#making-mods-general

1 messages Β· Page 185 of 1

uncut viper
#

musicistowntheme is not a GSQ

gentle rose
#

I guess the biggest issue would be actually adding it as a new emote then rather than replacing one, if they want that SDVpufferthinkblob thank you button SDVpufferheart

ruby brook
#

I guess I've been mixing these things up then

#

but, how exactly are those used then?

uncut viper
ruby brook
#

I mean, the location data, how do you edit that then

gentle rose
#

my bad haha, honestly they were pretty vague but I'm interpreting it as they wanted something added to the emotes menu that starts a farmer animation and text above head

uncut viper
gentle rose
#

actually, farmer animations are cursed, aren't they...

uncut viper
#

you can call specific farmer animations easily enough

#

adding new ones though, shrugs

ruby brook
#

or perhaps the better question, is that a feasible thing to change, as in, can I turn a track into a town theme, and then use the GSQ to add a season condition

gentle rose
#

hmm. Medium it is then SDVkrobusgiggle

uncut viper
#

textabovehead w ould need custom work though bc its only in NPC nbot Character

velvet narwhal
#

i wonder if i can do some cursed shit like attachCharacterToTempSprite and make an invisible temp sprite to textabovehead the farmer

#

haven't tried, but that's a thought

tiny zealot
#

it's stardew modding. cursed shit is not only possible, it's expected

uncut viper
#

tbh it sounds like an easy thing to me overall but i dont think im the right barometer for that

#

i think if someone is convinced that constructing harmony patches by building them dynamically with IL is easy then you should not listen to them about what is easy and what is fun

ruby brook
#

hey, thanks for the help, I was mixing these things up, but I'm starting to understand this more now, I think, I know what I have to try next now

normal trout
#

Oh my god, you guys πŸ˜‚ I amuse myself. This is so damn cute! WIP.

#

I know he's pokey, but if I don't clean up those shadows they're going to drive me insane πŸ™ƒ

#

But I'm having fun with this one SDVpufferheart

fast urchin
#

I wonder why Pathoschild hasn't approved the pull request I submitted in the mod compatibility list repository yet

tender bloom
#

probably because he's a busy man

#

when did you submit it?

fast urchin
#

Yes I know that, he is very busy and hardworking

#

4 days ago

tender bloom
#

if it got overlooked and it's been a while, might be worth bumping, or you can link it here and see if anyone else can take a look and check it over possibly

#

4 days is probably not worth bumping yet

uncut viper
#

knowing pathos and everything he does and maintains, both stardew and otherwise, "very busy" to me seems like a huge understatement

#

i have no idea how pathos finds time to do the things he does

#

oh hi pathos

ivory plume
#

(I'll take a look soon! Currently pondering whether to continue rewriting Train Station or just release my own Central Station take on it. I was just drafting a message to get feedback on that.)

fast urchin
#

Thank you very much!

ivory plume
#

The Train Station update is becoming a total rewrite, and it seems few mods use Train Station so far. I'm thinking of just creating my own Central Station mod instead of continuing to rewrite it, so I can rethink how the mod works too.

In particular, Train Station has separate boat/train networks which can only be accessed from their respective ticket machines. For example, that means...

  • If you haven't unlocked Willy's late-game boat yet, you can't visit any location that's only reachable by boat.
  • You need to remember whether each location is reachable by boat/bus/train (or check each starting point).

Instead, my idea would be:

  1. Add a Central Station which connects all the networks. (This is the map I'm commissioning from Kisaa.)
  2. You can go to any destination (or to the Central Station) from any boat, bus, or railroad ticket machine.
  3. All mod destinations are available immediately (depending only on their Conditions field).
  4. The only difference between boat/bus/train destinations would be the sound effects that play when you travel there.

So you could get on the bus in Stardew Valley and get off a boat on a modded island. Conceptually the idea is you'd have transferred through Central Station during the fade. The mod could even reflect that (e.g. you could hear bus sounds + pause + train sounds before arriving).

uncut viper
#

were you looking for feedback on any part of that in particular or just open ended

ivory plume
#

Pretty open-ended. I'd be curious to hear...

  • from content pack authors which design they'd prefer if they were choosing one to reach their locations?
  • from players which they'd find more convenient?
  • any other thoughts/feedback in general?
teal bridge
#

Ah, total rewrites, my favorite kind of update.

fast urchin
#

I just made and released a new Bus Locations mod, so far it seems like I don't need it lol

uncut viper
#

while i dont have a released mod with a custom location yet i think it would be nice if i could still enforce needing to use a specific depot to get to my location

velvet narwhal
#

i vote for central station because i'm forgetful suslysella

uncut viper
#

like i think if i was gonna add another island for example, id find it kind of weird if i could get there from the stardew valley bus

rancid temple
#

As someone more likely to use it as a player, I'd prefer the Central Station

uncut viper
#

but i would want to be able to get there from the stardew boat, and maybe other boats on other islands

gentle rose
#

from a player perspective, I think your option is the better one - chasing different locations for different mods etc gets annoying sometimes

rancid temple
#

Maybe some kind of way to change price depending on where you leave from?

uncut viper
#

for more general thoughts though i have "i like it being a new mod called Central Station bc then it no longer implies only trains" SDVpuffersquee

rancid temple
#

Like it's cheaper to travel to an island if you leave by boat because then you didn't have to transfer

ivory plume
velvet narwhal
#

would there be any way for authors to just determine whichever cutscene they wished the player to see: i.e. boat/train/bus etc but it all be in the same terminal?

uncut viper
#

speaking from an immersion standpoint, i would just find that very strange, being able to take a bus to a station to go back to the boat to an island, rather than just going to the boat

#

and similarly weird to go from the boat on the island to the bus in the valley

rancid temple
#

I thought it was just a fade to black (which I prefer)

velvet narwhal
#

cause player perspective, i will πŸ’― forget whichever terminal is what

uncut viper
#

but this is subjectively speaking obviously

rancid temple
#

The main reason I use Fast Animations is to make the bus go brrr

uncut viper
#

its not anythin to do with it being a fade or not im just talking about the "You can go to any destination (or to the Central Station) from any boat, bus, or railroad ticket machine." part

ivory plume
#

I could always make that an option. By default you need to go to Central Station to switch network, but you can optionally enable access from any ticket machine.

#

(It would be more brr than the long Train Station fade, and configurable.)

gentle rose
#

I'm not sure how complex this would be so it may be way out of scope, but would it be possible to have the framework allow creating/using different hubs but with a default of central station? That way most mods can use central station but the new mod still fulfils the role that Train Station did in the past

teal bridge
#

If CS were actually its own map it would make more sense to me. Boats and buses are just for show, you choose your destination at the ticket counter. (Also, then you could have a warp totem that takes you to CS and get anywhere else from there, because real players never use the bus more than once anyway.)

ivory plume
tiny zealot
#

personally, i'm like button and would find it very jarring to buy a bus ticket next to my house, fade out, and fade in getting off a boat on Mod Island. i would want to have to visit the station map, even if it's less convenient

ivory plume
uncut viper
#

would it possibly be like MinecartNetworks, where you can make your own network with a given id like {{ModId}}_MyNetwork
and every network can connect to central station, with another bool to allow it to connect to everything, and then another field for a list of network IDs you could give it if you wanted to restrict connections to other specific networks?

#

like if i wanted to make my island boat network connect to the central station, but also let it connect to another mod authors boat network if they have one

#

but not to bus or train networks

#

and not to all networks at all access points in general

#

(or whatever other vehicle people come up with)

rancid temple
#

Considering how much walking around the game already has, I'm not opposed to visiting another map on my trip somewhere

teal bridge
#

I mean, you could make it more immersive by having a little route map preview when you select a destination, showing that it's a combination bus + boat trip. But yeah, it is pretty weird to get on a bus and then off a boat.

tiny zealot
#

(for me it's already bad enough that taking the bus and the boat costs zero time! time management is the game)

uncut viper
#

itd make more sense to me if the boat you were implied to take was like, in zuzu city or somewhere, but when its implied id be getting on the bus to go to the boat on ginger island, its like... why didnt i just go take the boat

#

from an immersion standpoint not a real life time saving one

ivory plume
ivory plume
uncut viper
#

all of them accessible through Central Station would be fine to me if i had to actually go to central station, and not just pretend i went through there

ivory plume
#

But yeah, if it's more immersive I could certainly make going to Central Station manually to switch line the default behavior.

uncut viper
#

i know from a mod-lore perspective i am going through there, but if i dont see it, it doesnt feel like it

slender badger
#

SDVpufferlurk I don't have any particular thoughts on the travel aspect, but I do like the idea of going through Central Station by default, especially if perhaps there might be some little seasonal shops there? Maybe a travel shop with books and hats, maybe some food stalls?

uncut viper
#

an actual grand central station esque place with shops and such would be very cute

ivory plume
#

Some nice overpriced station shops could be fun.

rancid temple
#

I also like the idea of having destinations broken up at Central Station because one big box full of destination choices sounds like a bad time lol

uncut viper
#

maybe some nice animated tiles on the map to show those lil flipper board things that they display the arrival and departure times on

lucid iron
#

wow we r making garden village 2

ivory plume
#

(I'll see what Kisaa thinks of that one.)

uncut viper
#

tho i guess you'd have to make up place names for that

velvet narwhal
#

just make it junimofont SDVpufferthumbsup

rancid temple
#

Gibberish, except the time

uncut viper
#

junimo station...

velvet narwhal
#

junimo station

uncut viper
#

we're already helping scopecreep Central Station

lucid iron
#

just doing our part

velvet narwhal
#

dunno why you trusted us with the "open-ended", we're monsters

uncut viper
#

if Central Station v1.0.0 doesnt let me add my custom NPC to a list of possible shop owners like the desert festival im not using it /j

unique sigil
#

I greatly agree on the seasonal shops. Central station being a hub area with a boat means you could get rotating shops, either unique seasonal items, or expansion mod authors could add vendors that sell items from that expansion into the shops?

