this mod can be harmony free and that's why it shipped
šŖ±
and I would like to thank the worms for their service
(im just glad i never put too much work into my own trinket framework bc chu did it better than i could have)
i am very pleased with the name
tinker trinken
Trinker Tinket my favorite
tink tink
trinker thinker
trinken tinket
Just do a dictionary string string
Localized text to action
Good enough for government work
i dont think i was paying attention enough originally, what was the tile action wanted for again
just open a menu? any menu?
text menu where each entry can trigger (tile) actions yeah
like robin and marnie who has services offered alongside their generic shops
that doesnt sound difficult
Then just add actions for everything you want
This action gives the player a propeller hat and flight
lizard rental service tile action
that makes sense for a couple ppl in here right
yes
lacey literally has a tile action that does a menu with three choices that do different stuff, if looking at it will help you implement
i think the desire is to make it generic, though, is Lacey's generic
arbitrary choices determined by content pack author
no, lacey's is very specific
doing it like this has advantage of being visible in tiled and disadvantage of general map string text woes
imo dealing with tiled properties is a disadvantage
what does chu have against knaves
but i guess you can insert them via cp
the other proposal would just be like
Action QuestionDialogue <id>
and the id is a custom asset where all this is defined
is there a list of farmer's animations somewhere? like which id is which animation?
normal ass content patcher EditData things then
i would think most people are against knaves button.
so we support crimes but not knaves
honest crimes.
Nope
It's just pain
i support arsene lupin kind of crimes
is excessive reflection really that scrupulous
that's unfortuante 
so selph can i steal this idea and toss it into MMAP
i was summoned
it seems useful 
sure! less work for me when I get back
-# tbf, iro already made the lizard taxi service for me
the extra work is negligible, we've collectively been working on a to-do list to hand you once you're back from vacation
ill prob go with custom asset bc atra gave š of approval
honestly i'd rather jump through a window than define a new property in tiled for every branching option in dialogue, so go for the asset
lizard rental service doesn't use betas rn but it does have the best lizard sprite ever drawn
I would rather work with HF
unrelated to all this dialogue question talk
it's a retextured horse and the retexture is world-class
listen, selph said lizard taxi and that's all i read
same here
i am taking a break from main channels unless i'm specifically summoned 
really it's not soooo bad
if you have proper PPE
and an acid cabinet and all that jazz
horse framework? print player events??
yes, all you need is horse
the real context for atra's comment: https://en.wikipedia.org/wiki/Hydrofluoric_acid (if you are squeamish, do not scroll down to the health and safety section)
i will not be reading that. i will continue to think about horse framework instead
current mockup for some new menu 
So guys, I'm trying to make it so that when an item is chosen in the config (Generic Mod Config Menu), for example āRubyā, in the āItemIDā instead of being (O)Ruby, it becomes (O)64, is it possible to do something like this purely with Content Patcher and avoid using csharp?
`{
"Format": "2.4.0",
"ConfigSchema": {
"MItemId": {
"Default": "Aquamarine",
"AllowValues": "Aquamarine, Ruby, Amethyst, Topaz",
"Section": "Section Example",
"Description": "Example desc."
}
},
"DynamicToken": [
{
"Name": "MItemId",
"Values": {
"Aquamarine": "62",
"Ruby": "64",
"Amethyst": "66",
"Topaz": "68"
},
"Default": "62",
"AllowBlank": false
}
],
"Changes": [
{
"Action": "EditData",
"Target": "Data/Shops",
"Entries": {
"Example.ModId_ExampleCode":
{
"Items": [
{
"Id": "Example.ModId_ExampleItem",
"Condition": "SEASON Summer",
"ItemId": "(O){{MItemId}}"
}
]
}
}
}
]
}`
!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.
That sounds like a job for dynamic tokens (but also very tedious)
the high-level idea with a dynamic token would be to make a new token that corresponds to the item ID and set it conditionally depending on the value of the config
some more intruiging ideas might be to use i18n for the actual display names of the options
Is there a clothing mod expert in here? š„ŗ CP really hates loading my hats properly
I think this is possible but I forget for sure
im pretty sure you dont want to name your dynamic token the exact same thing as your config token
Not an expert in clothing but have poked it once or twice
oh yeah def name it something else
does content patcher even like. warn you about that
but it would be this terrible sequence of "When": "Ruby" "Value": "64"
better to just ask without gating for experts /gen /pos
Fair enough, but we haven't been able to solve it so far
where all means all making mods questions
wow noone told me i had to tag messages if i'm being a pos
what is improper about the loading?
oh no i read that message quite wrong
I can't get my custom hat to load with the correct show/change/hide hair attribute, even though the export of data/hats shows that it's passed through correctly with EditData
It tends to always change the hair, as though the value is false
Ah, that attribute definitely sounds annoying
Have you used lookup anything to check on the hat properties?
you can turn on ultra data dump mode
and get a really in-depth look at it
are you also deleting and respawning the item?
