#making-mods-general

1 messages Β· Page 186 of 1

slender badger
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Welcome to SVE compat! SMCKekLmaoDog

hard fern
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πŸ˜…

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sounds fun...

rigid musk
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It's just because of where I'm putting him specifically - I want him to sit at the end of the maze which means I have to look at all of the mazes

hard fern
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in theory my npc should be compatible as-is if i do the pathing properly

rigid musk
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I've already done a few things for SVE compat - including his schedule (which is finally done! woo!), a weapons thing because i forgot that SVE changed galaxy weapons, and then a few dialogue things

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Festival locations and Events are going to send me into the shadow realm I fear

hard fern
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SDVpuffersweats oh no i forgot about those

rigid musk
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Events
I have events that are going to take place in the secret woods and having to redo the locations completely is going to be annoying... same with the forest

hard fern
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ehh... but i dont even play with sve... i dont have to worry about compat... i can pretend its not real

rigid musk
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I also had to recalculate the times for some of the schedules because of how big the maps become :|

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I would just not do SVE compat but I feel like that would be weird considering I'm an SVE admin ... and also I literally always play with SVE so it would ... be very weird

hard fern
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XD

rigid musk
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But dont feel pressured to! It's never required

slender badger
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Could ask Flash to add more configs for stuff

rigid musk
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Ah he's a busy guy, If I did need something specifically I'm sure I could ask and he'd be willing to help but most of this is really just 'map different :('

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I do hate how he did the festival maps though, all of them are ... like? individual? so manually listed to year 99 (which is weird, and what if I get past year 99 ... unrealistic but feasible)

slender badger
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So many parts of SVE are coded weirdly or haven't been updated to best practices

proven spindle
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For the schedule times, if you put the letter a in front of the time and set that time to be 'arrive by' rather than 'leave at', the game will calculate how long it takes your npc to get there have the npc leave at whatever time is needed to arrive by then. Helps a lot with changed maps :)

rigid musk
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You are so very right, it's a bit unfortunate because it's kinda an issue of 'this mod is ancient and it would probably take several hundred hours to fully rewrite to be within the parameters of 1.6 stuff'

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And an entire team to do that too no less

proven spindle
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Yup! Here's what it looks like for one of my npcs

rigid musk
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Well.. when I send this out for beta testing if I get mentions that he cant make it to his designated locations I will definitely do that oh my goodness

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Right now I just want to get the SVE festival locations done so I can tick that off the list and start doing the Events - since that's the primary thing left

proven spindle
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You can also use dynamic tokens in the schedule strings to make them easier to change (like if you need slightly different coords for sve vs non-sve)

lusty elm
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out of curiousity did npc pathing ever get better?

rigid musk
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In theory

woeful lintel
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if you ever want to change that, FF can do it for sure

fast urchin
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Does anyone know how to fix the problem of using the controller for gameplay opening a dialog box that keeps popping up. Someone suggested under my mod that they are experiencing a problem with the QuestionDialogue popping up in a loop! But I don't have a controller, so I can't reproduce and test this kind of problem. I use the OnButtonPressed function to pop up the QuestionDialogue.

blissful panther
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Okay, @dusk mulch. Here it is! Do note that this also contains the farm animal spawning fixes, which are only around 95% tested at this point. It should all be solid, but I wouldn't call it rock solid yet. So keep save backups!

This is the basic JSON structure:

"Changes": [
    {
        "Action": "EditMap",
        "Target": "Maps/SeedShop",
        "MapTiles": [
            {
                "Position": {
                    "X": 8,
                    "Y": 18
                },
                "Layer": "Buildings",
                "SetProperties": {
                    "Action": "MEEP_InteractionGetItem MEEP.Test.Pickup.PierreTomatoThing"
                }
            }
        ]
    },
    {
        "Action": "EditData",
        "Target": "MEEP/ItemPickups",
        "Entries": {
            "MEEP.Test.Pickup.PierreTomatoThing": {
                "ID": "MEEP.Test.Pickup.PierreTomatoThing",
                "ItemID": "(O)256",
                "Quantity": 4,
                "DaysToRefresh": 3,
                "LocationName": "SeedShop",
                "Tile": {
                    "X": "8",
                    "Y": "18"
                }
            }
        }
    }
]

Noting that the days to refresh part doesn't do anything yet. That's just going to be bundled in with the multiplayer stuff!

Should be fairly self explanatory based on those examples, but to summarise:

  1. Patch the tile property on the tile you want. MEEP_InteractionGetItem being the action name, and MEEP.Test.Pickup.PierreTomatoThing being what tells MEEP which item pickup data to look at.
  2. Patch MEEP/ItemPickups, something matching the example. In this case...

MEEP.Test.Pickup.PierreTomatoThing should match what you have in the tile property patch. It should be the same in both places in the model! Everything else should be fairly self-explanatory.

Ping away if anything's unclear!

dusk mulch
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Thank you sm!

outer cedar
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What does (O) do?

slender badger
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Denotes an object

outer cedar
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Ohhhh I see

blissful panther
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(It'll also work with (T)IridiumPickaxe for tools, (BC)13 for a furnace, etc.)

inner harbor
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On right, sorry. I saw Qi and thought it was the new Qi mod on Nexus.

rigid musk
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pain there's another?

slender badger
fading walrus
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(also, even if there already is an existing mod, two cakes!!)