Like the desert festival shops, but year round

ivory plume
#

(It'd be fun to have a metro system, where every mod would have its own unique metro station to arrive at. But that's... an idea for future versions.)

uncut viper
#

really tho aside from the "everywhere connects to everywhere" bit i like the sound of everything else

#

with the must-go-to-station enforcement

gentle rose
#

(I think the more options individual mod authors can decide the better because it will help the station feel more varied too, like maybe some mods are happy with being able to skip travelling through the station and some aren't, though again idk how much that adds to the scope or anything)

ivory plume
#

Yeah, the consensus seems to be that you need to go to the station to switch line (at least by default).

#

(Hi Kisaa!)

uncut viper
#

without that you may as well just debug warp me

unique sigil
#

As for the travel immersion, maybe there could be an 'instant travel' toggle where users can either always arrive at central station first, or just skip to the end destination?

From a user perspective, sometimes I like to take the long, immersive way, but sometimes I gotta go fast too SDVpuffersquee

tiny zealot
#

requiring going to the station is make-or-break for me

tender bloom
#

it could be funny to have like RSV style "animation" of stopping at a station, then starting up again

#

like if you were taking a through train

uncut viper
#

this is, again, a very subjective thing that will vary from mod author to mod author, but if i was gonna make a mod called "Central Station" i would find it kind of defeating the purpose to let people turn off the "Central Station" part of the "Central Station" mod

tender bloom
#

like going through new york Penn they stop for a bit

uncut viper
#

it is the reason for its existence imo

velvet narwhal
#

maybe player-sided instead?

uncut viper
#

thats what i mean tho like if i was makin it, i wouldnt even make it configurable

#

personally speaking

tender bloom
#

I mean I think that users will clamor for it regardless, so player-siding it makes sense to me, unless you want to draw that hard boundary

scarlet pasture
#

I'm looking into the game's dialogue, and I'm confused on one thing. Abigail's marriage dialogue has "Rainy_Night_0-5", but also "Rainy_Night_Abigail". What's the difference? And, as a follow-up, is there a more in depth way I can read about how the game selects dialogue? The wiki page is good but doesn't go super in depth about everything

velvet narwhal
#

basically the skip button for events but defaulting

lucid iron
#

is there gonna be a tube map menu

uncut viper
#

itd be like if i let users turn off the ability to play Rock Paper Scissors in my Rock Paper Scissors mod and just display a checkmark over a randomly chosen player

#

i am also stubborn though

tender bloom
#

I mean I think I see this mod as 2-fold: 1. replace Train Station mod 2. add wonderful new fun area

velvet narwhal
tender bloom
#

turning off part 2 still leaves part 1

#

which is also a Nice Thing to Have

uncut viper
#

yeah, but part 1 also still just exists

#

like it was just updated

ivory plume
#

So for 1.0.0 I'll just have you go to Central Station to switch line. We'll see if we get a lot of requests to add a quick-travel option.

tender bloom
#

yeah fair

#

i would personally rather make a new area that depends on something fun

#

but well, my track record on making new mods is poor

scarlet pasture
tiny zealot
ivory plume
teal bridge
tiny zealot
#

Rainy_Night_<random>
<random> is a number between 0–5 inclusively or the NPC name, each of which has an equal chance of being randomly chosen.

velvet narwhal
scarlet pasture
#

Ah I totally missed that, my bad. I'll check more thoroughly next time, ty

velvet narwhal
#

well that's day but suslysella

gentle rose
#

it's worth keeping in mind that for a lot of players, using console commands seems too difficult/intimidating so they may want a different "cheaty" option that doesn't require commands, which is why I think a player config might be nice even if this exists already in other forms

ivory plume
teal bridge
#

So then you'll probably want to add a hotkey to bring up the menu immediately without having to walk to any bus or train station at all (i.e. it's an interactive version of debug warp).

uncut viper
teal bridge
#

I'm not sure if it was a reply to Button or me, but if it was to me, then I wasn't talking about debug warp earlier, just warp totems, buildings, etc. And minecart expansion mods and so on.

ivory plume
#

Yep, a console command or something to bring up the destination menu could be something in future versions. I'll probably stick to just the player experience for 1.0.0 though.

uncut viper
#

i was the one talkin about debug warp specifically so i assumed me but i could be wrong

gentle rose
#

I was mostly speaking generally tbh, but thank you both for clarifying SDVpufferheart

#

it was mentioned earlier too I think (though I could be wrong, I haven't fully been able to follow things bc asthma is making me a bit dizzy rn πŸ˜… )

uncut viper
#

there was a lot of words in a 5 minute span its true

slender badger
nova gale
#

Airyn (since you're here) I've added jewelry recipes for Star Fragments, haven't released yet, do you want to see them before i do and I can make any tweaks you'd like?

#

Dwarven Expansion Related Things

faint ingot
#

question: the bus station sign that lets the farmer drive the bus - what logic drives that sign appearing? Can I change Pam's schedule and make sure the sign is there so the player can still get to the desert?

ivory plume
#

So to recap the discussion:

  • Seems I'm creating a Central Station mod instead of continuing the Train Station rewrite.
  • You can travel to any destination on the same line (e.g. boat to any boat destination), subject to each destination's Conditions field. If you want to switch line, you can do that at Central Station.
  • Some little seasonal/rotating shops at the Central Station could be fun. Possibly mods could provide their own shops that get added to the rotation.
  • Possibly a decorative flipper board sign (maybe animated)?
  • Various ideas for future improvements (e.g. pricing that depends on location, networks, etc).
uncut viper
#

see NPC.performSpecialScheduleChanges()

uncut viper
ivory plume
#

For 1.0.0 it'll be limited to the supported lines. But it'd be easy to make it more customizable in future versions if it's something mod authors want (e.g. to allow entering a custom value, setting custom sound effects, etc).

lucid mulch
latent mauve
#

Just getting around to backreading, but, seconding Airyn on his thoughts: Forcing a stop at Central Station or a similar hub could also be fun immersion if Central Station hubs feel like social areas. (potential for travel snack shops, etc.)

slender badger
#

(*his )

latent mauve
#

(Sorry, I default to they when I'm not sure)

stoic galleon
#

Hey everyone, I was wondering if someone knew what the context tag fish_upright describes. ItΒ΄s for a mod with fish pond data. Also, does fish_has_roe have any deeper implications than just, well, this fish produces roe?

brittle pasture
#

I believe fish with fish_upright will not be rotated 45 degrees when they're drawn swimming inside a fish pond

#

(the vast majority of fish sprites are diagonal, bottom left to top right, so they're rotated to be even when swimming)

#

fish_has_roe controls whether the book that makes you have a chance to fish up roe alongside the fish affects that fish

tight bough
#

I have a question. Does having the format version of the content.json in my content pack for "Farmer Portraits for 1.6" set to 2.0.0 instead of 2.5.0 cause my custom portrait to not load?

slender badger
#

No

stoic galleon
#

Thanks Selph, that makes a lot of sense.

slender badger
#

Xero, please send your content.json to the website I said earlier

slender badger
#

And is there anything in your SMAPI log about it?

tight bough
slender badger
#

Type patch summary [your mod ID] into the SMAPI console when you've loaded your save & talked to someone, then post your log here

slender badger
tight bough
slender badger
#

You can't. You just have to turn it off each time

craggy cape
#

you cant, really. unless you use something like betterdiscord or smth T_T

rancid temple
#

If you hold shift when clicking reply it's faster than toggling it for that send

nova gale
#

I didn't know that, thanks for the tip

tight bough
rancid temple
#

Maybe some day Discord will get a clue and make it toggleable

craggy cape
#

knowing discord, probably not πŸ˜”

brittle ledge
nova gale
#

yeah, I don't know why that's not either a profile or channel setting

rancid temple
#

Ponds don't use the aquarium sprites, though they could now SMCKekLmaoDog

brittle pasture
#

IIRC those just use the regular fish sprites

slender badger
brittle ledge
#

don't the ponds just have shadows? Or is it the animation where they're jumping?

brittle pasture
#

those shadows are the one I'm referring to

rancid temple
#

Considering there's no shadow sprites, I'm pretty sure those shadows are just the regular sprites modified with code

brittle ledge
#

...they're not generic? KiwiEyes

brittle ledge
patent lanceBOT
#

As you wish, tiakall (#6493948) (12h | <t:1737833138>)

rancid temple
#

Squid is the only thing coming to mind immediately that uses it

#

But I'm sure there are others

brittle pasture
#

blobfish!

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 173 C# mods and 328 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

brittle ledge
#

eel probably, it's not diagonal

tight bough
#

Sorry I accidentally pinged u again

#

I need to go to bed, but please let me know if you figure out what my issue is. Goodnight!

shut edge
#

do we have a CP only method to make furniture that can be toggled between t wo states?

#

wanna make neon signs you can turn on and off

#

if not i guess i can make them lamps and they'll do it at night

hard fern
#

Can furniture even be interacted with like that? πŸ€”

shut edge
#

torches and fireplaces can

#

not sure where they get their graphics for that tho

brittle pasture
#

maybe check if furniture framework has something for that

shut edge
#

i imagine that or spacecore or such does yea

#

sconce lighting might work ok

#

i'll try it

shut edge
#

sconces work alright

gray bear
#

looks awesome!

shut edge
#

thanks

#

works automatcally and same color light but i think it'sok

naive wyvern
#

I wonder if spacecore would let you change the light colour

#

Im inclined to think that could happen

shut edge
#

probably

#

is there a known method for making like sub-mods have a sane version check ?

#

like i have my animal husbandry ones without an update key and smapi mentions it etc

slender badger
shut edge
#

rad, thanks

#

ah so i just add the @ tag thing to the main mod's key?