I am not! Should I?
Yes
I'm reloading the mod
when in doubt always trash an item after making any changes
Me too, item, me too..
Wow I feel that
Ohhhhhh okay, so
Am I not going to have success with a "Update": "OnLocationChange", with an EditData action?
I read (hiv) pos
You can do that but it depends on what you're trying to do
Tbh
Like, I cant change an item price on location change because item prices are baked into the spawned item
Even if the code technically works
I want the hat to appear differently based on whether the player is inside or outside
And hide hair is only for the outdoors version
Well did respawning the item fix the original issue?
It did
you can change the texture directly probably
it is possible that will not work, if the respawning is the issue
Then yeah you cant
Bummer
you can use Lookup anything to verify that the property won't change but Button's advice is probably easier
So its not that you're using OnLocationChange with EditData, more that you're trying to dynamically change that field
Texture is updating correctly, but the player hair is still showing
Some fields are set it and it stays, other fields are set it and it's there for life
so what i am learning from this conversation is that HF means Hat Framework and it lets you change this property
It's pretty much annoying/impossible to tell without testing
offhand, does anyone know if stardew has a sound that's knocking on a door? or know what the sound is when you try and open a locked door?
and if its one of the drumkit noises? lmao
https://stardewvalleywiki.com/Modding:Audio I ctrl-F door here
are the soundfiles somewhere i dont have unpack them
like werent they on soundcloud at one point
unpacking is regrettably the thing afaik
the songs are up various places
the weird sound effects less
š aight
So it seems like hats don't refresh their data once they've spawned
time to unpack mr soundpack
Hmm
would once again recommend clubhit, clubsmash, and fishslap in that order
this looks excellent 
the soundback unpacking is legit a huge pain
for me? :3c
are you on mac or windows, lani?
window
something i did wonder about is what exact aspect ratio to use for the preview
Retired
ok it might be easier then
ive unpacked it before i just forget where
previously i just eyeballed it
i think had to compile C
unxwb all u gotta do
Dh looked into it. Thr answe is that Nexus is inconsistent
no i meant PIF previews
its a texture field where u load a image (usually just ss of the map)
the acids are only a little bit super full of danger poison
shocked pikachu.jpg
but the aspect ratio is fixed so it looks a lil weird sometimes
unpacked ^_^ ill go listen now
ok why is fishSlap included in this list. you sold me on clubhit and smash
As a workaround, can I like... obliterate and automatically replace an equipped hat on location change? š
I just want my hood to go up and down
No
Righto
Have you looked into FS?
That's also an incredibly hawkish workaround for what you can do with about ten lines od c#
Or use fashion sense
Fashion Sense I believe can do more stuff dynamically
Off the top of my head I don't know about the hair thing
Is that not what the C# solution would do?
Doesn't matter, I'm not a coder anyway
I'll have a squiz at FS, cheers
i bet FS will do it
Not sure it's a "No, lol" situation when I don't know how to code C#
I appreciate everyone's help with this issue! It explains why I've been having mixed success and hadn't finished troubleshooting
I'll reinstall LookupAnything too!
Is this what you were thinking of? I'm holding down shift and then click+dragging across to send items up or down.
I need to polish it up a bit, but here's the mod if you want to play around with it in it's current state
Holy shit it looks so efficient. Is this really SDV? š
I'm sure this will be buggy because I hacked it together quickly
gamepad gamers missing out again 
we've come so far 
@ivory plume sharing this here since I've hit the file upload limit for GitHub, but I believe this works for both looking up the targeted tile as well as for bringing up search regardless of what Tile Lookups is set to.
Ignore my sloppy controller usage, I rarely play with a controller myself
Looks like tile lookups aren't triggering in that video (probably because of the custom lookup logic instead of using this.ShowLookup)? With tile lookups enabled, it should almost always show a lookup since it'll fallback to showing info about that map tile position.
Essentially I'm wondering if we should just get the player choose between two icons, for this.ShowLookup vs this.TryToggleSearch.
Yeah, it can use the method with an id to register two separate icons for each.
The only thing is if anyone uses the Toolbar Icon then the cursor will be in a different position from what they want to lookup
(I just pushed some changes to the PR; I suggest resetting to the server version before making other changes to avoid a merge commit.)
