#making-mods-general
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cuz if there is one thing i've learned with art, I'm never truly "Happy" with the final result
I edited out the bushes on the Backwoods map for a while with my mod, and now that I'm not the bushes don't regrow/spawn there anymore. Wonder what I can do about that?
!rtf
Reset Terrain Features (https://smapi.io/mods/#Reset_Terrain_Features) is a mod that lets you reset, clear, or generate everything that spawns on a map using an in-game menu. That's especially useful when changing maps mid-save, as the debris will otherwise use the old layout (causing things like trees in the water or bushes blocking exits).
yeah you'll have to reset it
Welp, that'll be up to players to do then.
I'll just leave an excerpt in my change log about it.
cuz how it works is the map's pathing layer is only referenced on initial save generation, then its effectively stored in the save data
resetting it is saying hey, set the save data path's saved points to the map's again.
The hardest thing to support afaik are recolour mods.
If I don't have the reshade hues and values they used, I'd have to spend hours colouring each pixel by hand from reference textures.
all the recolor mods want you to do is just only use base game sprites right? 
Yeah, but people want extra stuff.
And that's what Tarniyar did, so I must continue it.
its why i would always get so excited when we got new base game tiles.
I wonder if any of the recolour mods I support are still around lol.
I think retro is, that was relatively new when I did that one.
I recognize all of those but retro
but thats also because i once upon a time made a "Dirt to Grass" that turned dirt into gasp grass on selectable maps, via patching the dirt tiles conditionally, and i had to make a LOT OF VARIANTS because i think more people play with recolors than without.
Does smapi automatically save logs somewhere? My mod made me crash lol
acerbicon isn't active anymore I think, neither is strangelyliteral, and I think Eemie's recolour is delisted.
!log
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that link tells you where to find them
I think Earthy, Retro and Pastoral are the only active ones right now.
Unless there's been new ones I'm not aware of.
probably? the categories on nexus arent always ideal for people to search as people arent always sure what their mod falls under.
Thanks
I was gonna say, those have been around for a bit
ricehit looks new
Never heard of it, so probably
Uploaded in July of 2023
Is there any way to make the netflix quality of a modโs thumbnail/banner explode
Nexus*
Lmaooo
To NOT make

@blissful panther You said meep may come out this week, is that still the case?
-# sorry for the ping
a higher quality picture?
sometimes nexus just eats images
Theyre screenshots
i think nexus has inbuild limitations too, which aren't ideal
Yeesh
define screenshots
ingame? did you increase the % to 100 from its default of 25%?
cuz you can take a screenshot of the entire map that way, or if its a still of the screen you can use the + and - to try to zoom in to get a better clipping of the screen
Oh derp i didnt try that
There is an unofficial starblue
I've got near enough all of tomorrow to work on it, so I'll be getting started then! I know that doesn't sound like much time, but it really is a simple enough addition.
I forgot how long adding debris takes on these gargantuan maps
It almost works!! I can load in a map patch when a quest begins (and probably when an event is seen). Holy moly I'm so excited to get things this far ๐
Cool, I will be on the lookout!
What's meep if you don't mind me asking?
meep meep
^ thats what i was thinking of
That's exactly what I thought it was going to be, lmao.
Does anyone know if there's a way to force CP to reload assets during the day (between saves)?
patch reload {{Mod.ID}}
For reference, and other commands you might find helpful: https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/troubleshooting.md#reload
is that something I put into an event script?
But if you want it to be done automatically, you can have a when check for 610 at the start of the day to load assets
you put that into the smapi console
Reloading should be done sparingly
I need to do a patch reload when a quest starts
Try to avoid reloading, it can be memory intensive.
When a particular one starts
When u invalidate a map, every patch must reapply in order
Sometimes events make their own custom temp locations for this purpose, rather than reloading
I need the location to persist between events for a day
The player needs to have control to walk around and do stuff, triggering other events
So I just need to force CP to reload the map when the quest is triggered
Oh kind of like that one haley event huh
God, I hate Haley.
Yes! But the haley event is hardcoded and special
I'm not sure if this is a thing u can do without C# yeah
A special snowflake, just like her xD
Yeah, Haley is a pain the behind for a few reasons, other than being a snarky character no one likes.
She mellows out over her heart events.
Anyways i would probably do a locationchanged update rate
Trigger the quest elsewhere and set mailflag
Then when u enter forest it'll apply patch
Mailflag isn't bad. Maybe I can send a null nothing
you're also going to have to figure out how to un-apply the patch
with your conditions
Oh mailflag is like, just HasFlag
That's easy. When the quest is no longer active or the end event has been seen
Game uses it like a boolean all the time
Ah I see
You would need to unset the mailflag later yes
yeah its not too crazy, but easy to forget, at least for someone like me, lol.
I got it to WORK!, wait, now i need it to go back....
yeah, there is a reason i avoid events like the plague, did it once for like a 10 second sequence and it wasn't worth the work 
I'm nearly done. Just working on the 12 heart event at the moment
I'm so incredibly happy with some of the events I've made. Can't wait to share it
haley is my favourite character
"no one likes" lol. Personal preference is fine but that's about as far as you can get from the world of fact.
is it to weird if my Cookie Octopus produces cookies in the fish pond... or should I make them soggy cookies, or should I just hit myself with a brick XD
soggy cookies but sometimes they drop a non-soggy version whose description is just "...How?"
Genius
My brain went to Seaweed Cookies
seaweed cookies sounds good tho
I could also do that as a rare drop for the fish pond with soggy cookies being the main one XD
When u think ur fish pond produce is perhaps dumb remember that lava eel makes spicy eel
you are so right XD
most fish pond produce makes absolute fuckall sense
are nodes or weeds drops something we can do with just content patcher?
*mr ape is so right
if anything, spicy eel makes some of the most sense
you'd wanna look at Item Extensions i believe
Should I make the description on the soggy cookie "Mayor Lewis secretly loves these!" or something similar and add it to his loved gifts, or if I can add custom dialogue when he is given one, make him act disgusted but still takes the soggy cookie and warns you to tell nobody or else
I wonder how hard that would be to do
It was a joke lol.
Because she has hard coded events, so "no one likes her".
she has like, 1
while i have no opinion on whether or not you should, it would be very easy to do
I think Caroline is worse by 10x if we going by that metric
LOL, that may be a tad overboard haha but I may try and give him a funny reaction if he is gifted one. Thanks for the intel
doesnt caroline only have one weird event too and cant that just be recreated with temporary CG maps anyway
Doesn't every NPC have at least one stupid event.
Yeah it's about the fact that she uses weird specific things
I might've spoken too soon actually
im less familiar with carolines event or event coding so ill defer to you here
i have stupid events irl all the time
Except Leah, Leah is perfect.
I'm still having an issue when trying to remove 2 pngs
But at least all the others worked
Does anyone have any suggestions?
were the tilesheets in the same folder as your .tmx file when you added them to the map?