#

and the file desc on nexus

slender badger
#

Pretty much, yep! For example, I use it for DSV's add-on packs - this is the update key for one of them:
"UpdateKeys": [ "Nexus:23918@SlumberwoodMarnie" ],
and I just have @SlumberwoodMarnie in the file description

shut edge
#

cool, been wondering about that awhile

#

ah of course my husbandry data isn't playing nice, hmm

outer cedar
#

When I add a "When: " clause to my events they seem to break, anyone know why?

#

this is also happening on other Content patcher mods I download that haven When clauses

#

they just don't load into the game

slender badger
#

Probably a formatting issue or your SMAPI isn't updated

outer cedar
#

hmm neither of those seem to fix the issue, i'll keep trying

vernal crest
outer cedar
vernal crest
# outer cedar Im not sure how to do that πŸ€”

Type this into the SMAPI console: patch summary "yourmodid". It should output information about all of the patches that your mod is trying to do (each "Action" is one patch). You should be able to find the one for your event, especially if you have given it a log name, and it might show you if it's being applied or not. If you're not sure how to read it, put the log into the SMAPI log parser and share a link here and I'll read it for you.

slender badger
#

(except without the quote marks)

vernal crest
#

I do it with the quote marks

slender badger
#

Ah, guess it works either way then, never mind SDVpuffersquee

vernal crest
#

Now I am not sure if I always do it with quote marks or if it's only when I haven't done it for ages so I go to check the CP docs (which have it in quote marks) lol

outer cedar
#

however if i remove the when clause..or precondition im not sure what the term is, it will work

#

since this is happening to other CP mods only on ones with when conditions i can only assume my game has corrupted or something, smapi and cp are up to date

vernal crest
#

What do you mean by the event breaking, btw?

outer cedar
drowsy pewter
#

i think you sjould be sharing code and examples

#

Theres nothing we can help with

vernal crest
#

Yeah, I will be able to help much more effectively if I can actually see what you're doing.

drowsy pewter
#

!json

ocean sailBOT
#

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.

vernal crest
outer cedar
vernal crest
outer cedar
#

yep one sec

vernal crest
#

Also if you're planning to release this mod, I'd strongly recommend making your event IDs more unique. It's good practice to put your mod id in as a prefix.

outer cedar
vernal crest
#

Sweet as. Well, I don't see any issue with the way the when field is written so I am curious to see the log.

vernal crest
blissful panther
#

Good news! The feature is happening.

Bad news... definitely not this week, because as it turns out, in order to make this work with multiplayer, I need to a lot of multiplayer stuff. Which everyone here loves doing, of course. SDVkrobusgiggle

lament shell
#

question, when i made my rats mod i instead of making all the variants skins i made them all named seperate n such. if i wanted to change that into skins now would that error previous rats? ch_think i had trouble originally doing skins as i just wasnt understanding it at the time.
if im reading it correctly it shouldnt if the same ID's are used?

lucid iron
#

Breeds you mean?

lament shell
#

i believe so, i honestly see the code a bit messy now LOL.

#

was my first mod so i just wanna revise it better for future updates

lucid iron
#

So did u previously have rat on same level as cat/dog/turtle

#

With each rat in a separate one?

lament shell
#

they all were alternate purchase types for the coop!

#

w/ each of their own entry

lucid iron
#

Oh they r farm animals ok

#

So i think people will get error chicken yeah

#

Bump the major version for this

lament shell
#

hmm alright. that does stink rat_in_cheese has been a reason ive avoided it for a bit but what can you do

lucid iron
#

It's more about how u want to do the mod i suppose

#

If you want to further differentiate the rats by giving them separate drops, then alternate purchase is better

lament shell
#

i had entries for all 20 of em, only one has different drops haha

lucid iron
#

You can simplify 20 things into 1 include that u use 20 times now

#

I summon the local tokens goblin @velvet narwhal

lament shell
#

i need to add translation support as well. and by simplify into 1 include do you mean a seperate json w/ this data?

lucid iron
#

There is feature to have tokens local to an include, which is a separate json yes

#

But i am get ahead of myself lol, do u have finalized thoughts about skin vs alt purchase here?

reef kiln
#

is there a console command to raise animal friendship. I need to test out a deluxe product I am making?

lament shell
#

hmm i guess my other question is does this change load time at ALL, like would it matter if i changed it

brittle pasture
#

debug befriendanimals or something like that

#

[[Modding:Console commands]]

reef kiln
#

I found it.

brittle pasture
lucid iron
#

You are getting smaller dict for lookup which is good

#

And doing less lookup bc skins are directly on animal data

#

But these don't matter at scale of <100 entries

lament shell
#

ahh alright, that is a cool feature lookup has i never used it!

reef kiln
brittle pasture
#

naming your animals {{ModId}}_Hooded_Apricot_Rat for example

lament shell
#

i see i see thank u!

brittle pasture
#

(assuming the IDs match up to what they were in the original files)

reef kiln
#

Yay, the id are correct. I am loading the game now to test

lament shell
#

im looking at this entire json confused why i did half the things i did. WAAAAAH welp

#

i think ill change it to skins rather than alt purchase, the void rat can be its own alt purchase itself as its the only one that needs it!!

lucid iron
#

Well, you can just make void rat a purchase

#

More expensive

lament shell
#

that is true, now thinking abt thats so annoying. i forgot to disable the void cheese for perfection so you have to cycle thru the marnie rat 500 times to get void rat

#

woopsies

reef kiln
#

another question. If an egg has more then one animal that lays it, how does the game determine what animal hatches? is it just random chance? I don't think it is a problem vanilla eggs have. but lots of mods add animal that lay the same egg

drowsy pewter
#

it actually just picks the first animal and always hatches that

#

you have to do some conditional patching to make it be random

#

"random"

reef kiln
#

where do you add that. I am looking at Mizu Turkey mod to try to see how they did it looks Like they just have all turkeys with the same egg id

outer cedar
drowsy pewter
#

mizu's turkeys are all skins of one animal

#

not different animals

#

trent had a mod that i helped him with for hatching two animals from one egg but i forget what it was

reef kiln
#

they are each there own Entries "Mizu.Turkey_GrayTurkey" "Mizu.Turkey_WhiteTurkey" and such

drowsy pewter
#

Ah okay

#

maybe I'm forgetting what trent did then

reef kiln
#

trent did it based on the time the egg was placed in the incubator. which is one way of doing it.

drowsy pewter
#

if you hatch mizu's turkeys are they all random?

reef kiln
#

i have never hatch a ton, I should check.

drowsy pewter
#

its possible that nobody noticed they werent hatching randomly

royal nimbus
#

was there recently another mod breaking update? oh man i just got a comment on mine that the sprites and portraits arent working. i havent been following the dew for a while as i dont think im gonna be getting back into it anytime soon but i feel obligations to keep my mod working

drowsy pewter
#

no, cp mods rarely break

#

well, maybe if you're using niche features, but not for retextures

brittle pasture
#

the advantage over patching daily is if you have mods that add craftable incubators which can make multiple chicks hatch on the same day

#

(or just multiple coops I suppose lol)

reef kiln
#

I am look into that.

#

I am going to test what happens with the turkey and quails real quick. I am now wondering if it is random

drowsy pewter
#

im pretty sure i totally forgot to tell mizu about the egg thing

reef kiln
#

i miss the sleeping automatically mod. I hate haveing to walk back an forth to test stuff

drowsy pewter
#

debug sleep

hallow prism
#

@acoustic summit hi, i wanted to ask if it would be ok to use your assets as a template for a NiTV packs?
Example would be stuff like using the butterfly as a base for my own butterfly, things like this.

outer cedar
#

okay i think i see the problem, my game is not recognising content patcher tokens

#

content patcher is working but not that

gray bear
#

have you shared your json?

drowsy pewter
#

yeah but not their log

gray bear
#

!log oh please do

ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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 didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

outer cedar
#

ok got it πŸ‘

gray bear
#

also seems like the json you shared is only a snippet? i see only one block

drowsy pewter
#

honestly if you think its a game/content patcher issue i would take it to #1272025932932055121 and cite a working and well-known mod that isn't working in your game specifically

#

Skip the modder error option entirely

#

the game never "recognizes" content patcher tokens

#

content patcher resolves the code before the game sees it

#

So it's much better to be providing examples of what is/isnt working rather than guessing at the reason

#

Or make a really really simple image patch mod and test different When conditions separate from anything else in your mod

outer cedar
#

i might just redo the event to not need those tokens it's above my pay grade but i appreciate the help

reef kiln
drowsy pewter
#

@dusky vigil If you have an egg with different animal types listed, the egg will only hatch the first valid one rather than randomizing between them

#

They have to be different skins for the same animal, or you have to do weird content patcher randomization

reef kiln
#

@brittle pasture is this right to make the turkeys random
{
"LogName": "Modify Egg Hatch",
"Action": "EditData",
"Target": "selph.ExtraAnimalConfig/EggExtensionData",
"Entries": {
"Mizu.Turkey_TurkeyEgg": {
"AnimalSpawnList": [
{
"Id": "Brown",
"AnimalId": "Mizu.Turkey_BrownTurkey",
"Condition": "RANDOM 0.33",
},
{
"Id": "White",
"AnimalId": "Mizu.Turkey_WhiteTurkey",
"Condition": "RANDOM 0.50",
},
{
"Id": "Gray",
"AnimalId": "Mizu.Turkey_GrayTurkey",
},
],
},
},

brittle pasture
#

the key needs to be qualified (O)Mizu.Turkey_TurkeyEgg
the rest looks good

reef kiln
#

do you happen to know the percentages if i want a random chance for 4 animal? is is .25 / .50 / .75 / 1.0

brittle pasture
#

.25 / .33 /.5 / 1

#

just adds to the list basicallyy

reef kiln
#

Your mod makes it easy to add. Took me a total of 5 min to do both the quails and turkeys. πŸ™‚ thanks for that

#

Next question, but I am sure the answer is you have to use skins. Is it possible to have live births be random? Or are they always going to be the parents type. For example could i mod white cows to birth both white and brown randomly. I assume it is the skin system I would have to use to do this

brittle pasture
#

also fyi

KNOWN ISSUE: The overnight pop up (X has given birth to a Y) will still show the parent species in Y.