Re the tile lookups earlier, I misunderstood how it was switching between them. I thought you were doing it automatically, not having two different bindings to do it. So that should be fine then.
I guess the icon could trigger the no-cursor behavior used on mobile (which gets the subject in front of the player)? If we use that approach, the integration would just be:
// add Iconic Framework integration
IconicFrameworkIntegration iconicFramework = new(this.Helper.ModRegistry, this.Monitor);
if (iconicFramework.IsLoaded)
{
iconicFramework.AddToolbarIcon(
"LooseSprites/Cursors",
new Rectangle(330, 357, 7, 13),
I18n.Icon_ToggleSearch_Name,
I18n.Icon_ToggleSearch_Desc,
onClick: () => this.ShowLookup(assumeNoCursor: true),
onRightClick: this.TryToggleSearch
);
}
Yeah that seems like it should work
I just pushed that change to the PR, if you want to see how well it works in pratice.
i am looking with great interest 
that looks incredibly cool
Can I change the amount of exp needed to level up skills?
not without C#
Oh thats too bad. Thanks for the info
Also changing the amount of exp gained need C#?
correct though you can kind of influence it with crops by adjusting the price
The less they cost the less exp they give?
Got it. Not worth it this way. I think you level up too fast, and I wanted to slow that down
Not the biggest of the issues
I will just accept it
if you dont mind an already existing mod, someone has made one
you can just make a simple c# mod with a OneSecondUpdateTicked event that reduces all your skill xp by 1 each time
be sure to give it a hip name like Getting Rusty
Except loc cooking ofc
Use It or Lose It
This looks perfect for myself. I cannot include it in my mod but I can advice people to download it and set it
This is already uncomprehensive language for me
hmmm u can work on the hip name then
I don't know what you are talking about. I'm not a programmer and C# would be too difficult for me
Getting Rusty is for when Atra makes us all learn Rust
i'm just spouting nonsense
Ahah that's what looks to me anyway
c# and rust both have C interop so you could use that
you'd basically be using rust to write a c lib and then referencing it from c# as external code
sounds like a horrible experience though
you aren't thinking cursed enough, the real question is if you can write mods with nodejs
there's gotta be a js engine for c#
https://github.com/sebastienros/jint lo and behold
how you all feel about modded animal items having quality? i'm tempted to see if i can make mine just all produce as regular
Are there any current mods that make the chest size bigger?
not js, nodejs. I'm going to bring leftpad into stardew whether they like it or not 
Depends on the item and how it fits into the processing chain
you can't make them always regular, animal produce will always get quality based on their friendship/mood
Thereās some items I would happily give up quality because they all get processed anyways
ah does it
I think ideally there would be SOME way to get higher quality because pretty much all animal produce has some
You might consider asking in #modded-stardew
They know more about whatās out there than we do
We just make the mods
i'll just recommend using auto grabbers and or quality smash mods lol
It turns out if you fill the autograbber it reverts to the original harvest method
we just make the mods, legally we aren't allowed to play them /lh
what do you mean? like if its internal chest is full it stops collecting?
It reverts to milking/floor spawns/etc
If the chest is full
I might have too many animals and not check very oftenā¦.
I'm not sure what you mean by this. nodejs is just a compiler and runtime that combines all your scripts into one giant megascript
it's not like, a framework or something
@calm nebula: look (15d ago)
nodejs is a server-side javascript ecosystem that comes bundled with a tool called npm (node package manager) which is associated with the joke I made
j club lookin ass name. i chuckled
it isn't a compiler, it's a server-side runtime framework
(javascript cannot be compiled anyway)
I know what nodejs is, I use it all the time. I just don't understand what you mean by "bringing it into c#" that is distinct from having a c# js runtime
it's not a framework under any description of the word. There are three components:
- NPM, the package manager. this is not technically part of nodejs- you can use other package managers with nodejs, and you can use npm with other runtimes/engines
- The runtime/engine. this is just a javascript engine, like bun, or v8, or rhino, or in this case jint.
- The transpiler (if you want to be pedantic) that packages all of your files and runs postprocessing scripts. You're partially right, in that for vanilla JS it's not technically compilation, since JS is an interpreted language, but it is a build step, and it actually does compile typescript if you're using that. (though this is also part of NPM and not nodejs itself)
the part you're referring to as serverside is the runtime, which just runs the raw js you get after the build step
a) by server side I mean it was designed to be run serverside and not clientside, b) I was making a silly leftpad joke haha
not really worth thinking too deep into
(also I also have a fair amount of experience using nodejs, hence the leftpad joke being my first go-to)
are we talking about what counts as a compiler /lh
hmmmm
I think Iām an input purist
I agree with bopit
discord gif search is a compiler š
the real question is, is there a definition of a compiler that excludes gcc
add a usage axis: usage-not-depressing
gcc gives me flashbacks to ghc and ghc makes me sad
ah, I remember the time I tried to compile aseprite from source
not fondly, but I do remember
....grace hopper conference?