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!twocakes

ocean sailBOT
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If you discover that someone has made or is making a mod with a similar concept to yours, don't stress! Our community promotes the idea of "two cakes", where two versions of the same idea can peacefully co-exist. Your mod will have your own unique stamp on it that makes it special.

calm nebula
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Yeah, just because someone else has done it doesn't mean you shouldnt

outer cedar
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can you attach two different items in one letter?

brittle pasture
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yes

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they will be claimed one at a time

outer cedar
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perfect 😈

calm nebula
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@fast urchin so just to confirm, Qingfeng's C# got broken out and is now in Red Panda Bazaar?

flat sluice
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Hi,
I'd like to ask, how does a way of debug-triggering the Summit scene (event ID -1) look like when having SVE installed? I have separate safe files for modding, so I don't mind doing some dangerous things to my save...
I tried debug perfection (https://stardewvalleywiki.com/Modding:Console_commands#perfection) and debug marry StrojvedouciDenis.Eleanor (https://stardewvalleywiki.com/Modding:Console_commands#marry; StrojvedouciDenis.Eleanor is my internal code name for my NPC), but when I used debug warp Summit to go to the Summit (as normal walking leads to accessing Custom_SVE_Summit map (or something like that)), I had ||illegitimate access scene with Mr. QI and broken Summit map from that scene||. BTW, the wedding was missing some dialogue, but I think that is a problem on my end, in my mod...SDVemoteconfuse And debug ebi -1 (as DebugMode says that || both the illegitimate access scene with Mr. QI and|| the Perfection scene has this event ID) won't work either, as the game thinks there is no event with this ID.
I want to test some dialogue edits from my mod. Thanks in advance and ping me if you need more info!

balmy venture
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Any good an patient soul to help a complete newbie to mod to try something for particular uses? (Asking cause it would involve modifying an existing mod and I don't want disrespect or post anything, just use to my enjoyment and learn in the process)

slender badger
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!startmodding Depending on what you want to change, you can look through the tutorials and guides on the regular wiki & modding wiki to find resources

ocean sailBOT
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Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

calm nebula
slender badger
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Don't be surprised if people don't want to help with a personal edit though

hallow prism
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it may be easier to look at what you want to do and ask for generic help yeah

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like "how can i change a dialogue" or "what can i do to change the price of an item"

hard fern
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quick question, does Introduction dialogue trigger when talking to an npc for the first time, or is there a set period for it?

hallow prism
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its a CT

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set period

hard fern
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aw

balmy venture
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I think mine is a bit complicated. Of course I'd love to make it available to others but since it's a beloved mod from an amazing author I felt it's not my place to, that is if I ever figure out how to do it haha

slender badger
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It only lasts the first 7 days unless you use Lasting Conversation Topics

hallow prism
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mods usually do their own CT trigger if they need that and the mod can be installed mid save

hard fern
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yeah, so i'll just have to add my own CT in then, just wanted to double check to be sure

slender badger
hallow prism
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some people may not be comfortable helping with edit of a mod not allowing that permission

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they would also be displeased to see a mod released without permission if they contributed to that without knowing

balmy venture
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I'd never release

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that's why I said personal

hallow prism
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and even, i would say that if someone tell me it's for personal use, then release it, i may be 'well i would have done it myself" if the permissions allows it

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you said "i'd love to make it available to authors" right now?

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so i'm clarifying basing on what you just said

balmy venture
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if they'd allow me but I wouldm't do without permission

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never, I understand how hardpeople work on mods

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It's just me trying to change a beloved mod to suit my needs and I'd never bother the aurhor with something that small

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so I'm trying to work it out on my own

slender badger
# balmy venture if they'd allow me but I wouldm't do without permission

Glad to hear it πŸ™‚ We're just making sure that people understand about personal use since it's very often the case that they don't, and your comment earlier that "since it's a beloved mod from an amazing author I felt it's not my place to" made it sound like it would be okay if the edit was of a mod that wasn't so beloved or amazing

hallow prism
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yeah a lot of people treat permission like vague recommandations, and it's hard to know the knowledge of anyone asking here

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anyway you have more elements about the whole stuff now πŸ™‚

mellow karma
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Hey, how can i block a specific outdoor area of my map from growing gras?

balmy venture
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I'd never do anything without permission with any other mod as well

mellow karma
hallow prism
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grass don't grow on non dirt area, but i'm not sure you can remove it by a map patch

lucid iron
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Tell users to do reset terrain features

mellow karma
hallow prism
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can you show what is the grass you speak about?

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because grass is quite confusing term, as it can be grass (ground) grass (animal food) weed and so on

mellow karma
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It is animal food gras

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I can send if im back home

hallow prism
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verify you have nothing on path layer, as they can force spawn grass

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(if they have the grass symbol, of course, not just any stuff on path)

mellow karma
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For my patched area this is true but the map have some of this in other areas

ivory plume
calm nebula
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Also, is there policy for "mod used to be a C# mod and is now a content pack?"

ivory plume
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Yep, those get removed from the compatibility list.

mighty quest
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Can anyone confirm how different scythes area work?
Cause I'm standing in a field testing each one's AoE and they all seem identical to me.

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I even patched it and increased the AoE by +400 and still no difference

hallow prism
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i have no idea, i always half felt that greater range was placebo effect

calm nebula
rancid temple
brittle pasture
rancid temple
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Not sure what debug perfection is missing that isn't causing it trigger when you next sleep

brittle pasture
mighty quest
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Scythe Enchantment?

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is that a mod?

brittle pasture
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I linked above

mighty quest
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oh didnt see

brittle pasture
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not sure why embed ded

rancid temple
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Discord is always happy to provide you with the opposite experience of what you want

mighty quest
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looking at MeleeWeapon.doDamagem the added AOE should be affecting scythes and stuff

brittle pasture
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is that only monsters code

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or is grass/harvest in there also

mighty quest
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its in there

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// calcualtes area, which calls Rectangle.Inflate(addedAoe, addedAoe)
Rectangle areaOfEffect = getAreaOfEffect(x, y, facingDirection, ref tileLocation1, ref tileLocation2, who.GetBoundingBox(), who.FarmerSprite.currentAnimationIndex);