#

(fixing that is unfortunately rather low on my prio list currently)

reef kiln
#

So it would be the same as above but instead of the egg id, i put the parents animal id?

brittle pasture
#

It's part of the animal extension data asset
so you target the selph.ExtraAnimalConfig/AnimalExtensionData asset and TargetField into ["AnimalIdHere", "AnimalSpawnList"]

#

otherwise yeah the entries' fields are identical to egg data above

reef kiln
#

ok. I get it. Hmm, making all my animal spawn random varieties by type will be a lot of work. As I have to do it for each animal. Where the egg I only had to do One egg. I may still do it.

brittle pasture
#

good luck! I have to run now for at least several hours, if you have questions feel free to tag my username and I can look when I'm free

sly lantern
#

Hey guys I was thinking about making a mod to change the farm cave layout next, is there anything specific about farm caves that I need to know before I start?

reef kiln
brittle pasture
#

I dont quite get the question sorry

reef kiln
#

He has it so his Peacock eggs spawn different turkey based on the time you put them in the incubator. I want to make it random instead do I need to remove his data? or can I just add the code and your mod overrides his.

brittle pasture
#

ah
my mod's changes should override the base game's spawn, so no need to touch it

reef kiln
#

ok, great. thanks

unique sigil
upbeat ledge
#

this might sound like a stupid question but im new here and having issue with making a mod, is this where i ask for help?

calm nebula
#

Yup!

upbeat ledge
#

im like so new to modding this game, ive been trying to make a mod for me and my friends to play and ive been stuck trying to fix an issue all day, i made the interior to a house and now i want to put a custom npc in that house, like as if it was its spawn, but whenever i change the content file to change that, it stays in the map that i used to test the npc, but if i change the x,y position in the content file it still changes the position, it just wont change the location

#

its probably a really easy fix and im really blind but its actually stressing me out tbh

rigid musk
#

could you send your content json with the json validator so we could look at it? and probably a log too when you try to load up the game with it

#

!json

ocean sailBOT
#

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.

rigid musk
#

!log

ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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 didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

rigid musk
#

Your issue could also be that you need to start a new save to test the changes you made (sometimes its just like that) or you need to move to the next day to have them spawn in the correct location (again, just like that)

upbeat ledge
#

ill try the save thing first because that did fix an issue at the start

#

The save did actually fix it

#

thank you so much for suggesting that you've saved me another 9 hours of pulling my hair out 😭

rigid musk
#

You're welcome kekw I had the same issue when I was working on making a room for Qi and figured that 'oh it might just be this'

#

If you have any other issues feel free to pop in here :3 always willing to help myself and these folks are genuinely amazing (and sometimes I think they're all secretly wizards but dont tell THEM that... they might know I'm on to them)

acoustic summit
upbeat ledge
#

i 100% will its so much easier to ask for help then to cry over something i can't do myself 😭

rigid musk
#

The amount of times I was stubborn and tried to fix an issue for several hours only to come in here Finally and ask a question and have it solved in less than 30 minutes is... uncountable

#

then again there have been other issues that took this collective channel several hours to figure out so there's that too [I'm still looking aggressively at the weird weapon purchasing issue I had]

upbeat ledge
#

it helps if i sleep apparently too, i finished the house last night but couldn't get the doors inside to work, when i woke up the next day i realised i just didn't name the tile "TileData"

rigid musk
#

Oh yeah sometimes you do stuff like that and wonder "why isnt this working it should work I know it should work" and then you step away for a bit and come back and realize that you did something dumb

#

Like the one time I changed the internal name of my NPC and broke all of the doors and was very convinced that the doors should still work

#

"Are you sure there is currently an npc with the internal name "TheMrQi"" still haunts me

upbeat ledge
#

im still trying to learn how to get a lock on an npc's door and get it to give you the dialogue

reef kiln
rigid musk
upbeat ledge
#

if you don't mind me asking do you know what the string is or does it vary?

rigid musk
#

oh actually not the string thing you dont need that

#

it automatically does it with lockedoorwarps

#

i can give you an example with my tiles one second

#

You set the tile to an Action tile - then you put something like this in there where it's LockedDoorWarp [tile x] [tile y] [Map they're warping to] [open time] [close time] [NPC name] [friendship requirement]

#

I was thinking of strings because at some point I wanted a custom response when you clicked on the door and then i realized that that was both probably difficult to do and not at all necessary

upbeat ledge
#

thats hurting my little head

#

but ill try

tight bough
#

Can someone (only people familiar with "Farmer Portraits for 1.6") help me figure out why my custom portraits aren't loading? I have all my images named correctly and I changed the paths in the content.json so Content Patcher targets the correct images. I was told by Airyn to type "patch summary [mod ID]" into the SMAPI console, but they haven't said anything since. If someone could take a look at my log and tell me what the issue is, I'd greatly appreciate it.

https://smapi.io/log/cf57eae09d9e47ce95c63fbc4da7f54f

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 173 C# mods and 328 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

opaque cobalt
#

I based all writing for my mod off of what I saw Seasonal Villager Outfits Slightly Cuter Aesthetic had in their content file.

tight bough
opaque cobalt
tight bough
faint ingot
#

So I did some additional custom special order testing, and when I thought it was giving my NPC 2 of an item instead of 1, it was actually two separate interactions (SO delivery, then gifting)

#

Is there a way to make it so that when you deliver for a special order, there's more of a response, so that the player doesn't then gift the item again by accident?

ivory plume
#

(Note for anyone eyeing Train Station 2.0.0's new Content Patcher support: it's going to be removed in 2.1.0 since it'll be spun off into the more ambitious Central Station mod instead.)

opaque cobalt
#

is there a command in from file to use the file a character is currently using that day from appearance? Trying to figure out best way to go about editing calendar sprites or what you call the image that shows on the calendar for the person

acoustic summit
ivory plume
#

(Wow, that was fast!) It'll be essentially the same model with a different target, and possibly minor tweaks for the final Central Station release.

fading walrus
#

Got scope-creeped, eh Pathos kek

#

here you go, have the badge of honour catnod1

ivory plume
#

Yeah, I'm going to turn this into a full on framework along the lines of Content Patcher, instead of just a mod kept on life support.

fading walrus
#

oooooooooo

lucid iron
#

Say there was talk of shops right

tight bough
#

@ivory plume I'm glad you're here. I'm having trouble getting my custom portraits for Farmer Portraits for 1.6 to work.

fading walrus
#

filing this away for future use when I eventually get around to that little idea I had...

lucid iron
#

Was that gonna be just ppl doing map patch in the central station map or would there be a more formal way

acoustic summit
#

I had people asking for TS support before the update, so when I saw you were adding an easy access point I took it SDVpuffersquee. This new mod sounds amazing though, I'll likely shift the main support from Bus Stations to this

lucid iron
#

To avoid a situation like festival positions

fading walrus
ivory plume
lucid iron
#

What would i need to do to support livestock shops there?

#

Hm

small solar
#

Hi, I'm making my first content pack, retexturing the dog to look like my dog. For the content.json "ToArea" field, do I need to individually specify each 16x16 square?

lucid iron
#

Maybe if it just takes a regular tile Action line in the model

#

Or maybe api

ivory plume
tight bough
#

Aww okay

ivory plume
tight bough
#

@vale stream I have a question. I did a patch summary for my content pack for "Farmer Portraits for 1.6" and it said the images were loaded and the conditions were met but they weren't applied. Do you know what might be causing this?

velvet narwhal
small solar
ivory plume
small solar
#

sweeeet thank you so much!

opaque cobalt
#

Javiroen, while you're here, is it possible to make a token for whatever outfit a character currently has? Say I have outfits 1, 2, and 3. Is there a way to create a token for a file path so that it would draw from which ever outfit is in current use so that I can create a file path for a different change so that it updates/changes depending on what outfit the character is currently ussing?

ivory plume
velvet narwhal
#

Localtokens are (imo) for extremely large amounts of repetitive data, if you have like 30 outfits I question you

uncut viper
#

you have 107 portraits

velvet narwhal
#

I never said i was the one to follow

lucid iron
#

You can make any token u want here but having too many editdata is technically worse for perf i think

velvet narwhal
lucid iron
#

Avi is lance gonna get to visit the sord coast

velvet narwhal
#

Legally distinct not Lance is already redrawn yes

#

Not the 103 portraits though I'm a changed man

opaque cobalt
#

no, so I have 3 outfits per season. And, when studying off of Seasonal Villager Outfits Slightly cuter, I saw the command

{
"LogName": "Penny Calendar Sprite Edits",
"Action": "EditImage",
"Target": "Characters/Penny",
"FromFile": "assets/{{Target}}/{{TargetWithoutPath}}_{{Aerobics}}.png",
},
However, they only have one outfit per season, so I'm trying to figure out the best way to adapt this. I do use appearances for regular outfits, but some reasons does not affect my characters image in the calendar or their walking sprite in social tab.

lucid iron
#

Oh ig i was more asking

#

R u gonna have crossovers between mods

#

Maybe marlon gets to visit

velvet narwhal
#

Oh. I mean my warp network is accessible via the busstop so sure ig but I'm not doing it from my end

velvet narwhal
lucid iron
#

Do u desire a token that's actually the id of the characters's current appearance

uncut viper
#

changing the TextureName in the CharacterData according to appearance should also change the calendar and social page without having the costly editimage

opaque cobalt
velvet narwhal
#

I cannot go into detail bc I'm about to go to work

uncut viper
#

changing any of the appearances will not affect the Calendar or Social page. the only ways to change it are to EditImage Characters/Penny and Portraits/Penny or changing her TextureName field in her Data/Characters entry

#

but you cannot target an image with an appearance. you have to do a different patch

patent lanceBOT
uncut viper
#

like you would have to EditImage with a FromFile for whatever .png you want. you just need a way to keep Randoms in sync between the Conditions for the Appearances and the When conditions for the EditImages

opaque cobalt
#

okay thanks. what do you recommend as the best route for keeping them in sync? I'm willing to learn, but the only way that I know how would through possibly tokens if I can do what I think I need to do with them

uncut viper
#

probably a dynamic token solution

#

but i dont know exactly what itd look like

opaque cobalt
#

okay thank you

lucid iron
#

Can u tell us about the conditions of your outfits

opaque cobalt
#

The conditions for my outfits are SEASON X for the sun variants and SEASON X, Weather Target Rain Snow Storm for the rain variant. I have no festival versions of anything. Total outfits should be 24 if I did math correctly. 3 outfit per season with sun and rain version

uncut viper
#

tbh it might actually just be easier to do the EditImage

#

it'll still be a pain with different patches with different When conditions but thinking about syncing everything up otherwise sounds more annoying to me

#

without dynamic tokens i mean

lucid iron
#

Yeah if u name ur outfits according to season weather it should work out?