Glasgow Haskell Compiler
gcc is one of the main c compilers
oh wait I misread mb
no worries
I've never heard of ghc either
it's a haskell compiler and haskell is a lot of fun in theory and a lot less fun in practice when debugging
ooo, haskell mods š
glasgow haskell compiler was, last i checked (some time ago), the only real haskell implementation you could use, and getting it to work on a computer is a thing i still don't believe is possible
[one fear]
actually functional programming would probably be nice for writing transpilers
it's very data-in-data-out
aren't transpilers pretty imperative? (gen question, never used them)
i'd describe them as dysfunctional, personally
the basic idea is transforming a list of instructions to a different list of instructions, so as long as you have good list comprehension tools, it should work well, presuming you can adapt reflection stuff to another language well
technically, having impact on a program is a Side Effect and therefore not functional (other things that are technically not functional are rendering anything to a screen, having output and existing on a computer)
welp my animal produce is getting too complicated to think through immediately, time to make a damn graphic lol
what I'm saying though is that the transpiler itself should not have side effects, and should be stateless. it should take in a list of ops, and return a new list of ops
sorry, I was typing that before I saw your message
all good
(also, fr, my functional programming course at uni started with a disclaimer about how no programming language is truly functional because if you can see the output, that is a side effect
)
well you'll be glad to hear that haskell is 99% list comprehension
and 1% tears
that does seem to be a common strength of FP
hmmm technically json modding is declarative programming
at least with cp
https://aphyr.com/posts/342-typing-the-technical-interview fun fact: you can solve programming problems using purely the haskell type system without ever setting a value
man i'm gonna need to make an inbetween stage aren't i
guess i can just make it the woolly stage with like...less
you may need to make the baby smaller than an adult to avoid confusion 
baby stage i'm not so worried about i think
i might even disable it entirely
all the stuff in this mod is non-reproducing
I'm confused about the milk ready vs milked ones and the tusk ready vs dropped ones
yeah that's the problem lol
this is what it's doing now
i should make new graphics for each
effort...
arent tusks dropped overnight
yeah
it still goes into the woolly stage when it's doing that for the day tho
maybe i set it up wrong
shocked at how much hair this thing lost while u were milking it
how are you milking it?
/lh
so the default Texture in animal data is actually the "has produce" sprite
HarvestedTexture is the "no produce" sprite
"Texture": "{{ModId}}/assets/mammothbrown",
"BabyTexture": "{{ModId}}/assets/mammothbrownsheared",
"HarvestedTexture": "{{ModId}}/assets/mammothbrownsheared",
is the current setup
hmm looks good to me
then the extra produce
"(O){{ModId}}_mammothwool": { "HarvestTool": "Shears", "ProduceTexture": "{{ModId}}/assets/mammothbrown", }, "(O){{ModId}}_mammothmilk": { "HarvestTool": "Milk Pail", "ProduceTexture": "{{ModId}}/assets/mammothbrown", }, "(O){{ModId}}_tusk": { "HarvestTool": "Debris", "ProduceTexture": "{{ModId}}/assets/mammothbrown", },
hmm that also looks good
wouldn't you need a permutation for each of milked/shorn/tusked
though you dont need producetexture for tusks since it's already dropped prior
seems like i need a between state for the default texture or somethin
you only need 3 sprites - has milk, has wool and no produce
or are you just going to feed this thing dynamite and have it drop milk, hair, and teeth all at once
blueberry, it can also be turned to meat!
dynamite it is then
but that's simple
sheared seems like it's....well, for when it's sheared
i guess it should be returning to default tho
i'll try and make a woolly but not as woolly state tonight
I love animals with multiple uses. hence I love the milkable sheep mod
- animal husbandry
very prehistoric. i like fred flintstone's coat and undies in the bottom right
maybe 6, the pterodon items are there but it doesn't exist yet
Atra of fifteen days ago wanted me to look at something
Unfortunately
Atra of today wants to sleep
Selph, i could send you my current form of the mod if you wanna mess around with it give feedback. if you have time and are interested in doing so.