// does damage
if (location.damageMonster(areaOfEffect, (int)((float)minDamage.Value * (1f + who.buffs.AttackMultiplier)), (int)((float)maxDamage.Value * (1f + who.buffs.AttackMultiplier)), isBomb: false, knockback.Value * (1f + who.buffs.KnockbackMultiplier), (int)((float)addedPrecision.Value * (1f + who.buffs.WeaponPrecisionMultiplier)), effectiveCritChance * (1f + who.buffs.CriticalChanceMultiplier), critMultiplier.Value * (1f + who.buffs.CriticalPowerMultiplier), type.Value != 1 || !isOnSpecial, who) && type.Value == 2 && PlayUseSounds)
    {
        who.playNearbySoundAll("clubhit");
    }

// removes grass and stuff
foreach (Vector2 v in Utility.removeDuplicates(Utility.getListOfTileLocationsForBordersOfNonTileRectangle(areaOfEffect)))
    {
        if (location.terrainFeatures.TryGetValue(v, out var terrainFeature) && terrainFeature.performToolAction(this, 0, v))
        {
            location.terrainFeatures.Remove(v);
        }
        if (location.objects.TryGetValue(v, out var obj) && obj.performToolAction(this))
        {
            location.objects.Remove(v);
        }
        if (location.performToolAction(this, (int)v.X, (int)v.Y))
        {
            break;
        }
    }
calm nebula
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(look at "get list of tile locations for borders of non tile rectangle"

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it's bonkers af)

mighty quest
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hm it returns a fixed number of tiles

opaque cobalt
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question, when an outfit is loaded via appearances, is there a way to reference which outfit is loaded currently?

hallow prism
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can you give an example of use?

opaque cobalt
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okay, so using appearances, I have three spring outfits. It will randomly pick one of the three. Now, I want have the one that is currently loaded be overwriting the vanilla character sheet of the character but have it able to change depending on which outfit is loaded. I have been shown one method with tokens, but while I'm here, I'm seeing if there are alternatives or just what degree of versatillity/control I have over different aspects of this appearances modding and what I can get it to do

tight bough
teal bridge
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By the way, the extension-assembly hack worked for eliminating the mod dependency. The build process is a little clumsy right now since I have to build the solution and then rebuild the main project to deploy the correct extension version, but SMAPI won't touch it as long as it's loaded via Assembly.LoadFile, so I can put all the Publicizer hacks, Harmony patches and junk in the extension, then yank out GMCM from the mod list and everything else still loads fine.

wispy gale
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hey folx! been working on my dialogue mod, specifically compatibility with the Gender Neutrality Mod SDVpufferprideowo @serene tapir CFDE seems to have a clear & comprehensive Dynamic Tokens system for GNM, would it be okay to use that code directly and of course credit you, if so?

serene tapir
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Of course! I also highly recommend airyns tutorial on using gnmt on the .gg wiki πŸ™‚

sleek flint
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Is there any way to reload a Furniture Framework mod without having to leave the game? I tried using patch reload, but it didn't work because it was not a CP mod.

serene tapir
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You will need to set gnmt (the tokens mod that goes with gender neutrality mod) as a false dependency and pass tokens through if you use i18n (which i do recommend doing if you haven't already!), and that tutorial makes those things very straightforward

lucid iron
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FF would have to provide it's own commands to do so

sleek flint
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I didn't know mods can just add their own command so I didn't bother to check. Don't know why I assumed they couldn't though in the first place.

uncut viper
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Content Patcher is a mod that added its own patch reload command

sleek flint
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I am stupid sorry

stone saffron
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why is it that ive been using monogame and making my own games in it, but when i try to mod sdv it NEVER works 😭

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am I the problem?

uncut viper
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you're not stupid! im just pretty sure FF does have its own command, i just dont know it off the top of my head

sleek flint
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It does indeed have a command for it

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thx

lucid iron
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Here in sdv modding you have to obey sdv's systems, some of which are cursed

stone saffron
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i guess

sleek flint
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Is there a way to make SMAPI always active even when it's minimized?

uncut viper
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that's just a vanilla game option

jade wing
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Hey, I am running into a issue with chest loading in a building like the mill all the items are loading correctly including the building but i can't get the input and output chest to work, here is my json file any advice or help would be welcome thanks! https://smapi.io/json/none/fd8346aa00674f948392d8a4dfe466cc

royal stump
# rancid temple The end credits Summit event is called in code, it doesn't have an event ID, the...

SDVpufferlurk So the issue is that debug perfection (and friendship/friendAll) only set friendship for NPCs who currently exist. The actual perfection check looks at Data/Characters, and if any NPC could ever be friended ("CanSocialize" isn't "FALSE", "PerfectionScore" isn't false, etc), they still count toward it.

To fix that through CP, you'd probably need to edit one of those fields to false for each NPC manually. Debug enabling all their social + unlock conditions could also work, or messing with joja's perfection waivers somehow.

rancid temple
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Hm, I see. So I know where I went wrong with my mods but I wonder what mods Dennis has that are causing issues too

reef kiln
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So I have a strange problem with my game, I need help trying to fix it. Every time I collect honey there seems to be a random change that I also get Fiber or fiber seeds. It applies to any source you collect honey from modded machines or Vanilla Machines. I originally thought it was my modded machine causing the problem. So now in trying to narrow down what is causing it. So my question is: it is a C# mod doing it correct? as I don't think CP could mod all sources of honey including modded machine.

rancid temple
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I disabled CanSocialize on an NPC I'm working with but missed PerfectionScore and it seems like a crafting recipe I added didn't get crafted, probably because of it's unlock requirements

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Though, my other ones were still crafted so that's weird

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Oh wait, no yeah, that one is different

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So I just need to make it always present but change its delivery time

hallow prism
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@acoustic summit : for ex, VMV use Lumisteria_MtVapius_Forest as one of it's location context. So you may want to check if it's a location name then context or context then name?

hallow prism
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Extra machine config allows extra products from a machine

undone jewel
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the chest command for building me and howl arent sure why its not loading like how the mill works, not sure if its the chest tile not working or there is something wrong with our item conversion codes TwT

undone jewel
hallow prism
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(maybe in the same way allows to exclude locations like !locationnameorcontext? but currently i have no plan of using it, while i may use the context thing)

ivory plume
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(The upcoming Central Station mod now integrates with Train Station if it's installed.)