I removed the previous tsx files and recreated them as map embeds. When I recreated them I used the pngs in their respective mod folders for all of them
Honestly I have no idea how I managed to fix some but not all of them
what do you mean their respective mod folders?
all of your tilesheets need to be in the same folder as your .tmx when you load them in
One of the tilesheets I got working is literally on the same folder as one that doesn't work 
Like, I'm using a background from DaisyNiko's tilesheet
No it was definitely regular rain- I'm checking on the 3rd of spring which is the soonest rain day u_u
you need to put daisynikos tilesheet .png in the folder of your .tmx
I will attempt the home region thing
So I unpacked it on the mods folder and took the pnd in there
all tilesheets must be in the same folder as your .tmx when using them. all of them. modded or otherwise
It's on the same folder right now
But I don't think I can publish the mod with the png
So I'm trying to have it working when the png isn't there
if you have them in your folder with your .tmx when editing, then you delete them before publishing. but they must be in the same folder when you actually save the .tmx
To create the tilesheet I used the one on the daisyniko folder, but I also have the png on my assets folder
(i wasnt here for the context earlier, so apologies if im repeating stuff someone else has already said)
But when I remove the png and try to run the game my greenhouse map doesn't load
would you mind sending the tmx in here?
Sure
Here it is
The ones that aren't working when I remove the png from the folder are "z_vanilla_day" and "z_indoor_daisyextras"
All the others I managed to fix
Yep
But I'm also using a different tilesheet from daisyniko that's working just fine
It's the panorama background
im just goin to download the tilesheets myself and just needed to know where to find em 
Omg thank you so much!!
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.
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Sure just a sec
Here's the log: https://smapi.io/log/5730b45749fd486d86b61b42355803f3
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 9 C# mods and 4 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
i see. daisyniko's content.json isnt actually Loading the indoor_daisyextras tilesheet ever
yeah i dont see anywhere daisyniko's mod uses assets/Vanilla/indoor_daisyextras.png, so. i dont think there is actually a way to use that without including that tilesheet specifically with your mod
which is likely not intentional
hm... this did not work
So there's not really a way to fix it?
As far as im aware my rain schedules SHOULD be able to work? im not sure why they wouldnt
i found this in the comments of daisyniko's mod, but its the oinly thing i can find mentioning that tilesheet, so, id probably bring it up again if i were you?
https://smapi.io/log/cbe99f281b18400381f2b4899232d231
here's the patch summary (both for just the schedule and general)
https://smapi.io/json/none/511441fed1f8430aab91875b896c3dee
as well as the JSON for the schedule itself..
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 18 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
[chants] fish crimes, fish crimes, fish crimes
take my wife's name out of your goddam mouth
If your character's home is in the desert (or otherwise using the desert location context), they'll never use rain schedules because it can't rain there
#making-mods-general message
:/ I wanted it to show the other image 
Thanks a lot either way! I think I'll just find an alternative then
Is there a way the vanilla game scales roe value/production time and drop percent? Or should I just add my own as I see fit
oh yeah the nexus discord previews are cached, that's not changing now lol
if u change the star it might uncache
best make a new mod page and try again โ๏ธ
Ooh, you made it?
ye, finally finished it
cant you add a slash at the end to change that?
I know, I switched it to "Other" as suggested
That wasn't what I suggested; HomeRegion doesn't affect schedules at all
The whole reason I was doing the "when" condition of checking rain being in the valley was to try and circumvent that but it wasn't - oh
yup that worked.
it also seems more like where the character is at the e nd of the day is what determines whether they can check rain or not
mmm I dont know how to change that then :|
bc it uses their current location and not their home, right
I mean he literally lives in the Casino
Qi why must you cause me so much headache
I guess I could set the map as having a location in the town even though it is warped to from the Casino?
I assumed NPCs return to their home location overnight, but I'm not 100% familiar with how it's handled; it uses their current location in literal C# terms, though
but yeah, giving the character a home map or warp room or w/e and having it use the default context should give them valley-based scheduling
and it was mentioned elsewhere iirc, but CP tokens update their values after the overnight scheduling, so switching schedules based on "when" conditions probably won't work right

you'd have to check the weather for tomorrow i suppose if you wanted to do When conditions
I'm just glad I managed to Finish it before i need to head to work in checks Clock the next 10 minutes.
I have D&D in less than two hours and I have half of my session to still prepare... and yet and yet
I forgot how long adding debris takes, took me 2 hours
Qi must do rain things when its supposed to rain, I HAVE to fix it >:[
did your thing get solved? i dont have the context for this
then again, the map is like 6x the size of the standard farm, so its only to be expected really
maybe ill make a farm map next for stardew who knows
(also i do not wish to follow the trail of schedule code anymore but i think esca is right i think they do warp home first)
I figured having designated "Chunks" via island would help people approach the larger maps, as they can do it island by island
after the ... [checks notes] 10 other mods and projets i have to do
oh my god pufferchunks even looks like the island farm

he always ends his day in his bed anyways so if it is location based it will be fine, i set his home to have a default locationcontext
official mascot official mascot
also can i say i want the bouncer blast sticker to have a bonch blast version because that would be so funny
he has a beach!
looks like an animal crossing map
I was worried for a second because i wasnt sure which it was going to do... if he moved at 6:20? it worked, if he moved at 6:30? it wouldnt have - and he didnt move at either which means it was his other rain schedule (8) which worked and im... so happy
Now I go write Fey contracts >:}
Also thank you to everyone for helping with all of this, there are so many unforeseen random issues that I've run into but you guys are always helpful and I am greatly appreciative of that 

My mod is available for download from seven different websites, do you think I should do more?
Good luck with your project.
What would the syntax for this be?
I don't think CP has a built-in token for tomorrow's weather, though a mod could add one. The game mostly keeps track of that, though I forget whether it accounts for festivals and such without extra work
there is no vanilla syntax for it
Darn
BETAS has a GSQ for it, and a certain someone has a GSQ token
there's the percentage chance in the item query, which is combined with the chance for the pond to produce in the first place (23% for 1 fish to 95% for 10)
Alright. Would make some things convenient but I can work around it for now. Thanks!
what do yuo need it for? the original suggestion was just as a kinda hacky workaround for Mr Qi
if you're talking about general balancing the best way is probably comparing again vanilla fish
(which is no longer necessary)
Wanted to see if I could trigger a map patch based on tomorrow's weather, rather than a quest starting
ahh
Since if it triggers on quest acceptance, the map patch doesn't apply until the player sleeps again
I'll probably do that and use the pricing to production/roe value to scale my fish
you want the map to look different based on tomorrows weather, but turn back to how it was once the weather starts?
I want the map to look different when the player wakes up to rain, then turn back at the end of the day
While an event is in progress
that would just be checking the current weather then, no?
No, because CP doesn't seem to load the map in once the player has already woken up
I could be wrong
But I also don't know how to trigger a reload manually
Without console commands that is
are you changing the map the player wakes up in, or a different map theyd travel to?