Hope that wasn't important 
havne't done recipies yet
I'd love to but I'm on holiday rn though and with no access to a pc
feel free to keep posting links to smapi's json site though
yeah everything looks fine so far. feel free to tag me if you find any issues with EAC
it just like...feels weird in gameplay in ways i can't quite explain
like i dunno, is it possible for one produce to stick there until harvested, or multiples even?
i told it to do wool on even days and milk on odd, but if your friendship is low it'll have wool on the even day and then revert to shorn on odd days with the wool gone
IIRC a produce will remain if it's not harvested?
multiple simultaneous produce will need finangling with the "extra produce" feature of EAC
ah okay I reread your post, yeah if milk is triggered it will yeet the wool
but if not then the wool should stay
i guess i should probably just set sheared to the default state then
and come up with something for milk
just looks better with the wool lol
keeping several unshorn mammoths around for looks
i suppose regular stardew cows don't change appearance when they have milk
I was about to suggest "sheared but with enlarged udders"
ngl that would be useful for vanilla goats, where they're only milkable every other day
and I'll be damned if I remember whether I milked them yesterday (without ui info)
haha yeah, UI info has been my only lifeline during dev here
so if they are in the state of "wearing" their debris item texture, it has already dropped?
prob could make a texture with part of the tusk broke off easy enough
with debris they'll use the harvested texture
because it has already been dropped yesterday
it has it's own field for texture per item tho right? i assumed you could use that to make extra states
hence my post
if I specify a Winter Star gift option with spouse, will that 100% guarnatee they give that gift if they're your gift giver?
I should clarify, that field is only for animals waiting to be milked or sheared
(I am wondering if I can reference it specifically)
ahh
for drop/debris it will do nothing
i'm trying to do things that aren't real then lol
yeah, though I understand why you'd think that (I should improve the docs lol)
alternatively, new feature!
lol
yeah the docs were helpful but also midly confusing
like three diff produce models that have different options each... took me a bit
that is probably somewhat inevitable in this field tho
well using sheared as everything except "has wool" seems to be less confusing, at least
I dont know what does them being a spouse means here, but yes if they have WinterStarGifts specified that will override generic gifts
@inner harbor pinging just in case (realized it's been 5 min and several messages lol)
thank you!
cute
but yeah if my complex shenannigans inspire anything feel free to run with it lol
"Id": "Jasper Diamond",
"ItemId": "(O)72",
"MinStack": 5,
"Condition": "PLAYER_NPC_RELATIONSHIP Current Jasper Married"
},``` Jasper showers you in diamods
now on to the mystery of why my custom items show up as diamonds and stuff when used as animal husbandry treats
yeah that should work
if the item query condition isnt eligible or resolves to nothing the game falls back to the age-dependent generic gifts
there's also heart determined ones
hmm i should prob set the tusk to a deluxe produce
Potentially dumb question. I know spacecore can spawn a farm building on a new farm. Is there a way to spawn a building on an existing farm with a specific trigger? Like Do X and i'll put a barn at XY coordinates
Just setting a few specific ones for my NPCs
could one of you be an angel and dm me the function for Random.chooseFrom(Queue) i'm unable to find it in my copy and my mod is having an error where that is returning null from a non-empty set
also occurs to me that my files are mammothsheared when it should maybe be shorn
It's in StardewValley.Extensions
Google "c# extension methods" for more information about how they work
you need another framework for that
https://www.nexusmods.com/stardewvalley/mods/27359
the description doesnt mention it but adding buildings with triggers is in the docs (EDIT: well technically not, but you can do conditional When edits on the asset and it should apply the next day)
Im worried about releasing a farm map needing so many dependencies haha
well if you want SpaceCore only I guess you can do something like spawn the buildings at the start but block off the area
well u want to use the farm map urself right
though that wouldnt stop you from adding animals to a blocked off barn/coop
ty I found it. that hasn't made it any easier lmao. I'm now stumped on how queue.count could not crash and be greater than 0 but chooseFrom could still return null
Should I ever get to play. Yes
now the controversial question: should i have my dinos drop feathers
then it should be ez to pick right amount of dependency
my answer is still yes
sounds good
they drop fossilized feathers
do we know if like all of them did feathers or just some?
raptors and Parasaurolophus makes sense....triceratops i dunno
well, i dont really know anything
almost al raptors had feathers, the most a parasaur would have would be quills, not much (if any) evidence of paras having feathers
you prob know more than me, so sure
can you send us the code that's calling choosefrom?