hallow prism
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(a new pathos mod, it's an event nearly as big as the 1.6 modding additions)

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will the CP pack to add destination be a part of TS or CS?

ivory plume
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Central Station lets you add destinations through Content Patcher. (Train Station still requires its separate Train Station content packs.)

hallow prism
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ok!

acoustic summit
royal stump
hallow prism
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yes! location context are basically a tag that one (or more) locations can have

acoustic summit
#

oh! I see!

hallow prism
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for example ginger island maps all share a location context (allowing them to have effect like a specific weather)

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it's not uncommon for a mod to have all the maps having one common location context

jade wing
hallow prism
acoustic summit
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That seems like an easy change, sure! just adding a possible check for the code being the same as the GameLocation.GetLocationContextId()?

lucid iron
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Do you support GSQ in spawning your critters?

hallow prism
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i don't know about the technical

acoustic summit
hallow prism
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oh if you add GSQ support then a lot can be done by that including checking context

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(but i imagine it can be more complex? but also i don't do C# so... )

lucid iron
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Yep gsq my beloved

acoustic summit
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I'm sure if I knew how I could add an access point to spawning creatures by code name

lucid iron
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No it's quite simple, the main question is whether it fit with how you are doing spawns rn

acoustic summit
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I already have a debug command to do so

lucid iron
lucid iron
# acoustic summit I have no idea how GSQ's work <:SDVpuffersquee:562830783568543755>
Stardew Modding Wiki

Framework mods refers to C# mods that add new functionality to the game's code, and allows content mods to make use of them without having to make their own C# component. They usually work by reading custom data set in content mods and then apply their changes accordingly.
This page details the various...

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These are basically a predicate (function that returns true or false) that can be accessed from various places in the content

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For example shops have Condition that determine if they should sell a thing today

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You can make your own and tell content mods to use it

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Or check any gsq that the content mod provided

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GameStateQuery.CheckConditions

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The location context thing lumina asked about has a vanilla gsq for it

acoustic summit
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I shall figure out how to add support for it SDVpufferthumbsup That does open up so many customizations for spawning conditions, so I will work it out. Thankyou!

lucid iron
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But it is for player location only

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Hence why u may need a custom one

jade wing
tight bough
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I don't suppose anyone here is familiar with Farmer Portraits for 1.6?

uncut viper
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location_context is not player only

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location_context takes a location id

lucid iron
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Then i remember wrong and u good

royal stump
uncut viper
#

LOCATION_CONTEXT <location> <context id>

jade wing
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ah thank you :3

acoustic summit
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Since they can only spawn in the current location, just comparing the players current location's location context id should be good, no?

lucid iron
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Yeah sure, i just wasn't sure if u be spawning these on start of day like it's forage

tight bough
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If you say "locate" enough times, it stops sounding like an actual word lmao.

craggy cape
#

is there a guide on how to create a mod that removes a mechanic? i wanna make my own mod and i have a great idea

uncut viper
#

there cant really be a guide on that bc any guide to do that will only apply to the single mechanic the guide is for

acoustic summit
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Guide: Harmony Prefix + Skip Original

uncut viper
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it will depend on what exactly you want to remove but the answer is likely C#

lucid iron
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We can have guide on altering specific mechanics

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Can't have one on adding/removing any mechanic cus it doesn't slice that way

craggy cape
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ig that does count as altering mechanics

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for my idea i mean

lucid iron
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You are going to have to specify your mechanic if you want any helpful advice

uncut viper
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altering one mechanic may not teach you anything useful at all for altering another

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its akin to asking "any guides on how to make a mod that adds something?" without explaining what the something is

craggy cape
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basically i wanna make a mod that makes it so you dont lose ANY gold from passing out, just energy

calm nebula
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Hey button can you teach me how to sew

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(Sew what?)

uncut viper
calm nebula
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(I don't know, just sew.)

uncut viper
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oh, sew. well that ruins my whole joke

calm nebula
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(Okay. So, like. Let's break it down. Do you want to sew stretch or woven fabric?)

uncut viper
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anyway, making everywhere safe to pass out in should be as easy as just adding a map property everywhere

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but will still be C# territory

gray bear
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i would like to be taught how to see [squints]

uncut viper
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(atra, as long as you're here, hows the efficiency on EditMap actions? better to edit every single map in AssetRequested to go full harmony-less or better to harmony patch the passout code?)

rancid temple
uncut viper
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cant patch every modded map

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so C# regardless

calm nebula
rancid temple
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You can if you just make thousands of compat updates

uncut viper
#

to me that could be an answer in favour of either option SDVpuffersquee

rancid temple
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Shouldn't take more than a few years

uncut viper
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itd be one EditMap but for every map tho

hallow prism
gray bear
hallow prism
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note that not all letters make you lose gold

craggy cape
#

just the ones that take ur gold by default

calm nebula
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Yeah. But it's on the initial load and this doesn't force a reload from disk

hallow prism
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and mods may have their own letters

uncut viper
calm nebula
#

They...what

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What???????

uncut viper
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its true!

gray bear
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mine maps are insane

uncut viper
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i had to deal with that when making Graveyards

calm nebula
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PLEASE tell me they unload their tilesheets correctly when unloaded

uncut viper
#

its also one of the more likely places you'd pass out in

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i have no idea how id even check

calm nebula
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does not

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does not unload tilesheets

rancid temple
calm nebula
#

welp, I stand by mine edits not being a problem if they don't cause the game to load maps MORE OFTEN than it DOES ALREADY

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also jesus christ

rancid temple
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I swear I've used multiplayer to be able to visit the same maps with ladders spawned to check functionality of a mod

uncut viper
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i dont think it changes in multiplayer

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you can visit the same maps

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the client will reload the map

calm nebula
#

I really need to get that map render device rewrite out, eh?

flat sluice
# rancid temple The end credits Summit event is called in code, it doesn't have an event ID, the...