CP patches by default are re-evaluated on daystart, but you can change that to onlocationchange or ontimechange
(BETAS incidentally also has a trigger action action to force a patch update, but it shouldnt be necessary here)
Hmmmmm. I don't want to make the whole game slower for this one event that happens one time. If I could change it back to daystart on the next day, that would be cool
if your When condition checks for when the event is in progress and it just changes the map once, the performance difference will be absolutely not noticeable
ask users to uninstall the mod after seeing the event ๐
Is there an "InProgress" when condition? I found "HasSeenEvent"
But I doubt that's the same
send a mail flag on start and remove it on finish
Someone else mentioned the mail flag earlier. Sounds like a good idea but do you have an example I can look at?
I haven't seen it before
waves at tiakall
If it helps, my Realistic Writer Elliott mod uses mailflags set in an event to set his book genre (via a dynamic token)
That does help, thanks! I'll go hunt it down on Nexus
I haven't done a map patch that's triggered on/off by mailflags though.
That's ok! I got the map patch working earlier off of a quest, and I'm so happy
as long as you can send a mail flag you use the mail token for CP in the when condition
Ok, that sounds really promising. Thank you guys both for all the help. I've been stuck on this for a little bit
But I'm 90% of the way to a solution now ๐
anyone got quick example of transpiler DeclareLocal
i deleted the only time i used it in the past 
thank u transpilers georg
transpilers > any other patch
if you want a smaller/maybe more readable example (though idk maybe its not) i have this old one too
https://github.com/Spiderbuttons/ButtonsExtraBooks/blob/438d7e1e87127e5dc6aad5f531a44a79c68349d9/Patches/ArtisanGrangeDisplay.cs
my pre-codematcher days...
@brittle ledge If you're still there, just want to say that I looked at Realistic Writer Elliott and am just ๐
Gonna be playing with that bad boy ASAP
does it make that much a difference
why dont you write a for-loop iterating over the dictionary each of the 3 times using IL
i assume thatd be Nullable<Type> in the il
so maybe you'd be calling the value getter or w/e on that. that said i have no idea
i would probably open up one of my own mods in ilspy to see what it looked like where i used a nullable
maybe loc is wrong thing to use and what i actually want is just a branch
There is not for reference types
There is for value types
You can also do a cast
b.Draw(texture2D, new Vector2(x, y) + drawLayer.DrawPosition * 4f, sourceRect2, Color.White, 0f, new Vector2(0f, 0f), 4f, SpriteEffects.None, num2);
i am patch 0f, new Vector2(0f, 0f)
but nothing stops me from just jumping over the 3x ldc.r4 0.0 
where does the nullable come in there
i was going to get info about rotations from a dict that i keep for this
why not replace that Draw call entirely with a call to your own function, check everything in normal C#, then call draw yourself
why is transpilers georg telling me to use less transpiler 
bc this way you can use the special MethodReplacer transpiler 
you could also just insert individual calls like after the 0f is put on the stack, consume it, do whatever you need, and put a number back
same with the vector2
yea that is what i do rn 
that seems like the best way to me than worrying about declaring your own locals and such
and trying to work with nullable types in il
i will step into your parlour for this 
so i'm doing some final tests on my crop mod and it seems like pierre is doubling all of my listed prices. Why might that be happening? Should I just slash the price in half in the code in order to get my intended price?
pierre just does that
you can set individual shop entries to ignore it
all shops by default charge 2x the object price, and pierre charges another 2x on top of that
you can look at the seed shop entries in SeedShop in Data/Shops to see how they ignore it, i forget what the field is called but i think its like IgnorePriceModifiers or something
huh ok
if you were setting the Price field in your shop entries rather than letting the pric eof the objects themselves determine it, you can achieve the same by just halving it
that would mean though if anyone mods pierre to not charge 2x, your stuff will still be halved
Really, I have never added an item to Pierre's. Only other shops. That is good info to know.
yeah its in his overall shop price modifiers list
Well, I have to check how Sam and Shane's work outfits are handled now, because Shane swapped skins instantly when walking in, and Sam didn't swap until he started sweeping. xD
watch it be something dumb like me forgetting to update a new sprite sheet
I did find one time that items I add to the shipping bin where getting ther price reduced because I play at 75% profit margin. Which made the final product cost less the the total of the parts. So processing my item actually cost me 50 gold. I am still trying to figure out what to do about it. But that because it is a lot of low cost items (1 gold items) that process into one 200 gold item. But profit margins don't effect the 1 gold item, but they do the 200 gold item.
Still testing different option to find one I like.
make them cost at least 4 gold?
That would the the simplest solution
This is amazing!!!
Hi, new here, just got into writing a script to add more music via content patcher. I was wondering if there's a complete list somewhere of all the conditions and location data of the vanilla game, in particular the mines and skull caverns. I was thinking if I want to add music to the mines/caverns that it'd be easier to just replace the original ID with a copy of the vanilla music (to keep the original music ofc) and my custom music, because I don't know the exact conditions the vanilla music plays (it plays on particular floors etc.), so I don't need to figure that out.
I know of the Game state queries page on the wiki, that helps a lot
unfortunately, the particular locations you've chosen have particularly hardcoded and difficult to work with music selection code
its kind of an all or nothing replacement for mine music a lot of the time
I see, I'll try to just replace the original ID to add more music that way
https://stardewvalleywiki.com/Modding:Audio
this page has a list of audio IDs. for location data you can unpack your files to see all the locations, though most of the mine floors get auto-generated
and dont have actual data to edit
!unpack if you havent done so already
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
most other locations in the game you can change the music in easily enough though
alright, thanks!
the music used ni the mines may also be used elsewhere outside the mines too, though. i dont know if they do or not, but they might, which is something to keep in mind when replacing the originals
well, if the soundtrack page doesn't list all instances, I guess I'll find out
it lists all the audio ids. there is no big list of everywhere specific audio is used
There is kind of a list.
(It's not totally exhaustive but it is still more helpful than the wiki page)
that helps, thanks
For a little while now, I've been trying my hand on/off at working at creating a custom volcano farm map, and there are some features I'm having trouble figuring out how to implement.
The two dominant features I'm unsure how to implement are functional lava (as seen in the ||Volcano||) and fertile soil (presumably some kind of custom tile property I'd have to mod in w/ C#)
Would anybody be able to point me in the right direction to implement either of these features?
Lava: C# nonsense, doomed
Fertile Soil: unsure what this means
diggable?
i'm finally going to use codematcher to write a transpiler. wish me luck
Like, by default has a fertilizer type effect applied to it. Dunno if stacking with actual fertilizer is a possibility
I think there may be frameworks that just accelerate crop growth
As a trigger
Cloudy Skies (iirc) has a trigger action for it but i dont remember if it can do one phase at a time or just instant grow
As for lava, i made fake lava once (it's retexured hoedirt)
Sounds "fun" to program. I had seen some people poking around with the scripts used in the volcano itself, but I'm assuming there's some reason why they weren't able to rip it and apply it to another map.
i think its just kind of niche
most of the trouble is watering it
imagine a farm where u need to water lava every day to get around
and sync it between players
That sounds about right.
but yeah, its not insurmountable, just not very sought after
personally rather than the impl done in volcano with the tile stuff i feel like a terrainfeature may end up being easier?