{
if (keysIncludingCompleted.Count == 0)
{
break;
}
keyQueue = new List<string>(keysIncludingCompleted);
}
string key = r.ChooseFrom(keyQueue);```
key is ending up null somehow
if you need help with the accuracy side of the paleo stuff feel free to ping me, im not a palentologist but i keep up with the most accurate takes to the best of my abbilities
i could use a sanity check sure
what's the type of keysIncludingCompleted?
what are you trying to do here
i've got....mammoths making milk, wool, tusks. raptors making talons, skin, feathers, and digging up eggs. triceratops making horns, skin, teeth, and eggs. parasaur is doing horn, skin, teeth and life elixirs which is a thing don't worry about it lol. smilodons doing fur and fangs.
also, is this inside a for loop/switch? otherwise break isn't going to do anything
yes but it's just a for loop to do this twice
also some meats across those
why are you using a for loop to do something twice? I'm confused
would the eggs be put in an ostrich incubator to get more raptors?
i've got it set up as inert eggs and no pregnancy
because i didn't feel like copy and pasting the selection code twice
mostly because lazy but also it can double as a sideways reference to jurassic park i guess
oh no, i've heard this story before
lol yea
why didn't you wrap it in a method and call that method twice...
all females too!
anyway, your break breaks you out of the entire for loop, so what happens if key is never set?
maybe i could have done like male and female animals giving diff stuff but again, effort
asking as the digging up eggs in the raptors case would be weird as a harvestable if they were raptor eggs
i could have just felt like over encapsulating
something something existence itself (pensive pause) will be able to discover a path forward
could always add in super rare proper egg drop and all that but maybe in the futre
nothing it fails gracefully
ngl it's nearly impossible to help debug when we only have this small section of the function, which itself is running inside a loop
all of those seem like great harvestables, but you many want the shift it from straight up Horn harvestables to Horn shavings/chippings as the horns of those dinos was living bone
ahh wait i missed a crucial line when i was copying. still inside the loop
{
if (keysIncludingCompleted.Count == 0)
{
break;
}
keyQueue = new List<string>(keysIncludingCompleted);
}
string key = r.ChooseFrom(keyQueue);
SpecialOrder order = SpecialOrder.GetSpecialOrder(key, r.Next());
the error is occuring because the key in GetSpecialOrder is null
(also it kind of seems like the bug is that it isnt really failing gracefully?)
i figure i can get away with horns since stardew has rabbit feet
that makes more sense
lol
true
just trying to avoid pasting a massive block https://github.com/xeru98/StardewMods/blob/main/BetterSpecialOrders/lib/RerollManager.cs line 289
thanks for the feedback
all im thinking is a hornless triceratops alt like the shaved sheep lmao
i uhhh could do that
since the sprite i adapted only had two horns to start with
some skin variants still do too
that seems....morally dubious tho
ohh shedding nose horn could work
yeah like antler type shedding
yeah i've got it to do debris skin and teeth, drop overnight horn and egg
"this variety of triceratops has a unique nose horn that sheds regularly, a great source of keratin/ivory for ranchers"
i've got some stuff in the store desc saying these are like miniature and domesticated on some haha
Skin skin or scales skin? you may need the specify if you don't want the human flesh dino to come to mind
Ah mini dino petting zoo is gonna be someones goal
it says skin but looks like scales hopefully enough?
You may wanna up the saturation, looks a bit closer to elephant/rhino skin the me
i could, sure. i made it sort of a between color since the dinos themselves come in several
Thank wil prob work
can we see the error you're getting?
not me but someone using the mod. it's an error i haven't seen https://smapi.io/log/1aba4d330bc2426a80449bfec8fd5e7b
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 ä¼äøē LTSC, with 210 C# mods and 104 content packs.
Better! now im thinking of alligator skin instead
tbh i was unsure how to sprite a patch of dino skin
also the blueish wool is meant to be pycnofibers
id say thats the best way the show it if you aren't being specific
do you intend to have pterosaurs? i thought pycnofibers were lumped into the feather grouping
Ah great idea to say pycnofibers then the make to clearer as a pterosaur item
always a struggle to decide how deep into minutae you wanna get
but i learned pycnofibers were a thing while making this so i figured yeah sure
oh for the sabertoothes, you won't need to edit the sprites since they have 2 pairs at any time
I'm pretty sure the key that's null is the one being referred to in System.Collections.Generic.Dictionary2.FindValue, not GetSpecialOrder
ArgumentNullException: Value cannot be null. (Parameter 'key')
at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
at StardewValley.SpecialOrders.SpecialOrder.GetSpecialOrder(String key, Nullable`1 generation_seed) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\SpecialOrders\SpecialOrder.cs:line 591
the TKey key one is the one that's null
which is apparently on line 591ish of SpecialOrder.cs
rad
do you think the fur is better as a shear or dropped item?
do big cats have big hairballs?