#

I'm not sure if weather makes distinction for storm

uncut viper
#

there is a Storm weather

#

but you can just do WEATHER Here Rain Storm

#

or in when condition format

#

which can also take multiple options

#

oh and GreenRain

#

that said it wont account for modded weathers obv

velvet narwhal
#

Okay i now sit in the parking lot and wait suslysella but uh, I don't actually remember if my solution fixed the mugshot changing

#

You can probably just conditionally load based on when: {{weather}} and then connect the pngs to the weather so something like Rain= Penny_Rain

uncut viper
#

editing the base sprite or texturename is the only way to do so for calendar and social page

velvet narwhal
#

Texture name probably the least costly

uncut viper
#

can't really have a base case with that though

#

like you dont want the texture name to be Penny_NoWeather for example when there is no outfit loaded

velvet narwhal
#

Well it's sunny then isn't it? /gen

uncut viper
#

yes. but you dont want that to be the base texture name

velvet narwhal
#

Fair

uncut viper
#

bc your un-outfitted target is probably just Portraits/Penny

#

not Portraits/Penny_NoWeather leaving regular penny untouched

velvet narwhal
#

Yeah it does seem like a pain without dynamic tokens suslysella

uncut viper
#

i suppose you could go back to a dynamic token then and do "TextureName": "Penny{{MyToken}}" where MyToken by default has a value of ""

velvet narwhal
#

Well I'd just do {{PennyToken}} and the default be Penny

uncut viper
#

either works

opaque cobalt
#

okay, so for my understanding. Where would I input token? I understand how tokens work I think. Where do I inject the token into. Also, what is texture name for? I'll admit I am slightly lost

velvet narwhal
#

Texture name is inside of the data/character

velvet narwhal
#

Its what the game defaults to

uncut viper
#

assuming no appearances are found and valid

#

(with the calendar and social menu being exceptions for Some Reason)

opaque cobalt
#

okay thank you.

rigid musk
#

adding an npc warp into the secret woods isnt going to break other npc's schedules right

uncut viper
#

dont think NPCs can navigate in there

velvet narwhal
#

(I now disappear into obscurity)

rigid musk
uncut viper
#

i could be wrong

rigid musk
#

yeah... i mean that's what space core was sayin but i thought 'haha if i just add a warp in itll be fine right... right'

uncut viper
#

a map not being NPC navigable isnt about there not being warps

#

its that they will ignore paths that take them there'

#

if an NPC is not allowed to navigate in the secret woods then they will not consider a path that takes them (via warp or oitherwise) through those woods to be a valid path

rigid musk
#

For all of the joy this game has brought me, so to does it bring me agony

lucid iron
#

well u can prob give him a cave

uncut viper
#

you can have them start IN the woods

#

but not like, in a house in the woods

lucid iron
#

and he npc warp over there

#

it'd be a separate location so i think it's fine?

uncut viper
#

they wouldnt be able to leave the cave

latent mauve
#

I made my map look like a specific area of the secret woods with an NPC Warp directly to it from the forest just to get around that so they don't have to try to path into it.

uncut viper
#

if the only way out is thru the woods

lucid iron
#

that is what the npc warp is for right

rigid musk
#

So if I do a warp directly into the woods he should be fine to move around in there once he's in there?

uncut viper
#

if my understanding is correct, they just straight up wont use it. they cant. bc theyre banned from the woods, and the warp takes them to the woods

rigid musk
#

oh

#

Okay yeah ... yeah

latent mauve
#

The player enters through the secret woods but Saria uses a secret shortcut in the Forest map xD

lucid iron
#

yea thats basically what i imagine

uncut viper
#

warping is part of pathfinding

#

they cannot pathfind into there

lucid iron
#

the npc never goes into the woods map

uncut viper
#

they can pathfind around it secretly like lily's method

lucid iron
#

they just go from forest directly to "custom location"

outer cedar
#

I FINALLY FIGURED OUT WHAT THE ISSUE WAS! I was trying to trigger an event with when: HavingChild but I kept using the debug pregnant command and didn't think to test it with the player being pregnant normally, and because of that the HavingChild token never had a chance to make the event load...SDVpufferparty

rigid musk
#

I mean I could just not have him go in there at all and remove that part of his schedule... but it feels very much like his character to have him go into the secret woods itself which is why I was going to do it u_u

uncut viper
#

going from forest to the custom location would work as long as lily(sorry when i said lily a second ago i meant fireredlily i forgor theres two) didnt want them in the woods themselves

latent mauve
#

You can "fake" them being in the secret woods for events for initial introduction if you need to

rigid musk
#

I could make an extension TO the secret woods I suppose - maybe one the player gets to unlock... I already kinda did that with my berry grove

uncut viper
#

and remember they can START in the woods

#

if you force them there with like a 0 schedule

rigid musk
#

I know I can put him in there for events (i already intend on doing that actually, he has one or two that take place in there)

uncut viper
#

or otherwise warp them

rigid musk
#

That sounds like... a lot of work

uncut viper
#

starting them in the woods is no more work than anything else

#

an NPC just wouldnt be able to leave and come back later

#

without being manually warped into there again

brittle ledge
#

a zero schedule? It's not hard at all

tight bough
#

Wait, I just realized something. Does anyone know what path I need to make Content Patcher target for "Farmer Portraits for 1.6"? I'm trying to make it use my custom portraits and it's possible that I've been targeting the wrong thing this whole time.

rigid musk
#

With schedules - at the start of the day is the initial part of it where they spawn? because otherwise im not exactly sure how to do that, and i dont want to override any of his other schedules

#

it was already work enough to get the initial alternating schedules to work

brittle ledge
#

just start your day schedule with 0 instead of 610 or what have you

rigid musk
#

O:

#

so that combined with him just starting in the woods instead of walking there should work

brittle ledge
#

yep

uncut viper
#

as long as he never leaves

#

unless you dont want him to end the day in the woods after

brittle ledge
#

I don't know how complicated Alecto's schedule is but she's one I know for sure uses 0 schedules to get into the secret woods

uncut viper
#

if you dont care that he ends outside the woods its fine

rigid musk
#

His secret woods schedule is supposed to be one of his 'work' schedules so it would make sense

#

he's working at 12-12 shift, 24 hours y'know

uncut viper
#

i do actually wonder how much it'd work (if at all) if you DID like... have a schedule point end right in front of the woods, and then warp him into the woods after they arrived

#

would they just be able to continue their schedule from that point on and just be fine? since theyre already there

mellow karma
#

hey, im really new to modding and try to add a part of the backwoods map, I know the SVE does it already and it seem originaly the map is a .tmx file and SVE patches with a .tbin file. So now for me i get an arrow if i save my map file as .tmx and it works with .tbin. Is this normal behaviour? I would like to patch with .tmx to also include tileData

lucid iron
#

tbin is an older format but once loaded everything becomes xTile data

#

depending on what you are hoping to patch, you may only need to use content patcher

mellow karma
#

you mean contant patcher to add the tiledata?

lucid iron
#

yea u can do that if u want

#

u can set the tiles too

lusty elm
#

Does the Golden Clock not work on custom Farms or something?

mellow karma
#

@lucid iron thank you, so it is normal to get an error in my case with .tmx file?

lucid iron
#

No, error likely means your tmx is incorrectly setup

#

!log

ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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 didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

lucid iron
#

Since you are patching a vanilla map, all your tilesheets must match

mellow karma
#

just wondering because all i had to do was move from .tmx to .tbin

latent mauve
#

Things to check if your TMX is not recognized as valid:

  • missing tilesheet references
  • extra spaces or /n characters in your Map Property fields or values
  • that you have embedded any new tilesheets
  • that all your tilesheet sources are relatively positioned to avoid directory climbing
tight bough
#

For anyone that has used Farmer Portraits for 1.6, do I need to change the target path for Content Patcher? And if so, what is the correct path?

lucid iron
#

it's recommended to use tmx these days, mostly for tile rotation features

#

but tbin still work so it's ok

uncut viper
lucid iron
uncut viper
#

they wont do anything about weeds if your farm map is not actually a Farm or IslandWest

lucid iron
#

important

uncut viper
#

but. they probably aree that

lusty elm
uncut viper
#

i would ask them what "partially working" even means

lucid iron
#

im trying to get them to tell me yes monS

uncut viper
#

i was talking to Draylon

lusty elm
lucid iron
#

oh for draylon, is it bc u have subareas that aren't the farm location

uncut viper
#

i will add a spacer - next time to delineate my messages

mellow karma
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 25 C# mods and 9 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

uncut viper
#

if the regular farm is the C# class type Farm then it will not spawn weeds. theres no way it can work on IslandWest but not Farm

#

the check happens in the same line of code

gentle rose
#

if you’re talking about your island farm map, aren’t all the islands on one map, draylon? it would be a bit weird for one of them to be affected and not the others SDVpufferthinkblob

lusty elm
#

this map has no subareas rooBlank i think they just need to verify integrity of their game tbh, cuz they've had some other strange issues, gonna recommend that i think?