I was hoping to try making buildable bridges akin to the beach to make accessing some areas easier as the player progresses.
oh bridges are even more fucked

maybe if you mean flat on the ground ones
but like the bridge on the volcano island? good luck
You could do that with Unlockable Bundles I think
I think I heard something like that at some point. I'd assume because they're tracked based on unique variables in the save data?
my rec for time being is to not worry about the watering lava part
you can track map patches easily with mail flags
just make them strictly impassable
its when you want to walk under them that it gets fucked up
and for bridge u can use map edits as others have said
Overlapping actual ground path? No thanks, I've already had enough trouble with the tiles involved with that bridge LOL
One of my scrapped projects was a mod to add bridge buildings that you could build across water. Abandoned it because I discovered that patching the building placement logic is basically impossible without some really complicated and invasive transpilers
yeah that sounds about as fucky as id expect
Messing with core game functionality sounds like a nightmare.
sometimes its ok
messing with core game functionality is what a lot of C# mods do

The rest of it was not too complicated, but placement specifically is one of those things that's buried real deep in an old god method
CarpenterMenu my beloathed
i suppose it'd be easier if its like 2 buildings right
but then thats just mini obelisk
i am loving the phrase "old god method". really captures what it's like to dig around in there
why not place two endpoints on either side of the water, then every day check the left (for example) side and every tile to the right until you find the right side piece. then alter all the tiles in between
Damn
The main trick is ensuring that it can only be placed on shoreline
And this piffle wanted to place fish ponds on watwr
would you need to?
(semi related, can you make a building whose footprint is disconnected?)
I think supermarket poke is in my future
(maybe i mean disjoint idk)
(I mean. A collision map for placement seems not unreasonable)
(No, atra, you want supermarket poke)
(Eyes on the prize.)
If you want to a) mane it is placed next to water and b) allow it to be placed on the (nonbuildable) shore tiles
if they were buildings id just say it was on the builder to make sure it was on the shoreline if they didnt want the bridge to go over land
Question, I just had an idea but I am thinking i may be beyond me as it will need c# knowledge to do. Could I make an AT pack that mods character sprites. Is that possible without massive programing skills. So for example I want click on Pam with the scissors from AT and I could pick from a bunch of skins for her.
AT does not support that
The general idea is not insanely hard to implement
but it also just got more cursed to support with 1.6
I vote the UI master to do it
You're the UI master
i dont even have AT installed
Neither do I
chu is the UI master?
I have zero mods installed
That's to bad, it does the animals. Though it does make ducks walk on water. It can't do that ๐คฃ
The AT way is usually too just prefix draw() though which would be unaffected
Chue at least knows how to work with stardewui
yea but do u want ppl to like
why isnt focus the ui master then
This piffle is tired, retired, and unwilling to learn
scissor ppl in festivals 
Update: It was in fact me missing one of the new sprite sheets
Insert bad joke
Oh my god I'm tired
I really should re-unpack my files...
go to sleep
yea atra i am but a student
I just thought of it and really wanted to make a pack. But oh well
Yes but focus is more resistant to random ideas of mods
Hi ichor!
i will also not make AT support NPCs. i can only be coerced to make a mod if you pay me in shitposts
what kind of shitposts?
you have to say something that churns my brain in a specific way and makes me incapable of not making the thing
oh. im not very liquid in that currency right now
what if i made a J Club compatibility add-on for my NPC
like katrie said a long time ago (not even really shitposting, but still) "it would be cool if someone replaced the secret woods log with a snorlax" and i simply had to do it
or whichever post exactly it was (claire or airyn, i think) about throwing chickens
who gave us fish dimension?
C# question - is there any way for me to get a list of Content Packs registered to a different mod than my own in the same way that this.Helper.ContentPacks.GetOwned() will give me a list of mods registered to mine? I'm specifically trying to get a list of all ContentPatcher packs in a way that will let me read their content and data.
Yes, but why
SMAPI wont help you do it, but you can do it
Look at Event Repeater for how to do it
this would be cool, but what would it entail
what if i wanted my NPC to have a specific J club name rather than just replacing the first letter
I feel like ichor is more hardcore about it but I operate on a similar basis
Iโll make mods only if they make my brain excited and theyโre easy
This is how Glue Your Furniture Down was born
actually does J Club already have like, a custom asset for name overrides so i can specify exactly how to Jayify or Bonchify my name
And Custom Rarecrows
are u gonna provide all 3 combos
The joke is the easiest way to get me to make a mod is to piss me off
I guess like, ichorโs trigger is shitposts and mine is โyeah, why doesnโt the game do that??โ
custom J custom Bonch custom Jonch
Show me some terrible code and I'll fight it
And atraโs is anger ๐
there's one for boncher mode but not for the J mode. i could be convinced to add it
No wonder I have mental health issues
my trigger is usually "i didnt plan on using this but it fuckin annoys me that i cant, so i will make it possible"
i will either convince you when i eventually get to my NPC or maybe ill just patch J club myself /j
i dont think i have a trigger for worms
since the initial worm i just have a bucket of em waiting to be done
Iโve ended up making a bunch of mods that I donโt actually use myself but I feel like they ought to exist, by rights
Also some I do use myself!
As others have said, this is possible (with reflection) but there may be an easier / better way of doing things depending on your goal.
I have dreams of allowing configuration of items based on mods available. For example, if you had two resprites of the same object, the configuration interface would allow you to choose between the vanilla sprite and either resprite loaded by a CP mod. So I'm pretty sure I need to be able to look at content.json and assets for the mod to see what's available for configuration.
you would need to completely reimplement content patcher's tokens and conditions system in order to accurately do that
i was thinking u patch the content pipeline
I'll definitely have to look more at tokens and conditions; they could absolutely be my roadblock.
But just seeing mod contents seems like the right thing to do to start playing with the idea.
but hm it feels like you are trying to solve a problem most people solve using alternative texture packs instead of CP
Thank you so much for the help you guys have been giving me! I think my first mod is 99% done now! All that's left is to test it some more and then publish it!!!
I love this!
Tell us when you release, we'll definitely showcase it for you
Yeah, maybe! But more detailed configuration is something I want to play with.
The symmetry is very pleasing
Are the tiles in the middle plantable? (The ones that look like tree locations)
Will do! I've been using this as an excuse to procrastinate on writing my undergrad thesis so it probably won't take too long
Or are they for sprinklers?
I made everything that doesn't have decor on top tillable, so you can use it for whichever one you prefer
(Got poke)
i mean i'm waiting on iro to make my lizards randomizable (with weight precedence) so i can make the 0.0001% chance for a nic cage lizard 
do you plan on adding support for items added via things like JA or just through C# itself?
since CP is far from the only way to add an item
or textures for an item
Cute!