OK, thanks. And sorry if I'm interrupting someone else's problem or some discussion, I can wait, don't worry.
Looks like I wasn't clear - I don't mind the code being only in CP. I don't even want to change it, at least not right now...
I was asking about triggering the event itself in-game. I know I was already able to debug it (to check how the "EndSlideShow": "TrailingGroup" in Data/Characters looks like. As I wrote, I tried debug perfection, but the Summit event wouldn't trigger at all, the Summit looked like in that ||Mr. Qi cutscene||, which I was able to trigger... Strange...

calm nebula
#

also need to buy more dish detergent and caffeine pills

calm nebula
uncut viper
#

(also never feel the need to wait for fear of interrupting!)

gray bear
#

debug perfection is uh brokenℒ️

royal stump
#

so yeah, save editing is probably quickest

craggy cape
#

okay looking at the guides and such for CP mods,, im very confused

calm nebula
#

yeah you can bypasss all that shit by just setting the flag via save edit

flat sluice
rancid temple
#

Oh that reminds me, I was in the middle of scooping this NPC out of my mod to see if I'm actually the problem here

gray bear
#

not knowing something isn't stupidity

rancid temple
#

I tried changing my PerfectionScore to false and that didn't work

calm nebula
#

it's pretty annoying tbh since you almost think setting the Farm_Eternal mail flag would work

tight bough
#

Hey Rokugin. I'm just waiting for @vale stream to respond. I hope you're having a nice day.

calm nebula
#

but it wouldn't

#

you're not annoying, the game is being annoying

rancid temple
#

I'm sure Misty will see the first ping when they have time

flat sluice
gray bear
royal stump
# rancid temple I tried changing my PerfectionScore to false and that didn't work

SDVpufferthinkblob that should instantly affect the perfection detection

public static float getMaxedFriendshipPercent(Farmer who = null)
{
    if (who == null)
        who = Game1.player;
    int maxedFriends = 0;
    int totalFriends = 0;
    foreach (KeyValuePair<string, CharacterData> pair in Game1.characterData)
    {
        string npcName = pair.Key;
        CharacterData data = pair.Value;
        if (!data.PerfectionScore || GameStateQuery.IsImmutablyFalse(data.CanSocialize))
            continue;```
gray bear
#

can relate

rancid temple
#

Alternatively, you could just add to Event Tester SMCKekLmaoDog

royal stump
#

(though sleeping's required for it to check total perfection etc, I imagine you tried that part)

calm nebula
#

no

craggy cape
#

yeah maybe i should just stick to false dependancies for now..

calm nebula
#

we'll ask Pathos if he wants to add it to CJB Cheats

uncut viper
calm nebula
#

(hey @ivory plume any chance of setting FarmerTeam.farmPerfect.Value from CJB? )

ivory plume
#

Possibly, though you can also just run debug perfection in the SMAPI console window, no?

rancid temple
#
            Game1.player.team.farmPerfect.Value = true;
            Game1.addMail("Farm_Eternal", true, true);
            Game1.player.mailReceived.Remove("Summit_event");
#

These three things would do it

royal stump
uncut viper
#

the discussion was BECAUSE debug pefection wasnt working

uncut viper
royal stump
calm nebula
#

(meanwhile, it IS in scope for Event Tester to handle running the C#-events, I just need to think of a good stucture for it.)

#

as the farmer is warped to lvl 220 mineshaft to drink snake milk

rancid temple
royal stump
calm nebula
#

it's dwarf, btw

#

you can't get friends points with dwarf until you get the mumble

rancid temple
calm nebula
#

oh, weird

rancid temple
#

Nah Dwarf is good with debug perfection

gray bear
#

dwarf respects the console commands

royal stump
#

so unlock conditions would presumably affect it (SVE_Henchman is missed on new saves with debug perfection), and any conditionally social NPCs

uncut viper
#

theres nothing in the Friendship Points setter that blocks anything

calm nebula
#

that must have been fixed after later

#

no, but changeFriendship would block that shit

uncut viper
#

would a debug command really go thru that and not touch the friendship directly tho

rancid temple
#

The debug command FriendAll uses this

public static void ForEachVillager(Func<NPC, bool> action, bool includeEventActors = false)
{
    Utility.ForEachLocation(delegate(GameLocation location)
    {
        foreach (NPC current in location.characters)
        {
            if ((includeEventActors || !current.EventActor) && current.IsVillager && !action(current))
            {
                return false;
            }
        }
        return true;
    });
}```
to set friendship
calm nebula
rancid temple
#

Which is the command perfection calls

#

So they have to exist in a location

#

Manually adds Kent and Leo, Dwarf always exists which is why I think it's fine now

uncut viper
#

i think we can measure atra's exasperation levels based on the number of zags in the red "look here" line

rancid temple
#

Only 3 and not even one "fucking"

uncut viper
#

"not great, not terrible"

calm nebula
#

every-fucking-thing still hurts

#

at least I'm not running a fever πŸ˜›

rancid temple
#

Small miracles SDVpuffersquee

calm nebula
#

I can't find my old stash of caffeine pills and the brainfog is pretty bad

royal stump
#

(I don't understand why it works, but I did test it, debug perfection triggers perfection in vanilla & dwarf wasn't one of the problems with mod NPCs installed)

calm nebula
#

I do have goo but goo is also fucking expensive

#

(I don't have preworkout)

gray bear
#

(what is the goo?)

calm nebula
#

(runner bullshit)

uncut viper
#

it works bc it gives you special items first

royal stump
#

...oh, right, yeah

#

debug specials gives dwarven

calm nebula
uncut viper
#

not the books, though, strangely

calm nebula
#

they cost like a buck and a half each

gray bear
#

oo

calm nebula
#

they're meant to be used mid-way in long races to give you a hit of caffeine and sugar

#

I find them too expensive for normal training but I do take them out on long races

languid idol
#

I'm wanting to learn how to create a mod to add a tool. There's documentation on the wiki for setting up the framework, which I've done, but nothing on creating a new tool. Anyone know a good place to start?

lucid iron
#

doom awaits you

languid idol
#

Doom can wait its bloody turn, I want to do this

lucid iron
#

more seriously what do you want the tool to do?