I didn't call out the class, but its a custom farm type, the game auto converts the base i think in order to make all the functions of farm actually work.

And yeah, exactly my thoughts Iro, cuz yeah its all one map.

#

And I just tested it, and the Golden Clock Worked Fine for me, disabled it, rolled over seasons and debris spawned :p

gentle rose
#

yeah, the game doesn’t even know that there are separate islands on that map technically, so this wouldn’t really make sense as a bug even

lucid iron
mellow karma
#

no

uncut viper
#

if you didn't manually change the class of your farms location then 99% it's the right type. They might just have another mod doing things

gentle rose
#

I would definitely get them to reverify their game files and possible come ask in modded-tech-support tbh

lucid iron
#

the Buildings layer thing is that when you are making a map patch, you must have all the layers present in the original map

#

hence the usual rec of making a copy of vanilla before doing patch

gentle rose
# uncut viper if you didn't manually change the class of your farms location then 99% it's the...

(to be clear, the islands in question are just areas of land surrounded by water all in the same map - https://www.nexusmods.com/stardewvalley/mods/17875 this is the mod in question. So the islands aren’t even separate locations, there’s really no way for the gold clock to work on one and not the others, I’m pretty sure?)

Nexus Mods :: Stardew Valley

A Huge chain of islands that Unlock as you Complete Community Center(or Joja) Bundles.[Also Has a Config Setting to Fully Unlock Immediately] Has a Small Quarry, Beach Forage, Beach Crates, Blue Grass

#

I assume the β€œfarmhouse island” is the one in the bottom right

uncut viper
#

literally 0 way without another mod interfering

mellow karma
gentle rose
#

thank you for confirming, I was like 99.99% sure but stardew does crazy things sometimes SBVLmaoDog

uncut viper
#

possibly farm type manager spawning stuff, maybe, I say, speaking completely from zero knowledge

lucid iron
#

and do you see the tiles u want applied in game (to Backwoods)

mellow karma
#

yes it works as i want it with .tbin

#

only the one TileData is missing

#

so i can fix it just want to understand what happens

lucid iron
#

yea me too, i also wonder if there is mystery incompat with tmx and tbin

#

it would surely be a bigger deal if it was though, given how many people patch sve

mellow karma
#

what should the tile layer format should be=

#

?

lucid iron
#

do u have all of these?

mellow karma
#

yes

lucid iron
#

can check by looking at Backwoods.tmx

#

do u want to zip ur mod and send over so i can check Bolb

#

or just the tmx/tbin

undone river
#

How can u get star valley on the Mac?

gentle rose
#

are you asking how to install the game?

undone river
#

Yea

gentle rose
#

have you bought it from GOG/Steam?

undone river
#

No

gentle rose
#

that’s how you get it then

mellow karma
lusty elm
faint ingot
#

I think there's a way to make it so that my custom NPC will refuse a specific item, right? Like not just dislike but refuse?

royal stump
brittle ledge
#

RejectItem dialogue key

#

what Esca said SBVLmaoDog

faint ingot
#

Thanks

lucid iron
#

i am surprised anything worked at all

acoustic summit
#

I'm facing a weird issue, when getting the modData of a location it is synced and works correctly when in that location (both Game1.currentLocation.modData), but when outside of that location the modData is only loaded correctly from the main player (both using Game1.getLocationFromName(<name>).modData). Anyone know whats going on / have a solution?

royal stump
#

farmhands don't have access to data for every location, only "active" locations; the consistent one is the farm, where you could store data they can access any time

uncut viper
#

thats normal

royal stump
#

beyond that, it's generally just locations they're currently in

uncut viper
#

you can also set locations to be always active in their LocationData

#

shouldnt really do it unnecessarily though but if its just like, One location it might be fine

acoustic summit
#

Alright, thanks very much SDVpufferheart

uncut viper
#

you can also have the host send the mod data through SMAPIs multiplayer message broadcasting events

#

though, you'd need to rethink how you store it anyway in that case since you wouldnt want the farmhands storing it in mod data, it'd just be a different cache somewhere

#

point is there are options

royal stump
#

also re: FTM earlier, come to think of it...I guess it can respect the gold clock, but it'd need a slightly weird GSQ SDVpufferthinkblob
"BUILDINGS_CONSTRUCTED All "Gold Clock", !WORLD_STATE_FIELD goldenClocksTurnedOff true"
(unrelated to whatever that complaint/bug was, though)

lucid iron
#

im not sure if there is way to fix this without redrawing the map

uncut viper
royal stump
#

ah, I hadn't looked very closely at that reflection it does, thanks SDVpufferdizzy

uncut viper
#

yeah there's currently no vanilla way to check if the clocks are off

mellow karma
lusty elm
#

part of abigail's questline patches/adds/uses those in the backwoods map, so its for that questline change i think.

dusk mulch
#

Can you upload or send me the one without multiplayer just so I stop bugging you? πŸ˜“

lucid iron
mellow karma
#

Cant I readd the tilesheet?

#

In the end its not a big deal to redraw it

#

Thanks for the effort, i makes also sense because yesterday i didnt got the error and today i deleted all unused tilesheets

lucid iron
#

Readding the tilesheet didn't work because tiled did not reorder the index correctly

faint ingot
#

I guess I can't use dynamic tokens in this way? "When":{ "cfgJail{{Prisoner2}}": false, "HasConversationTopic": "{{ModId}}_{{Prisoner2}}InJail" }

ivory plume
#

Nope, Content Patcher doesn't support token tokens. (That would prevent most of the optimizations it performs to reduce performance impact.)

latent mauve
#

Just to be absolutely certain, what version of SMAPI are you testing on? @mellow karma

#

Ah, nevermind if the monster grave tiles thing worked, though

reef kiln
#

Do I still use PFM to add an item to be used in a Preserves Jar or can CP do that now?

hallow prism
#

CP can, but if the item is already vegetable/fruit you don't have anything special to do outside of having the item if you're fine with the default rule

blissful panther
lusty elm
reef kiln
hallow prism
#

which doc?

reef kiln
#

the one that tells me how to add a custom item to the Preserves Jar in CP. For example is i wanted to add a fish to the Preserves Jar and get a pickled fish as the output.

hallow prism
#

the wiki about machines can help you with that, search modding:machine in the sdv wiki

lucid iron
#

i would just look at cornucopia's json

hallow prism
#

then try looking at a mod adding a rule to a vanilla machine (like VMV, WAG, Cornucopia, and such)

reef kiln
#

ok

tight bough
#

For anyone that has used Farmer Portraits for 1.6, do I need to change the target path for Content Patcher? And if so, what is the correct path?

lucid iron
#

ik you been asking this whole day but did you actually try it in game yet

dusk mulch
blissful panther
dusk mulch
#

All good, gn!

gentle rose
#

Mod descriptions are generally the correct place to look for this information. I also checked the source code just in case the mod description was incorrect, and it’s not.

tight bough
calm nebula
#

(The hasmod was always unnecessary anyways)

#

(Good morning)

gentle rose
#

morning atra!

latent mauve
#

(you mainly need it in the dependency, since it says to update it there too)

calm nebula
#

(I just got my flu and covid shots so I'm not awake currently)

gentle rose
calm nebula
#

Flu is usually fine

#

Covid hits hard though

tender bloom
#

same

languid aurora
#

Can a mod have a (somewhat separate) content pack mod inside of it? Pretty sure the answer is that you can have multiple mods in one folder, but each of their top-level folders have to be at the same hierarchy, but just wanted to check.

royal stump
#

yep, just pack the separate sub-mods into the same level and SMAPI will load them

calm nebula
#

If one is a smapi mod you can make the csproj package it now

languid aurora
pine ermine
#

When was that feature added?

uncut viper
#

The csproj thing? October

languid aurora
#

I'm thinking about ways for other mods to integrate their honey bottle sprite with my mod with the least work for them, but I'm also concerned about users having multiple mods that attempt to integrate with my current method and the user not having any choice in the one that "wins".

#

So I saw in the docs I might want to switch to having them create a Content Pack for my mod, which seems to make the most sense.

pine ermine
#

Okay, so I'm not crazy and that wasn't a thing when I needed it :P

lucid iron
#

i dont see why u need to do that

uncut viper
#

Making them put your mod as the content pack for is NOT recommended

lucid iron
#

arent u just asking for a honey + label mask texture? let content patcher decide the ordering on that

languid aurora
#

Yeah I'm just thinking that the priority the mod author assigns might not match up with what a user might want between multiple mods trying to load that asset

lucid iron
#

i mean if they had multiple mods that edit honey in vanilla then thats a user issue blobcatgooglyblep

uncut viper
#

that's the case for literally every mod the install

#

they

languid aurora
#

Say two custom sprite mods both try to load into the same asset and one chose a higher priority, the user can't choose the other one through GMCM or anything

lucid iron
#

what you can do is, make a custom asset for your mod

#

then u can do things like, give specific flower specific honey graphics

#

and reinvent ebagi PecoSmile

languid aurora
#

Well i have a custom asset, that's how I've currently set it up for other mods to integrate with / override the default honey sprite and label. I load into that asset with low priority.

lucid iron
#

by custom asset i mean a object

#

not a texture2d

languid aurora
#

No I want to stick to letting ColoredObject handle coloring and overlaying on top of one honey sprite

lucid iron
#

thats ok

#

object as in C# object not sdv Object

uncut viper
#

i don't understand how making them make content packs specifically for you solves the priority issue anyway

languid aurora
#

Making them a content pack would (potentially, haven't read all docs) allow me to give the user a list of all the content packs for my mod presented in a GMCM option they could choose from.