You should definitely ping Hime when you publish it, she loves seeing what people do with the HxW tilesheets
I'm really looking forward to Kailey's tilesheets
Seeing more mine maps will be really cool
i'm already have a blast with them
but my creativity is at a standstill right now 
I'm trying to talk a map modder into doing more volcano layouts
dont those work off weird pngs or something
kisaa does have some black sand going for me
Yesish
There are also setpieces
I think with CP I've already bitten off quite enough ๐
am I allowed to have multiple jsons calling on the same spritesheet? cos I tried separating my products and was saying something bout them both wanting it exclusively so it didn't let either use it
you cant have 2 Load
do 1 Load then use that target as much as u want
and Load is exclusive priority by default
so if they're the same spritesheet I can't separate the jsons
I have one spritesheet, I want to use it with multiple jsons so i can organize the jsons by product
anything you Load is universal
doesnt matter which json you load it in
there is no issue with using the same .png for different Targets
You can use it for multiple data files just fine, like if you wanted Data/ObjectInformation and Data/weapons stuff to both be on the same tilesheet
Itโs just that to make that tilesheet exist, you only want to do that once
i usually do load in the content.json so i dont lose em
...so don't have the "Action":"Load" in more than one json
esp since u only need 1 Load to do everything with TargetWithoutPath
you can have as many Load actions as you want
anywhere you want
as long as they do not have the same Target and the same Exclusive priority
You can have it in more than one json, you just can't Load the same thing more than once
yea i only do this for personal organization reasons
What's your current code, Wiz?
Right so airyn, I separate the products by plant, only the first one needs to load the spritesheet, then the rest don't?
if they're seperate?
you should be Loading your spritesheet to a target called like {{ModId}}/PlantSprites
This is ok
{
"Action": "Load",
"Target": "{{ModId}}/turbine-stalk, {{ModId}}/turbine-blades",
"FromFile": "assets/{{TargetWithoutPath}}.png"
}
This is also ok
{
"Action": "Load",
"Target": "{{ModId}}/turbine-stalk",
"FromFile": "assets/turbine-stalk.png"
},
{
"Action": "Load",
"Target": "{{ModId}}/turbine-blades",
"FromFile": "assets/turbine-blades.png"
}
This is not ok
{
"Action": "Load",
"Target": "{{ModId}}/turbine-stalk",
"FromFile": "assets/turbine-stalk.png"
},
{
"Action": "Load",
"Target": "{{ModId}}/turbine-stalk",
"FromFile": "assets/turbine-blades.png"
}
and every texture field uses that target
once i load tho i just use {{ModId}}/turbine-stalk and {{ModId}}/turbine-blades wherever i want
I'd recommend Loading the tilesheet as a whole in your content.json and then putting the code for your products in Includes to organise them
it dont have to be loaded per include
i'm just going to do that
Includes are entirely organizational. once Content Patcher starts up, everything you've written is effectively put into one big content.json
so, only one Load needed
Alternatively, since you've got a lot of products that are pretty much the same except for name/description/price, you could split things into multiple tilesheets and that way you can just copy-paste your indexes
though keep in mind that is technically less efficient from a performance perspective
whether you care about that is up to you
Not to the level that it'd be noticeable by the player though, right? 
Or is it one that'd add up over time if multiple mods are doing that?
not until you get to like, hundreds or thousands of sheets or something
no thanks
if a mod that added like 5000 items made a new sheet for each one itd probably be noticeable
but it does technically add up yes
across all mods that is
I was thinking like since this is (part of) Wiz's tilesheet, he could split it by row so that there's one per meat type that'd include all of the seeds & products for that item
image loading and editing and file IO in general just tends to be the slowest kinds of things you can do
so I did try this and no luck, when shown as finished by the machine and when placed the smoked particles don't display but when held they do.
i never tested what ours do when placed
Do normal fish smoke at all times?
yes
No
after a brief check the smoked cheese and smoked salmon don't have the filter at all. Are they meant to?
no.
same thing happens to yours as it does mine, the smoked meat and egg's animation goes away when placed
i'll just accept it's outside what EMC can do atm or i'm royally misunderstanding how to do it
If I need to use multiple frameworks for a mod, am I able to do what SDVE (and I'm assuming other expansions) do and have the mod split into multiple folders for each framework?
If so, how do I handle any assets that might be shared, since going up directories isn't exactly a good solution?
A) yes b) if itโs handled by content patcher itโs fine to just make one handle it all
you can yes, though most frameworks nowadays just use CP for their actual stuff anyway, what frmaeowrks are you looking at?
So I'm trying to figure out where to put my stardewxnbhack
Apologies, I'm on Mac
Like I'm following the trail from steam
For my volcanic farm, I'm already using Custom Farm Loader, and I was looking to add Unlockable Bundles for the purposes of building bridges on the farm.
You want the folder named MacOS thatโs lurking somewhere around there
I donโt think youโll need to handle anything across those mods, but if you do run into something definitely Ask here
That sounds like a perfectly sensible set of mods to use together
so inside my contents is macOS, put it in there?
Uh double click it first I forget whatโs inside it
If thereโs like 12 million things thatโs the place
buncha stuff
Yeah thatโs where you want it
i wrote the transpiler. codematcher was pretty convenient!
how likely am I to break something in my game by accident by putting this in?
There was the tiles I was gonna use for bridges, but I can just have a duplicate in the other folder.
Unlikely, and if you do break something itโs not too hard to fix
If it asks you whether you want to overwrite things, maybe stop and ask for help
literally anytime I try to open any file from the internet
and then there's my windows laptop who will ask "do you want to open this" only once in a blue moon and just lets me download anything and everything
๐
i sometimes think "shouldnt it be more worried about me"
It's okay mac makes me feel cool and like some fancy hacker
really I'm just bypassing my own computer
The recent Mac antivirus has gotten really annoying
where do I find in unpacked content where a sprite in designated, for instance "swimming Penny" trying to see if a sprite on penny's character sheet is what I think it is
Anyone know what actually determines the "level" of a melee weapon?
I know how to un-quarantine a file via command line now
the recent mac antivirus led me to this server
I don't see anything in the weapon data about that.
you kinda dont
The short answer is there isnโt anything
(that was at TL13)
The long answer is that some of it is on the wiki
you can't really do something like that other than checking for yourself from event files/wiki/looking in-game
now u can draw 16x size 75% transparent chimkin that spins
Pretty sure itโs in the C# and is a combo of several things
I havenโt ever poked around there much, though
Wonderful. I guess I'll just sort by max damage then.
oh thank god, i've been waiting 8 years for this
My terminal is telling me "Oops! StardewXnbHack must be placed in the Stardew Valley game folder.
See instructions: https://github.com/Pathoschild/StardewXnbHack#readme."