#

just so you know this is C# land

languid idol
#

I want to add a saw. Once that's added, I'll figure out how to animate using it, then figure out how to add planks as an item. One step at a time though.

#

Yes, I have the frame and manifest set up in Visual Studio. I'm trying to learn while doing.

rancid temple
#

You want a tool for this and not a machine?

languid idol
#

Correct.

lucid iron
#

so adding items is not that bad, need to make content edits to Data/Tools and Data/Objects

rancid temple
#

Have you decompiled?

lucid iron
rancid temple
#

Looking at how the game handles tools is probably the best place to start

languid idol
rancid temple
#

And then looking at how others have worked off of that, atra added a shovel

calm nebula
#

hides

#

what shovel? I don't remember a shovel

rancid temple
#

Only went slightly insane doing it

languid idol
lucid iron
#

as for anim maybe you can steal the milking animation

languid idol
lucid iron
#

anything to do with FarmerSprite is a lotℒ️

lucid iron
#

some people also just use content patcher for this part, even if they do plan on doing c#

tender bloom
#

definitely steal animations that already exist

#

or at the very least, use frames off farmer that already exist

#

i would 0% reccomend making new farmer frames (in part because I don't even know how to start doing that)

languid idol
#

Worrying about animation is another day's problem, for now I figure out how to add a tool. Thanks for the help everyone, I'll be back when I'm next stumped.

lucid iron
#

oh yea if you plan on subclassing you need to use spacecore

#

register your new type so that save files don't explode

royal stump
#

or track and despawn/respawn them every single time the game is about to save

flat sluice
languid idol
rancid temple
#

That Summit is a bit cursed SMCKekLmaoDog

flat sluice
calm nebula
#

okay, you need to walk off the map, type debug seenmail FarmEternal, then warp back

rancid temple
#

I don't think SVE blocks that event

calm nebula
#

you may also need to unset Summit_event

flat sluice
calm nebula
#

uh, looking that up

languid idol
#

You can access the summit a lot earlier in SVE though. It's part of Sandy's heart events.

flat sluice
zinc crypt
#

what's the best free pixel art program?

rancid temple
#

aSDVnukeboxdontfeelsogood wiki chooses now to die

calm nebula
#

debug action RemoveMail Current Summit_event All

#

I think

rancid temple
ocean sailBOT
zinc crypt
rancid temple
#

Yep

flat sluice
calm nebula
#

I'm headed off to work now, you'll need to input everything I said, in order

#

also for the love of god just don't test with SVE in there

royal stump
#

debug warp svesummit gets to the other summit map, though it edits both & idk what other steps may be involved
(edit: the credits event triggers at the regular summit, not this one)

gentle rose
#

doesn't cjb cheats have separate warp commands for the pre perfection and post perfection summits when sve is installed?

rare orbit
vapid silo
#

Someone is having trouble getting my Heart's Delight mod to work after updating it to the newest version and gave me their smapi log.
Is there any one here who can help me make sense of it?
Everything is working on my end and I don't know enough about the inner workings of smapi to even begin to know what other questions to ask or to tell them what's wrong based off the log.
https://smapi.io/log/5abff5d3d0e5474a8b6a66d01406c142

And if this isn't the right place to ask-- which channel should I go to?

lucid iron
#

this spring_CR_outdoor tilesheet, did you load it?

uncut viper
#

its your mod, right? so if its somethin with your mod to fix thatd be this channel

vapid silo
#

I added it the same way I added all the other tilesheets to my map-- New Tileset -> Preface the name with zz and embed in map.

uncut viper
#

did you then delete it from your mod folder before publishing?

lucid iron
#

by load i meant did you use content patcher to load it

vapid silo
uncut viper
#

if they are custom sheets and you deleted them, then they no longer exist. the game cant load a tilesheet that doesnt exist

lucid iron
#

oh actually

uncut viper
#

if they are custom, you should be keeping them in your folder and Loading them with content patcher as chu says

vapid silo
#

They are part of a required tilesheet mod

uncut viper
#

if its from a mod then thats different

lucid iron
#

are these kisaa tile sheets

vapid silo
#

Yes

uncut viper
#

regrettably i cannot memorize the name of every tilesheet png from every tilesheet mod ever

lucid iron
#

does your mod manifest have false dependency on crystalinerose Tilesheets

vapid silo
#

No, my dependencies are all set to true

lucid iron
#

yea idk

#

lets just blame No More Lag ez

uncut viper
#

genuinely might be the case

vapid silo
#

I just can't figure out if this is on my end, or there's and how to help them fix it. This is my first mod ever so I just. Do not know.

uncut viper
#

did you rename the png or something before using it

vapid silo
#

Not the png no. I did as I was instructed and prefaced it with zz_ when adding it to tile, but otherwise didn't change anything.

uncut viper
#

what mod loads kisaa's tilesheets?

lucid iron
wind remnant
#

hello! i have a quick question. where can i find documentation on the content.json file specifically for making a custom farm map? ive managed to launch without getting any errors with what i have, but im not actually sure how to access it from the new farm screen, or how to add it. (ive gone over the cp content.json documentation a few times but i must be missing what im supposed to do for specifically this situation)

lucid iron
#

the first one sets up a new entry in the new game where you pick farm

#

the second is about general map making

vapid silo
#

aaaa I really don't know what to tell them. I guess I can suggest the tried and true "turn it off and on again" advice

lucid iron
#

tell them to try without no more lag tbh

vapid silo
#

Okay, I'll suggest both things and ask if either of those fixed it for them.

lucid iron
#

and ig tell them to reinstall your mod and kisaa tilesheet mod just in case

vapid silo
#

Thanks for the help! Guess we'll wait and see.