#

So if they have 3 mods that offer honey sprites, they can choose which one to use

#

And I load that into the asset

uncut viper
#

in other words, content packs don't themselves solve the issue and you can already do that with content patcher custom assets as chu describes

vale stream
gentle rose
lucid iron
#

so here is hypothetical format

{
  "Changes": [
    {
      "Action": "Load",
      "Target": "{{ModId}}/colored_honey_texture",
      "FromFile": "sprites/{{TargetWithoutPath}}.png"
    },
    {
      "Action": "EditData",
      "Target": "voltaek.ColoredHoneyLabels/Data",
      "Entries": {
        "{{ModId}}_honey": {
          "Texture": "{{ModId}}/colored_honey_texture"
        }
      }
    }
  ]
}
#

there can be multiple mods making edit to voltaek.ColoredHoneyLabels/Data

#

and u get a Dictionary<string, ColoredHoneyLabelsData> to use for stuff

#

(i only put Texture as a field of ColoredHoneyLabelsData but obviously there can be more)

uncut viper
#

NOTHING about content patcher will work anymore

lucid iron
#

theres a lot of mods that r done through custom assets rather than content pack for now AquaThumbsup

tight bough
languid aurora
#

Interesting. Didn't know this was a possible approach. This sounds like it will likely solve my "user choice" issue as well as allow for some more flexibility since they can specify different fields for different options.

gentle rose
#

it's not just a possible approach but actually the recommended one as of 1.6, fyi

languid aurora
#

I also wouldn't want to lose CP loading the images into textures and all that

gentle rose
#

and making custom assets is SUPER easy, way easier than parsing json on your own for content packs

lucid iron
#

well parsing json is simple too cus u just call newtonsoft json

languid aurora
#

So if I were so inclined, I could have the "default" stuff for my mod be loaded from CP in the same way as another mod author would, correct? And SMAPI now supports building that right into my C# mod, also

lucid iron
#

well u can just have default data put in from C#

languid aurora
#

More so for making sure it works the way I want it to; sort of a build-in testing

lucid iron
#

like this i mean

#

put default data straight into the asset to guarentee you have at least one thing there

#

and put Exclusive so no one else does anything stupid PecoSmile

vale stream
royal stump
#

all my custom assets just create an empty dictionary, but you could do this or pre-generate the default within the C#, if needed

gentle rose
lucid iron
#

that part is kind of the same too cus

#

u get a C# model class filled with data regardless

#

not like python where u get a big ol dict

languid aurora
gentle rose
#

I have a love hate relationship with python tbh

lucid iron
#

yea

#

i dont want other mods doing a Load over the default values

#

so this is to make sure everyone else is using EditData

languid aurora
#

makes sense

lucid iron
#

does also mean other mods can edit ur default if they really want to ofc

languid aurora
#

Ok neat, glad I popped in here before going off and reworkign things for content packs SDVkrobusgiggle

#

I thought content packs seemed excessive for my use case, anyways

gentle rose
#

is visible fish not open/available source?

royal stump
#

it's not, sheku usually preferred not to upload iirc

shut edge
#
                            {
                                "Id": "Default",
                                "Condition": null,
                                "MinimumFriendship": 0,
                                "ItemID": "Rafseazz.RSVCP_Cherry_Pluot"```
#

that's all i should need to do to make an animal drop a ridge fruit right?

gentle rose
#

I don't know the answer, but just fyi it's very hard to give help/advice with examples that small. At the very least try to include everything in the "entries" section of the patch, or the entire patch

#

if it's long use the json validator

shut edge
#

well i just mean the item ID mostly

lucid iron
#

you can double check the id in game if u want

shut edge
#

the rest should be fine i'm just altering an existing mod of mine

lucid iron
#

list_items Rafseazz.RSVCP_Cherry_Pluot

#

i think this is the right thing tho

#

besides that make sure this is behind hasmod ridgeside

shut edge
#

yeah it's set as a required mod

quick adder
#

Does anyone know if there are any mods that make villagers greet each other / the farmer more often?

#

I can't even remember if I have seen them do it

#

Considering seeing if I can figure out how to make one if there isnt

tight bough
#

At this point, it surely has to be an issue with the target path.

old edge
rancid temple
ocean sailBOT
#

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:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. 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 didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

uncut viper
#

they do it sometimes at random every 10 minutes if theyre nearby each other

#

and if theyre not socially anxious

rancid temple
#

They'll even greet monsters

royal stump
#

yeah, 10% chance at the time change if they're near somebody and are* a qualified NPC (which includes monsters on both ends, yeah SDVpetslime)

quick adder
rancid temple
#

It's pretty rare that I pass by NPC's as they're passing each other lol

uncut viper
#

theres not many scenarios where the schedules line up for it to apply really, on top of the random chance

quick adder
#

Ah

#

What about greeting the farmer?

#

They do that too apparently?

rancid temple
#

Did you just replace yours with the template?

uncut viper
#

they do say hi to the farmer sometimes to yeah

#

same thing, random chance every 10min if you're in range

#

or wait no

#

thats the ambient stuff

#

i missed this function casting to NPC

tight bough
opaque cobalt
# uncut viper i suppose you could go back to a dynamic token then and do `"TextureName": "Penn...

Does this look semi correct? I thought I knew what I was doing, but feel unsure. Read through the github and I sort of understand but not fully. The two things I think that would be proper is either A or B. Apologies for the pestering today. trying to hopefully get coding for mod done before courses ramp up in intensity

"DynamicTokens": [
{
"Name": "PennyToken"
"Value": "Penny"
],

A "Penny FALL Outfit Skirt and Collared Shirt SUN": {
"Id": "{{ModId}}.PennyFall_Sun",
"TextureName": {{PennyToken}}
"Condition": "SEASON Fall",
"Sprite": "Characters/Penny_Spring_Sun",
"Portrait": "Portraits/Penny_Spring_Sun",
"Precedence": -150,
"weight": 1
},

B "Penny FALL Outfit Skirt and Collared Shirt SUN": {
"Id": "{{ModId}}.PennyFall_Sun",
"Condition": "SEASON Fall",
"Sprite": "Characters/{{PennyToken}}",
"Portrait": "Portraits/Penny_Spring_Sun",
"Precedence": -150,
"weight": 1
},

rancid temple
uncut viper
#

if they have [Location]_Ambient dialogue tho they can say hi

royal stump
#

yeah, I guess the 10% is actually for "ambient" dialogue, I hadn't seen that before SDVpufferthinkblob

uncut viper
#

(or w/e the text is)

#

i assume thats like Pierre's "It's farmer [name]!" when you walk in

#

but randomly

tight bough
rancid temple
#

What are you using now?

uncut viper
tight bough
rancid temple
#

Dial the sass back please, I haven't been following this closely

opaque cobalt
#

just for formatting though, can I see a dummy chain. The more I learn, the more I realize I know very little πŸ™ƒ

uncut viper
#

I don't know what you mean by dummy chain

opaque cobalt
#

an example or something similar, I'm trying to look at wikis, and sometimes formatting and where things go makes sense to me and others I'm left scratching me head

uncut viper
#

i dont have any examples on hand/in mind

velvet narwhal
#

i am home but i am also not coherent

#

by chain i assume you mean what the block would look like

#
   "Action": "EditData",
   "Target": "Data/Characters",
   "When": {
    //your weather queries here
   },
   "Fields": {
    "Penny": {
     "TextureName": "texture here"
    }
   }
  },```
#

i have not backread at all and this is from the assumption of what was gone over some 5-6 hours ago so

desert crane
#

Is it possible to change the amount of monsters slayed needed in the adventurer guild?

royal stump
rancid temple
#

Using just the template

tight bough
rancid temple
tight bough
reef kiln
#

I am having a very strange error with a mod I am doing. Whenever I collect the item from the preserves jar. I don't just get the Honey I am expecting. Randomly, (not every time) I will also get fiber seed or fiber with the Honey sometime. I have no idea what could be causing this

rancid temple
royal stump
# desert crane Something like this?

Seems correct, yeah. You can use patch export Data/MonsterSlayerQuests in the SMAPI console to output the edited file and see if it looks right.

desert crane
rancid temple
#

This is what I was using when it did work

tight bough
rancid temple
#

I skip the grandpa scene and the driving scene but talk to Robin

tight bough
#

Your path is aedenthorn.FarmerPortraits right?

rancid temple
#

Yep, it's just the template so it should be the same as what you're using right now

#

I would just mess with the config until you get it to work

#

And then try to step back from there until you find what's broken

tight bough
rancid temple
#

Misty can fix it if you can report the issue, or if it's working as intended can make it more clear as to why

tight bough
dusky vigil
tight bough
tight bough
rancid temple
#

Hm, that's interesting, I wonder why

tight bough
#

That's why I kept getting confused. It's because I never went past the intro.

rancid temple
#

Yeah, it's just working in the intro for me, so I'm not sure why it's not for you

#

If I didn't need to go grocery shopping I'd be more interested in trying to troubleshoot it more

tight bough
rancid temple
#

Uh, you could I suppose but if there was an issue blocking Farmer Portraits from working it would be failing entirely

#

I forgot to disable Portraiture before testing the first time and just had no portrait at all

tight bough
rancid temple
#

Yeah any other mod patching the dialogue box but not letting Farmer Portraits do so wouldn't cause an error, just silent failure

#

One pitfall of Harmony

#

At least you have a testing point you can use for your mod now

tight bough
#

It has to be one of my other mods.

rancid temple
#

!5050

ocean sailBOT
#
The 50/50 Method

This method involves splitting up your mods into two halves and testing each set individually. Required mods must be included in each test.