Let me find my laptop
thanks ๐ญ
what folder is it in right now? just to make sure
MacOS in the content folder of stardew valley
/Users/lizabet/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS this is my exact location of StardewXNBHack (the Unix executable file)
(lizabet is my username)
same place
shouldn't it be in the Stardew Valley folder, or is that only for windows?
windows, I assume
I just tested re-running my stardewxnbhack and it's working from the filepath I sent
would i be able to stream for you? maybe I'm missing something
any idea what "The default interactive shell is now zsh.
To update your account to use zsh, please run chsh -s /bin/zsh." means?
oh that's a terminal thing
zsh is one of the terminal flavors iirc
Idk if this server has a way to stream but this is the location of mine in the columns view of finder, which I find more helpful usually
zsh is love, zsh is life
this is some unix shit that you probably don't need to worry about (in general, but especially) if you don't plan to spend a lot of time in Terminal.app
you should be able to stream in the https://discord.com/channels/137344473976799233/458291547415248897
I won't worry about it
role not permitting
MeleeWeapon.getItemLevel()
what does wizard tower even do
It's where the Wizard lives 
paste this into terminal /Users/USERNAME/Library/Application\ Support/Steam/steamapps/common/Stardew\ Valley/Contents/MacOS/StardewXnbHack
~/Library/Application\ Support/Steam/steamapps/common/Stardew\ Valley/Contents/MacOS/StardewXnbHack
Thank you so much!
np!
Literally my hero
Ah interesting, I think that will work
Chu, why ๐
but can you throw 16x size 75% transparent spinning chimkin
I've added small compatability mods for various other mods that add gems, do you have one that does so as well? I'll happy make a little compat patch
it'll work out of the box if they are flagged as gems in the polisher, and the pulverizer will pulverize any new gems into generic "gemstone dust" for brewing into dwarven spirits, but adding jewelry I'll need to create sprites and specific machine recipes
I'm looking into how to make a dialogue mod, and have a question on how some of the randomization works. I don't see why there are 5 Indoor_Night dialogues with 2-3 options each, rather than just 11 dialogues. I looked through the modding dialogue page and it answered a lot of questions, but not all. Is it just to "trick" the game into choosing from 11 different options, rather than the 5 normally supported?
Could this be the collaboration we've all been waiting for? ๐
Indoor_Night only goes up to 4
the game itself has some limited randomization
By default the game only allows those five dialogue keys in the marriage dialogue
so you can use i18n to effectively add more options by doing that
so the modder here is building on that to randomize within each randomized key
why only 4? life is full of mysteries
if i was to choose a random limit, 5 seems like a good limit to have
nice round number
That's when CA got tired of writing dialogue
so 0-4 makes sense to me
i guess i could choose which 5 sentences to say forever
so since only 5 keys u can use a random token to stick to those 5 while having more options? (if i am interpreting that image properly)
Gotcha. So it is kinda tricking the game haha. Thanks for the help!
I wonder how many items he got into summerobjects
prevents having to load potentially infinite dialogues from their dialogue file just to count how many options there are
after all, when you get married, you no longer need to leave the house very often, right? /s
yep!!
The dream
||well, if work from home is an option||
i can see i have a lot to look forward to
i had no idea i was married.
Tbh wfh would be bad for me
my students, on the other hand, may object
if only i knew who to
I would walk outside just to run and do nothing else
I enjoy leaving the house when it's not absolutely freezing out
Maybe you get to be the one who goes outside and your fiance will stop leaving the house?
being able to do t hat seems like one of the main benefits of wfh
My mom is really turning up the "get married" pressure ๐ฆ
ahhh, right, every couple consists of one person who runs around town constantly sprinting, and one who stays home and stares at the furniture, I forgot
sometimes you can fill up the water bowl
it sounds like atra has both covered, so no need for marriage 
#1274015315990417478 I wanna wait a little while while I get my footing through the door and learn a little bit more
A quick follow-up question. The content patcher documentation says they update their fields when the day starts by default. This means each of the 5 slots will be rerolled at the start of the day?
correct
Thereโs currently only two gems with polished variants and I was hoping to add a tumbler instead
Awesome ty
sorry, I meant that if your gems have a category of -2, they can put them in my polishers from Dwarven Expansion
sorry, I saw your conversation from this morning and was just letting you know
Compatibility with the dwarven mod in some ways is a high likelihood
I already found your mod and downloaded it, I'll make jewelry today or tomorrow
Ooh, this is interesting to know ๐ My star fragments are categorised as gems, so I'll make a note in the mod description that they'll work with the Dwarven Expansion polisher
I might try and make yours using a colored object using the new 1.6.9 feature
what does the polisher do? Increase the quality?
VMV also adds a gem polisher, I think, so I'll make a note of that too
the one in VMV actually has a different object of "polished X"
those can also be polished in mine and increase quality
Well let me know how that goes, idk much beyond adding rocks 
bugger, I was hoping i could use it as a way to write less code for my machines
Iโm gonna look at the basics of adding a machine or smthn
mine you canuse with no code, the VMV one you'd have to add recipes, yeah
it doesn't take long, it's mostly just the sprite work (which I'm not amazing at!) but the new color stuff looks cool, and it might prevent me needing to make 38 seperate sprites ๐
Ahh, makes sense!
Lol
and I checked, your mod already adds color tags so that should work
Well hey post your work in #1274015315990417478
Mine or Toni's?
I think the color tags already exist in the game so im not โaddingโ them afaik, but yeah
ah, I'll note that and add jewelry for those as well
right, i mean your records in the mod have them specified
{
"LogName": "Add AlexCrys",
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {
"Alexandrite": {
"Name": "Alexandrite",
"Price": 250,
"IsDrink": false,
"Edibility": -300,
"Type": "Minerals",
"Category": -2,
"ExcludeFromRandomSale": true,
"ExcludeFromShippingCollection": true,
"DisplayName": "Alexandrite",
"Description": "Displays a color change dependent upon the nature of ambient lighting.",
"SpriteIndex": 0,
"Texture": "Mods\\[CP] More Custom Gems Conversion\\assets",
"ContextTags": [
"color_purple",
"color_blue",
"purple_gem",
"blue_gem",
"beryl_item",
]
}
}
},
like that
If you like!
I wasn't sure if they'd fit thematically since they're basically meteorites rather than subterranean objects, but I'm always up for compat stuff
Let me know if there's anything you'd need me to edit on my end
eh makes things feel more seamless if they work, and since they'll natively work in the polisher and pulverizer having them work in the jewelry machien is nice ยฏ_(ใ)_/ยฏ
I do mine as direct patches so taht if I have to update your record I can do a content patcher edit on your record to add tags and stuff if need be
Sounds good ๐
Stuff like beryl_item didnt really have a use in MCGM before afaik, I just copied the info over
But yeah
Both mods should have color tags!
yeah, I would assume those are so you can either clump them for other recipes or so you can add them to various shop lists and stuff
Ooo i didnt think of that
That will be useful down the line
When theres like a couple hundred 
yeah, I use the context tags for that quite a bit
Does the gem polisher just increase quality, or does it make new gems altogether?
mine just increases quality (silver -> gold -> iridium)
Two questions. Question one, the trinkets that have little followers. Can those follower sprites be edited via content patcher and if so where are they located in the game files.