rancid temple
#

How

#

Previously I'd been forgetting to make Jorts and Jean spawn and had 96% when doing debug perfection this time I waited until Fall 1 and get 94 with them spawned and maxed

mellow karma
lucid iron
#

this is because already spawned terrain features are not affected by map patch

#

!rtf

ocean sailBOT
#

Reset Terrain Features (https://smapi.io/mods/#Reset_Terrain_Features) is a mod that lets you reset, clear, or generate everything that spawns on a map using an in-game menu. That's especially useful when changing maps mid-save, as the debris will otherwise use the old layout (causing things like trees in the water or bushes blocking exits).

lucid iron
#

if you start a new save then it won't happen

warm imp
#

does anyone know why* the game won't allow rugs + tables to rotate properly? (*not "what piece of code makes this true", but rather "why was this coded in the first place"

as it is now, rugs and tables with 4 rotations will rotate fine for the first turn, but then skip the second turn and skip right to the third rotation. plus, when they have a square size (2x2, 3x3, etc) with only 2 rotations, they won't rotate at all, they just stay at 0 rotations.

and is there an existing mod that changes this and allows them to rotate normally?

iron ridge
#

I assume since there's only 2 unique design orientations

rancid temple
#

Generally the reason why something is coded the way it is, is because CA had exactly one vision for how things would work and went with it

hallow prism
#

i think kailey knows a lot about rotation

#

but more from practical experience than code reading

lucid iron
#

I think instead of rotating a square rug 4 times u can just make 4 rug

#

Furniture (usually) doesn't cost any money in the end

latent mauve
#

You have to make sure your rotations on the sprite sheet are laid out exactly how the normal Furniture.png does them as well, the code expects the height/width to swap for certain rotation positions.

hallow prism
#

@gaunt heath rotation georg, rotation georg, rotation georg

latent mauve
#
Stardew Modding Wiki

This tutorial explains how to add custom furniture using the new 1.6 game update features and Content Patcher. The tutorial assumes you already have the game unpacked and that you have some basic familiarity with the Content Patcher format. The mods referenced as examples in this tutorial are Bonsai Trees (formerly Bonsai Trees for DGA) and Magi...

royal stump
warm imp
royal stump
#

(incidentally, I guess removing SVE un-perfects the wizard)

warm imp
#

adding furniture is not the issue; i know how to do that just fine. its that the game code singles out rugs and tables to not rotate the same way as other furniture. i was just hoping someone knew some random lore about it if it had been brought up with CA before

latent mauve
#

the link I gave explains how rotations work internally

rancid temple
#

I was able to check that my little drone guy shows up in the event, which is neat but not really necessary

lucid iron
#

now u can send in a PR to cjb cheats

#

so everyone can watch that event whenever they want

rancid temple
#

Ugh, only if there's an option for doing so that doesn't involve adding new UI shit

warm imp
rancid temple
#

You won't really get a why, CA didn't bother explaining his choices

hallow prism
#

i don't think we have secret CA lore on that

lucid iron
#

you are going to have to ask CA and based on experiance of coding things it's prob just

#

"this was the first solution that worked out for all my use cases"

rancid temple
#

Most of Stardew follows the "Make it work, ship it" method

vale stream
modern ether
#

Hey all, can anyone help me with a problem I'm having? I'm trying to learn how to make a Content Patcher pack, but I'm struggling with a specific issue: I can't figure out how to change the sell prices on artisan goods who inherit their sell value from the ingredients/flavor

rancid temple
modern ether
#

I figured out how to change the base wine sell price, but only for the "wine" item with no flavor. the wines made from fruits aren't affected

rancid temple
#

That said, I tried it again later and it worked no problem in the intro and elsewhere

#

So I'm not actually sure what the problem is

hallow prism
#

i believe the machines for vine/pickle/jelly/juice use c# for the calculation

vale stream
#

SDVpuffereyes so it was working on and off? That's harder to figure out

hallow prism
#

you may need C# to change them, or change the rule

rancid temple
#

Yeah, I hate trying to troubleshoot inconsistent problems SDVpufferweary

#

I was hoping I could fiddle with the config and find a setting that was triggering it but didn't have any luck

vale stream
#

...It does remind me of an inconsistent bug I came across during testing

#

But I don't think they're related

rancid temple
#

Last I heard, Xero was still having issues with the pack they made for it, but I'm unsure if it's related as I haven't actually seen the code for that

vale stream
#

Hmm, I'll have to give it a look then- hopefully I can replicate the issue they were having

modern ether
hallow prism
#

it is possible to have a machine with a rule like "multiply this price by 2.5" but changing the vanilla rule may impact or be incompatible with some mods

modern ether
#

ah, alright. thanks πŸ˜„

undone jewel
hallow prism
#

context? you're making the mod?

undone jewel
#

yeah so im trying to make the bread oven buildable from robin and have it work like the mill

hallow prism
#

why are you separating stuff in two patches?

undone jewel
#

its an old mod that im trying to update for 1.6

undone jewel
#

it used to be base of a framework but i just want it for CP now

hallow prism
#

ok

#

which framework?

undone jewel
#

i think it was SF solid foundations

hallow prism
#

most of it should be CP compatible

undone jewel
#

thats what i thought

hallow prism
#

(i also believe it should still be working?)

undone jewel
#

but copying and pasting the code just wont trigger the input chest

hallow prism
#

the main difference i spot

#

is that my converting building has a

#
          "ActionTiles": [
            {
              "Id": "Default_OpenInputChest",
              "Tile": {
                "X": 1,
                "Y": 1
              },
              "Action": "BuildingChest Input"
            },
            {
              "Id": "Default_OpenOutputChest",
              "Tile": {
                "X": 3,
                "Y": 1
              },
              "Action": "BuildingChest Output"
            }
          ],```
rancid temple
#