question is what's causing that, which I have no clue
dropped, large animals tend the shed
works for me, that's easy
if to want shearing its been discovered that atleasy one species had a large chin/ beard that could be sherable
i'd like to give them tiger stripes but that seems beyond me
@tawny ore Is the Iconic integration PR ready to merge, or did you still want to test/change something?
you could have the stripes on the legs? most likely coloring aside from leg spots
which makes me think it's an error with selecting the randomized_elements.
for the pteranodon my notes say they don't have teeth, so the fibers and meat. dunno what else they could make
let me add some more logging and see if we can get it to retrip
thanks for your help
talons maybe
was the person playing in multiplayer by any chance?
teeth were very early pteros, so unless you want to make a ramphoryncus or dimetrodon
not sure
why would that break in multiplayer
honestly just a guess tbh
some searching implied that problem is often caused by issues relating to things like threading, idk if stardew is multithreaded or not but I figured checking multiplayer would be a good shout too
Everything looks good to me
Do you know about when these changes would be released? Just wondering when I need to push out my api update.
sorry blue screened, you could always add both shed teeth and claws? make them a substitute for bone in recipes? anyway im off for the night, need to check to make sure all my files are good
Ok. Followup question for anyone who has used Buildings Included. Im sure it's a small mistake...but I complete a bundle and the first stage replaces what im removing, but I can't get the new one to build. I followed the github but its a bit sparse. What am I missing?
// Farm Rebuild
// Grandpa's Well
{
"Action": "EditMap",
"Target": "Maps/{{ModId}}_RusticRidge",
"FromFile": "assets/RRPatch.tmx",
"FromArea": { "X": 43, "Y": 17, "Width": 6, "Height": 5},
"ToArea": { "X": 43, "Y": 17, "Width": 6, "Height": 5},
"EditMapMode": "Replace",
"When": {
"DLX.Bundles/Purchased": "RR_FixWell"
}
},
{
"Action": "EditData",
"Target": "MindMeltMax.MapBuildings/Buildings",
"When": {
"DLX.Bundles/Purchased": "RR_FixWell",
},
"Entries": {
"{{ModId}}_RusticRidge": [
{
"Location": "Maps/{{ModId}}_RusticRidge",
"X": 43,
"Y": 17,
"Building": "Well"
}
],
},
},```
no prob. thanks for the input!
They'll be in the next update wave, probably in early February. So you have a bit of time.
i feel like most of my item desc fields are like "some words, and some more words"
Random question, (or maybe not) but I have downloaded compat files that add retextures for other mods (with the mod creator's permission obviously) and instead of manually overriding the textures, is there a way to use CP to do it for me in the form of a mod? Specivically I am talking about the Mod Compatibility Textures for Elle's Seasonal Buildings and the SVE trees for DaisyNiko's Earthy Recolour.
Like could I make a (only for me) mod to just do the conversions?
I forgot to add the remove current tool when you upgrade. What should I add in here: ?
{
"Action": "EditData",
"Target": "Data/Tools",
"TargetField": [ "CopperAxe" ],
"Entries": {
"ConventionalUpgradeFrom": null,
"UpgradeFrom": [
{
"Condition": "PLAYER_HAS_ITEM Current (T)Axe",
"Price": 2500,
"TradeItemId": "(O)334",
"TradeItemAmount": 10
}
]
}
},
is there a way to do quote marks in an item desc?
Kinda fun how the compiler will see a bunch of return statements all over a method and instead of allowing them each to have their own ret instruction, they instead unconditionally jump to the very end and all share the same ret operation
IL_0343: Label30
IL_0343: Label31
IL_0343: Label32
IL_0343: Label33
IL_0343: Label34
IL_0343: Label35
IL_0343: Label36
IL_0343: Label37
IL_0343: Label38
IL_0343: ret
DONE
It might be harmony doing it, since it doesn't show in the ILSpy decompile for me
it depends, some textures are not targetable by CP. SVE textures probably are, but you'll still have to find where SVE puts them in the game
If anyone has any ideas on this im open to them. I've Tried a ton of variations and it's just not working and google is coming back with Nada
Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.
Please share your SMAPI log file. To do so:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- After uploading, it will show a green box with a URL to share. Post that URL here.
Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnāt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
I'm also not familiar with the mod but you can use this as an example?
https://www.nexusmods.com/stardewvalley/mods/12430
it has a building gated behind an event
omg. Ive been hunting for one that uses it. THANK YOU. I will happily tear it apart
you can look in the requirements tab of a framework to see mods that use it
yeah it's super useful
Hi!!! Does anyone know any good youtube channels on how to get into creating mods? š extremely new to it but i just did a coding course and figured this would be a good way to put it to use LMAO
Youtube? No. The wiki and the git resources are the best place
also this channel once you get rollin
Does anybody know what I need to add to make it remove the current tool from the inventory when upgrading?