Question two, I have a...rather insistent(?) person asking me if my Large Cheese and Mayo mod will have conflicts with SVE given that SVE adds a crafting recipe for a cheese wheel and changes the price for the base cheeses...is there a way to check that without having to progress through SVE far enough to test???
๐ sorry for butting in, but i hope it's okay that i had been working on a mod that does a lot of the same things as yours does, with jewelrymaking...
that's why it can work with all gems out of the box, it just takes anything categorized as a -2 and spits out the same object with the quality increased
Because if it just increases quality, that would be much better for my tumbler which will make โdifferentโ objects altogether
changing the price and adding a completely different recipe should have no affect whatsoever
Yep, the trinket sprites can be edited. There's a number of mods on Nexus that you could use as reference
also you're under no obligation to test compat
tell them "It should work but feel free to report it if it doesn't!" if you care
wait, which mod(s) is/are adding a jewellery machine? somebody asked for one in the mod ideas repo!
Can always two cakes it, Forsy ๐ How does yours work?
I mean I sent this as a responce...was i too mean?
Great! Great! The tumbler can still work as intended then
Go for it, I only added jewelry to mine because the old jewelry craft mod had stopped working way back when
the trinket companion sprites are in tilesheets/companions
better response than i do rose, I just say i'll look into it and never reply
no, that sounds like a perfectly fine response to me
My idea for jewelry is like making a magnetite ring thats like the normal magnetic ring just for the lols
Sounds fine to me. With "I should be worried about compat" though, you absolutely don't have to be
Like just extra variety/collectability for my little loot goblin brain
Dwarven Expansion adds one as well
there used to be at least 2 JA/PFM-based ones
WAG doesn't add jewellery?
it's still in very early stages haha (its literally only notes), but its going to be half actually dealing with gemstones, and half with working with metal in order to have something to set the jewelry in, and i wanted to make use of better crafting's custom menus again^^
Ok I was just really worried I was coming off too harsh...they've pmed me a bunch too...
What exactly does it do? Are the jewelry just sellable objects?
Then I was wrong lol XD
well I say used to, technically JA/PFM still works
(tbh, looking at their response to you after, i wouldve just deleted their comments lol)
yeah, they are just artisan goods, they were literally added to give mining a more profitable route somewhat similar to Wine making
Honestly, I'd recommend blocking them if they're refusing to accept you saying that. What you replied with is valid and you're under no obligation to provide SVE compat.
to make a pure-mining run more viable
Yeah no I just saw that response...
I....I am shook
if theyve PM'd you about it too i would also just block and move on
I am mad
(the reason my mod is still only notes is because im doing my best as to not overload myself for trying to do too much at once ahaha...)
Okay cool, so me making wearable rings from certain minerals wont be a bad idea then
I dont wanna copy yall 
Oh. It's DummyAccount03 
Oh I wanna so passive aggressive to them...
Just delete & block, they do this to a lot of people
better to just delete their comments and block them. no reason to have other people seeing the negativity when they go to look at your posts
if you need any info on how the machine recipes and such works hit me up, I've experimented with a lot of the settings and stuff (some of the machiens I added to dwarven expansion were purely so I could play with some new 1.6 feature in CP)
Yeah I give you permission to make both of my mods compatible with DE ๐
(Welp I guess I gotta take a third look at the furniture display code)
Ill keep this noted as well
I'm just gonna reply to their message like:
Thank you for the spelling lesson, I should note that I never once wanted to be an English major so I never studied it past my requirements in college and the occasion look when I write stories. Please enjoy your block.
Don't. Just block them, delete, and move on, it's not worth replying.
Yeah, that's the kind of thing I would write out, huff a bit, and then delete before blocking them
yeah, you shouldnt have to feel stressed ^^ it's important to look out for yourself
arent you still touching grass
Do you need all the rocks made into the gems category then @nova gale
But this person is a bit notorious for these kind of comments, if that helps you put them out of mind
shh shh let selph code button
i am firmly on the side of vacations
I know MCGM has some gems some minerals and TCC has them all labeled minerals
there's no grass to be touched โย it's all snow 
I only said I'll take a look, I will do absolutely nothing 
(mod) working on your vacation...
I think I know what I am gonna do. In the words of r/askouija: Goodbye
thanks uber
Thank you maru's Robot
the nodes don't need to be, but only things that are gem category will work in a few of the other machines
Tell me what I need to do basically and Iโll get working on it Friday/the weekend probably
rose, I just saw the comment they replied to you with. Please block them, you donโt need to deal with this kind of behaviour.
if you do make them gem category though keep in mine that players can duplicate that item in the crystalarium, so if you don't want that you also have to add a tag
if anyone starts correcting your grammar in a comment instablock them
Okay I can switch all the objects to the Gems category
What tag?
Probably just the 3 Life/Death Crystals from MGCM will need the tag as theyre supposed to be rare
any gem you don't want to duplicate has to ahve the "crystalarium_banned" context tag
oh, yeah your "Crystal of Death" is probably currently duplicatable in the crystalarium right now, looking at your config
at least in MCGM
since it's already gem category
I closed one linking them to VMV since that's the closest we have right now iirc
Actually in theory Jewelcraft should work, it's JA/PFM
ok this is weird, the smoked meat should be nice and smoky if it's a colored object on the table
maybe the machine rules is wrong? or I could be wrong; anyway that's the most I will look into this for now
Feel free to make them all be โgemsโ yourself if you wanna start work on the compat, ill update the main files this weekend
30 of the ones from MCGM already are
Oh wow, really?
and the ones that aren't probably don't make sense as gems anyway (like the coral)
no no hold on what do you mean coloured object
Yeah makes sense
jewelcraft has really nice sprites, love their faberge eggs. I hope the author ports it someday lol
I need to add a damn colour context tag or something??
undare was in making-mods the other day!
on my current semi-silly project: i am using Game1.playSound(string cueName, int? pitch = null) to play some sounds and i don't notice any difference at all no matter what value i supply for pitch. have i missed something?
Do your input meat items have color tags
If it seems like a crystal, crystal tag it, i know everything in TCC is labeled minerals rn
someone was just talking about this, you have to adjust it a LOT
oh "minerals" is the type, the category is what decides if it's a gem ("category": -2 is gem)
oh you would not fucking believe how much this shit frustrated me for Graveyards.
one second, let me see if I can find it
change the pitch after you call that function
pitch is measured in the 100s-1000s
Keep me updated in the threads, ill be busy all day tomorrow (i think TCC might all be -2 already)
when i say "no matter", i mean i have tried multiple orders of magnitude. i already know about 0 to 2400
yeah, looking at your stuff I think most of it is already good to go
okay that's why CopyColor wasnt working. Okay, you technically don't need to add color tags to your meat, just add "ObjectColor": "White" to your machine rules that are smoking the meat
question, do we have any proof/screenshots of thier comments like this? Cuz I would like to report them to nexus for their conduct as it does count (loosely) as harassment.