If your issue does not resolve with the first set, then you know two things:

  1. The problem is in that section of your modlist;
  2. The other set is good. Don't worry about testing those.

The next step is to start the split again with only the set of mods where the problem occurs. Keep splitting until you can narrow down the source of the problem.

rancid temple
#

You can try this to narrow it down

#

I'll probably do some testing on the config settings at a later point to try to figure out what's keeping it from working when it should, but for now I have to run

tight bough
shut edge
#

fruit ghosts update + RSV addon are now up

opaque cobalt
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 38 C# mods and 49 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

drowsy pewter
tiny zealot
#

having more or less finished the code for my silly WIP project, i now have the problem of having to make sample content for it, and i am not well-equipped to do so so i am languishing /lh

tight bough
vernal crest
# opaque cobalt what does "no record matching key 'Penny' under Fields" mean exactly? However, d...

Hopefully someone will correct me if I'm wrong, but I think it's trying to look for a field called "Penny" inside Penny's Appearance field because of your use of TargetField. I think you will need a separate action block to do your TextureName change.

(Also, I have no context for why you are trying to edit the TextureName in the first place but I was under the impression that it's just the default image that gets used if none of the appearance entries' conditions are met, so having that as a dynamic token seems like you're trying to use it and appearance when you could just be using one of the two - but if you have been advised to do it by someone more knowledgeable than me, ignore this!)

quick adder
uncut viper
#

its still just a random chance

uncut viper
quick adder
vernal crest
quick adder
#

It's 10 minutes game time right and not real time? XD

uncut viper
#

correct

quick adder
#

Ok it worked nvm

#

Ty!

uncut viper
#

keep in mind that the Ambient textabovehead stuff has no relation to the farmer or their location or other npcs

#

it just happens

quick adder
#

Makes sense. Does it have to be Just [Location]_Ambient or can it be [Location]_X_Y_Ambient

uncut viper
#

it has to be locationname_Ambient

quick adder
#

Oh well, that'll do, ty πŸ˜„

uncut viper
#

i should mention that my mod BETAS can make an NPC show textabovehead as an action

#

however that action has to come from a trigger of some kind and there may not be a good candidate that is as reactive as you'd want

opaque cobalt
# vernal crest Hopefully someone will correct me if I'm wrong, but I think it's trying to look ...

so, I'm trying to do texture name change because of a weird thing where using that appearances, everything else works, but it does not change calendar sprite or the sprite in the social tab when you click on a person. I was seeing if I could get the name change template to work in appearances as that is the new way the wiki says to do outfits, but seems it may have to be the older token method for the entire thing.

uncut viper
#

your problem is simply using both the Fields and the Entries in that same patch as Aba said

#

i dont think theres actually anything wrong with doing that in general (probably) but ive never tried, but you have a TargetField above it specifying that you are looking in Appearances

quick adder
uncut viper
#

so both Fields and Entries are looking inside the Appearances list

#

obviously there is not going to be any Penny characterdata inside her appearances list

opaque cobalt
#

okay, that makes sense.

tight bough
#

@vale stream I've disabled every single mod except for Content Patcher, Farmer Portraits for 1.6, & my content pack. I found out that, this entire time, the custom portraits have been missing only during the intro. After the intro, the custom portraits appear like they're supposed to. It's clearly not a config issue, it's not a content.json issue, and it's not a mod compatibility issue. The weirdest part is that rokugin simply installed the Farmer Portrait Reactions Template and the portraits showed up for him in the intro. I don't understand why they're showing up in the intro for him but not me.

lusty elm
#

how is everyone doing this weekend?

drowsy pewter
#

pretty chill

#

interviewing for phd programs :P

lusty elm
#

huh, not what I would describe as chill rooBlank

drowsy pewter
#

I;m totally exhausted. (but happy)

lusty elm
#

ah.... that kind

drowsy pewter
#

How are you?

tight bough
lusty elm
#

lots of pain today, My spine was... bad, I woke up at like a 7/10 on the pain scale, moving difficult, so i ended up just lying on my heating pad for 3 hours before it went down to a 3 with an occasional 6, Cooked a few potatoes, Downed a cup of wine(I'm immune to pain killers, but the muscle relaxant effect of alcohol helps, but I only ever do it if i'm above like a 6 on the pain scale), and went to work, Just got back like 40 mins ago and just been ... blah.

drowsy pewter
#

Sorry to hear that

lusty elm
#

ye, it rarely gets this bad, usually I'm at like a constant 1-2 with occasional 3's but something this week set it off.... Honestly Might have been me sitting crouched over my PC Drawing on Maps for like 4-8 Hrs a day for 4 days straight >.>

drowsy pewter
#

Funny how that happens πŸ˜‚

lusty elm
#

ye

drowsy pewter
#

I hope you've got a day of rest ahead of you

lusty elm
#

I don't work til the afternoon tommorow, Half-Day. But I have monday off, i'm probably just gonna be on my heating pad a lot resting

faint ingot
#

PAM what is this I came across just now? Love interest Gus OH?

slender badger
#

LoveInterest is unused code and I'm pretty sure it's from early development too

#

Doesn't mean anything

rigid musk
#

I have just deleted an entire paragraph asking for help because I realized what I was doing wrong while typing it - but this channel was still helpful so thank you all anyways kekw

hard fern
#

i guess love interest can just be a little easter egg if you feel like keeping it

rancid temple
#

CA's headcanon

rigid musk
#

Wouldn't it being his headcanon make it canon /silly

slender badger
rancid temple
rigid musk
#

I know heehoo I do the same thing with my own writing/stories/etc :] just being silly of course

slender badger
#

Yeah, you get into Death of the Author stuff with whether or not to take extra-canonical sources as canon πŸ˜†

rigid musk
#

Heck sometimes I just say stuff about my stories just because its fun to make up stories for the stories

inner harbor
faint ingot
#

hrmmm how can I fetch current conversation topics in the smapi window? I thought it was in patch summary full but I can't find it

inner harbor
#

okay yep, Pam's always held a candle for Gus. He does not hold one for her though.

rancid temple
#

She only loves him for his alcohol SBVPensiveButt

slender badger
faint ingot
#

OK thank you, I realized the CT I was testing for I hadn't actually triggered

#

OK I have a stupid question. If you add a conversation topic for 1 day, I know it will persist for the current day (the one it is activated on) AND the next day. Can you add a conversation topic for 0 days and have it persist for the current day but not the next day?

slender badger
#

Yep

faint ingot
#

awesome thank you

rigid musk
#

Are there any examples of NPCs that add desert festival dialogue? I can't seem to figure out how to get it to work myself no matter how hard I try ... Though I wonder if it has something to do with my NPC having my mod ID in it as well >> what im doing is included

"730 Desert 43 25 2 \"Strings\\schedules\\{{ModId}}_TheMrQi:Aos.QiDesertFestivalDialogue\"/ (Desert Festival dialogue section in the schedule)

"LogName": "Qi Schedule String(s)",
"Action": "EditData",
"Target": "Strings/schedules/{{ModId}}_TheMrQi",
 "Entries": 
{
"DesertFestival_{{ModId}}_TheMrQ": "{{i18n:Aos.QiDesertFestivalDialogue}}",
  }
}``` 
(Actual string being loaded)
slender badger
#

DSV has some for Marigold

#

"DesertFestival_2": "610 Tent 3 4 3 {{Random: DSVMarigold_leftsit, DSVMarigold_lefttailwag}}/700 Desert 33 7 2 \"Strings\\Schedules\\DSVMarigold:DesertFestival\"/2540 Tent 3 4 3 DSVMarigold_nap \"Strings\\Schedules\\DSVMarigold:Nap.000\"",

        {
            "Action": "EditData",
            "Target": "Strings/Schedules/DSVMarigold",
            "Entries": 
            {
                "Nap.000": "{{i18n: DSV.Marigold.Sleep.{{Random: 1, 2{{MarigoldTalkToken}}, 3{{MarigoldTalkToken}}, 4, 5, 6, 7, 8, 9, 10}}}}$3",
                "DesertFestival": "{{i18n:DSV.Marigold.DesertFestival.{{Random: 1, 2, 3}}{{MarigoldTalkToken}}}}"
            }
        },
#

Having your mod ID in there shouldn't make a difference, I think?

rigid musk
#

O: AND you have the random dialogue (i got rid of mine because I couldnt figure that out either lol)

faint ingot
#

Yeah you want DesertFestival_1 (or 2 or 3) for the schedule key corresponding to the day they visit the festival

slender badger
rigid musk
#

CB_clappyclap Yippie that fixed it! thank you so much!

inner harbor
#

Where do we go to meet Qi? Ive installed the mod but not sire where to go from there.

hardy nacelle
#

Trying to figure out what the hotkey is for Love of Cookings recipe book. I somehow did it when i was in the island volcano while holding a food item, but I can't figure out how to do it again

brave fable
#

im sorry you did what

rigid musk
#

My mod isnt released yet...

#

Does anyone know how many maps SVE has for the spirit's eve festival...

#

is it only two? (so four total 😬 )

slender badger
#

Aren't you an SVE admin? πŸ˜†

rigid musk
#

Perhaps

#

I've just never looked into just how many maps they have for that wheeze

#

I never really needed to.. until now

hardy nacelle
# brave fable im sorry you did what

yeah i don't know how i did it, i was trying to eat food and the recipe book came out. I just now turned off better craftings cooking menu though

gentle rose
#

nothing better than the mod author themselves asking how on earth you did something SBVLmaoDog

hardy nacelle
#

I honestly thought it was a feature, kinda like a condensed verions of lookup anything

proven spindle
rigid musk
#

what if he just didnt attend that festival if you have SVE because oh my god

proven spindle
#

You'd probably be fine to just do the usual y1 and y2 entries, most modded npcs only have that many and work just fine

#

The joja ones are probably just visual differences