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itās easier to start with making content packs, since you don't need to learn programming.
Just completed my first major content update for my mod. Pierre has company in the cell now!
Thank you!!
would incentivize what you want to create first: because 85% of the time you can get away with a .json (content patcher)
if you'd like to change the inherent game behavior, that's c# territory
Hey Pathos, I was looking at your code for the tractor mod, is it correct to assume the file path for the assets of the building for the tractor garage is under Data/Buildings?
Only asking because I wanna test something silly out.
i search to understand wich part of crop in the code do what
i think i will understand more fastely if its explain like this
https://smapi.io/json/content-patcher/bd01b69d02e946ec865c4a2382f259de
"Name": "Joja Cola", "DisplayName": "[LocalizedText Strings\\Objects:JojaCola_Name]", "Description": "[LocalizedText Strings\\Objects:JojaCola_Description]", "Type": "Fish",
i get why, but lol anyway
I mean it's also Trash...
and how i could add sprite of growing
Data/Buildings contain the definition for the tractor building
If you're asking about the texture it's in the Texture field
So...The texture for the tractor garage is in $"{this.PublicAssetBasePath}/Garage" which is Mods/Pathoschild.TractorMod/Garage?
Cuz PublicAssetBasePath is Mods/Pathoschild.TractorMod
Also does anyone else get a weird bug where the text they highlight just...stops being highlighted when you let go of the mouse click?
probably dunno; if you want to be sure run 'patch export Data/Buildings' and see what the final asset looks loke
tokens (like {{ModId}}) doesnt work in i18n
(not that they're needed. just remove them both from the i18n file and the {{i18n: }} entries)
anyone know a way to make a consumable item that gives a buff but like....not as food or drink?
like just use it and it happens
totems kind of work like that but i imagine those have hardcoded stuff going on
i'll take a look, thanks
at least i got my buffs workin
although it seems odd that it can be done via the buffs on the item and i guess also in the buffs file
guess food buffs are just different things?
they work in the key itself
it's in the text that they will not
technically you CAN port them, but in this case it's unecessary and more tedious work than changing the names
how about buff durations, can i calculate those somewhere
ah milliseconds so just remove three zeroes?
or apparently just set it to 500 and get roughly 5 minutes, ok lol
does immunity not show up in the hover info for a buff?
the buff is there, the glow is there, but i don't know that i'm immune...
magma sparker doesn't seem to be burning me so maybe it's workin
How do you tell tiled to use a vanilla tile sheet. To get it to have graphics i have been placing copies of the png i unpacked in my mods asset folder. But other mods don't do this so I know there is a way to tell it to use vanilla stuff.
it's done automatically if the asset name is the vanilla one andthe path is direct
smapi/cp will search in content first for maps assets
So when building the map in tiled I do need a copy of the png in the asset folder, but when I finish making the map and move it to the mods folder I can just delete the png and it should automatically work? Just want to make sure I understand
correct
is there a big difference if I send it to all mods or just one mod performance wise?
https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Multiplayer#Send_messages
I'd imagine you kind of prevent another mod with the same message type from throwing an error trying to parse your message. It's good hygiene
hmm yeah, I'll just keep it limited. You're right
Hi everyone!
someone can help me? i wanna develop a mod to modify the start screen UI
the feature would be something like "add zoom adjustment buttons" to fix overlapping in the main menu.
I just need someone to point me in the right direction, something like āyouāll need this mod and this tool.ā Iāll figure out the rest⦠hopefully š
earlier this mod i'm working on was like three-ish tweaks from being maybe ready to release
now that i've done those, it's only five-ish tweaks away!
We haven't changed the ad slots in a while, but we are in the process of removing those left and right ads because we agree. There are too many.
Excuse me I was wondering if I could find some help please. I was looking at aedenthorn's Light Mod ( https://www.nexusmods.com/stardewvalley/mods/14387) which seems to break in version 1.6, I don't know the first thing about coding and have never done anything like this before but I was wondering if anyone could point me to the right direction to help fix it (I downloaded the sourcecode from github and from looking at the guide for migration to 1.6 it doesn't seem like it was migrated???? I... Think.... I'm not sure, I'm just going off from what I can read from the csproject file with a text editor). I'm not sure if this is sth one should attempt with zero coding knowledge but idk what else to do. Is it terribly difficult to attempt to do it all on my own?
if you've never programmed before, you are likely to get very frustrated trying to update an old mod. in particular, you'd need to be able to decipher what is broken and work out how to fix it, which depending on the mod may range from minor edits to a complete rewrite