I'll be working throughout the week, so I'll work on some sprites and stuff to try and make it work, not sure what kind of jewelry to do for yours (I tend to do a different jewelry type for each mod, so that if they duplicate a gemstone the mods produce different items)
fair warning, that might look weird; try "Black" instead if it does
Nothing in my mods is duplicates
so my main mod does necklaces and rings, for VMV I did bracelets, for the geology mod I made their minerals into broaches
Im gonna try and prevent that
i have no earthly or otherworldly clue why the pitch needs to be changed after
And if there are, its retex only, i think i specified that in TCC
I meant with other similar mods, so like if both you and geology mod had onyx (or something) the onyx from their mod would make a broach and the onyx from your mod might make earings (or whatever)
Ohhh okay
make it easier when someone reports a bug
i can tell which mod it's from by what got made
Oh, that's a neat way of handling things ๐
๐
Nice
cue/pitch example```cs
if (this._engineCue is null)
{
Game1.playSound("heavyEngine", out this._engineCue);
this._engineCue.Pause();
this._engineCue.SetVariable("Frequency", 75f);
this._engineCue.SetVariable("Volume", 100f * Game1.options.ambientVolumeLevel * volume);
this._engineCue.Resume();
}
if (!this._engineCue.IsPlaying)
{
this._engineCue.Play();
}
this._engineCue.Pitch = 0.75f - this._velocity / 25f;
i really do hate cues
Idk what jewelry is out there, surprise me ๐
i have messed with Cues and Variables and RPCCurves far more than i wouldve ever liked to
the bigger issue is "what jewelry can I craft from vanilla assets since I can't art my way out of a wet paper bag" ๐
The jewelry im planning on adding is just like vanilla rings and such, ie Magnetite gives a magnetic type ring
This is exciting!
definitely smoked ๐ญ i'll fuck around with the colour and see what happens
mm, charcoal
Yummy
thats less smoked and more...uhh...deliciously charred
Anyways, i gtg
yeah, making a colored object does mean the game will color it
have you tried White
having said all of this, I should probably release my new animals really quick before I start new patch mods
anyway as a workaround to make the game not color them at all, you can
- in Data/Objects set that field that makes the color from next index to true (I forgot its name)
- in your sprite sheet just make the index next to the sprite blank
cronch cronch
But do test that placing them on tables work first
oh i placed it on a table and it worked fine
extremely cursed, but thanks button. it works to change it after calling play
okay, I was tolerating the inane comments on my mod, but NOW they can go get
ed
I've never interacted with them personally, but I have heard the username enough to pick up on the trend
[block]
good luck if you ever try messing with the more internal stuff inside those Cues
nothing but pain awaits if you do
Yeah I blocked and reported them
fuck cues. i hate volume. i hate setvariable. i hate cues
...i really thought of pool cues first over everything else
once you start manually needing to call XACTSoundEffectInstance._UpdateRPCVariables() or whatever manually you should probably rethink what you're doing
so glad i'll never reach that point bc wtf did you just say
oh yknow
maybe that's where i went wrong. i wasn't calling that
genuinely it mightve been. things started working better after i started doing that
i had my fill of cues back in 1.5 when i was only barely interacting with them (loading an ogg, building a waveform in memory, then wrapping it in a cue) and even just the little thing i had to do now because playSound doesn't work properly is too much. i have some regrets
relatedly do either of you know what the fuck a filterQ is bc i dont. i just fuck with it until it sounds how i want
Q?
or maybe you'd know it by its legal name, _rpcFilterQFactor
What is this for? What should I be on the lookout for?
I had a bot comment once but i got it removed
what the hell is the fractional bandwidth
If thats what you mean
Not at my computer but yeah
Lol
ah yes, words. I read words once
anyway i hope i never have to deal with whatever that is. hopefully the dumb thing i am doing now will not lead there
โWow!โ
Later edited to something about either a tea companyvor an NSFW link, was not about to click it
The name was a bit sus
Anyways i need to sleep
i still dont really understand what it is but i understand that if i fuck with it enough with a low pass filter enough i can get neato lofi music
are you willing to share what the dumb thing is or is it a Surprise
currently still an ichortower trade secret
well the smoke animation works when it's on a table now so that's a success
well if the trade secret ever does lead you there feel free to ask so i can feel like my time trudging through XNA sound stuff wasnt a total waste 
nice
side note but this is partially why I procrastinated on a custom item effects system (beyond smoke) - the game optimizes draw codes away and just grab the base sprite in half the places you see them lol
at least making them colored objects bypasses most of them
can you add support for smoking book reading please
(the other big reason is that I'm reasonably confident I can snipe chu into working on it for me)
@lucid iron can you add support for smoking book reading please
does it need to smoke while u read it
yes
is it like death note
i would actually genuinely like that and would immediately add a new book to my mod to use it
some sort of volcano book
only thing it doesn't do is apply the filter while placed but beggars can't be choosers
like the grey goes away but i assume that's cos of it being coloured
they cant? have you seen the mod ideas repo?
semi related to books, using reflection is there a method to get Every Method Ever or do i have to like, at least specify an assembly at minimum
So let's say I've made a shirt, how would one go about getting said shirt into the game?
ah! Selph I figured it out (kind of) I just changed the object colour to gray
either editing Data/shirts or using Fashion Sense
As a user I enjoy fashion sense, how would I get my shirt into fashion sense?
you would need to look at Fashion Sense's documentation
Nice!
one more question if you dont mind- did you try white and what did it look like when you did
Classical Math Person you're just helping my sorry little butt left and right tonight
white was clear with the smoke particles
my browser history already remembered the FS github lol
weird that it only works when made by the machine but honestly i doubt anyone will be spawning it in
it's because machines is a reliable source of colored objects, and colored objects prevent the game from optimizing away the delicious smoke draws
i believe u need at least assembly 
I don't know your position, but I'm a fan of "bugs reported as a result of unauthorized actions like spawning and debug commands won't be fixed" ๐
Where would i go to refresh myself on how to make a config menu
hm... true. i forgot smapi has to know all the assemblies
(oh you're a sdv modder? name every mod assembly)
newtonsoft.json
how bad of an idea is it on a scale from 1-10 to search through the IL of every method in every assembly
GMCM repo has a tutorial
what r u doin button 
am I crazy or were config.json files creating default menus for awhile, but now it feels like it stopped (or I dropped a mod I didn't mean to and they went away)
is this for the cue switcher to end all cue switchers
i was considering patching every method that ldstr "GSQ HERE" to alter the gsq under certain conditions
is that a crime
it's automatic for CP mods
C# mods have always needed API integration
Thanks, I was looking on the wiki for one but only found one for smapi mods
so it is cueswap but chaotic evil 
oh that probably explains it, my Dwarven Expansion is pure CP but Darkest Depths is C#
not even anything to do with cues actually
no i mean, the idea of "patch some rando ldstr in the code"