LoadChestTiles isn't a field

#

Nor CollectChestTiles

#

I suggest checking the unpacked files to see how the Mills fields are set up

undone jewel
#

i see that was what i sued for SF back then

hallow prism
#

!vmv fruit press is also an example of modded building using the feature

ocean sailBOT
#

Visit Mount Vapius (https://www.nexusmods.com/stardewvalley/mods/9600) is an expansion mod that adds a new region in the mountains. Accessible by train, you'll enter the hamlet of Glimsap, with its tight-knit group of villagers, that holds a market twice a week. You'll get to explore new places, fight monsters, get new crops and forage, trade local coins for exclusive goods, and complete tasks to unlock special items, including machines, buildings, and animals.

undone jewel
#

so i need to change them into actiles like above

hallow prism
#

assets\others\buildings.json

undone jewel
#

thank you so much

hallow prism
#

sure! sometimes it helps me to compare vanilla/modded to see what is used by both and so guess what i need this way

royal stump
#

("DestinationsChest" is also misspelled in the ItemConversions, it should be "DestinationChest")

dire canopy
#

@uncut viper do you have any plans to add more actions and triggers to BETAS?

#

Hi Esca! Hi Lumi!

gaunt heath
vale stream
#

I'm currently testing and can confirm the introduction doesn't work for me either- I have no clue why the behavior is on and off, though, seeing as I also installed the template (albeit the one without reactions).

I'll have to look into the intro minigame to see how portraits are being created

gaunt heath
tight bough
gaunt heath
#

The "why" is that rotations code is an eldritch nightmare and this was probably done as a Band-Aid for a specific desired behaviour

vale stream
tight bough
gaunt heath
#

3 will pass one check but fail another, sneaking by some hard-coded limitations on table and rug rotations. I know the wiki says it's not a valid value, but it works

#

Alternatively, put "EndTable" in your item's internal ID name. That'll cause other, different unusual behaviour that you can exploit

vale stream
gaunt heath
#

I have 3 rotations working as a valid value for the small table in Feast of the Sun

#

In conclusion, the rotations code is a glimpse into the infinite void. Thank you for coming to my ted talk.

tight bough
gaunt heath
#

Also you can rotate paintings

tight bough
#

Back then the intro loaded my custom portrait just fine.

vale stream
#

i see, i don't use the mod so i couldn't tell how it was at the time. IIRC i haven't touched the code much (asides from adding farmer emotions)

warm imp
gaunt heath
#

Oh also putting the unsigned integer limit as a rotations value parses as 3 due to a mod4 check. Don't do this, but like you can

tight bough
gaunt heath
opaque cobalt
#

Can I add randomize to this so it would randomly pick between one and three?

{
"Action": "EditData",
"Target": "Data/Characters",
"When": {
"Weather": "Sun",
"Season": "Fall"
},
"Fields": {
"Penny": {
"TextureName": "Penny_Spring_Sun"
}
}
},

gaunt heath
#

Yes, there's an entire toolset for randomization. See the conditions and tokens docs on the content patcher github

vale stream
opaque cobalt
#

or, would this method work better for randomizing?

    {
        "LogName": "Penny Calendar Sprite Edits",
        "Action": "EditImage",
        "Target": "Characters/Penny",
        "FromFile": "assets/characters/Penny_{{Season}}_{{WeatherType}}.png",
    },    

Both achieve the same end goal, but the prior version would not use appearance settings which I am unsure how big of a deal that is. Is CP trying to push more outfits to go towards appearance editing over the other style or does it not matter?

vale stream
#

now i only need to check if there's an event that grabs the intro (and if not to load them in game launched)

rancid temple
#

Should be the first event in BusStop

#

60367

tight bough
gaunt heath
uncut viper
rancid temple
#

Avi: πŸ‘€

uncut viper
#

no immediate (read: within the next few days) plans though

modern ether
#

@hallow prism i figured it out in CP, i didn't need C#

#

you were right though, in that I had to modify the machine's recipe rather than the item's sell price

dire canopy
uncut viper
#

ItemEquipped happens whe the player switches to holding a tool, and there is a DamageTaken trigger

hallow prism
#

(oh hi trent πŸ™‚ )

dusk mulch
uncut viper
#

BETAS also adds GSQs for checking player health (both current and max)

dire canopy
uncut viper
#

the triggers dont really calculate anything. If you take damage, the trigger happens and will look for things you've added to Data/TriggerActions that await it

#

it happens any time you take damage

#

you can check how much damage was taken with a GSQ on the Data/TriggerActions entry inside the condition

dire canopy
sleek flint
#

Is it possible to have categories in catalogs?

blissful panther
# dusk mulch You sent this right as I went to sleep so I have a few follow up questions, all ...

I think the layer would need to remain Building for this version, at least. Although I'm not certain, actually. If Action tile properties work on the back layer, then that should also work.

Other than that, yup! Item ID is obviously the ID of the item you want, the ID field is just an identifier for MEEP essentially. Refresh is currently useless, and quantity specifies how many of the item you'll get!

uncut viper
vale stream
dire canopy
#

That would simulate a healing effect (of course in this example player becomes immortal)

uncut viper
#

the PLAYER_HEALTH query takes a min and a max

dusk mulch
#

So it would be building no matter where I use it? Backwoods, cindersap, ect?

uncut viper
#

if you want it to happen whenever the player goes Below 50 health, it would be Spiderbuttons.BETAS_PLAYER_HEALTH Current 0 50

dire canopy
uncut viper
#

(though, i cant guarantee that if damage takes a player from like, 100 straight to 0 that the death wont happen first. ive not tried)

dire canopy
uncut viper
#

also, another mod manually setting health lower doesnt count as damage taken either (for example, Spiderbuttons.BETAS_SetHealth 10 wont count as DamageTaken)

uncut viper
#

meaning, even if the player has 250current health and takes 1 point of damage, that triggeraction would fire

#

because they have at least 50 health

dire canopy
#
   "Action": "EditData",
   "Target": "Data/TriggerActions",
   "Entries": {
      "ExampleTriggerAction": {
         "Id": "ExampleTriggerAction",
         "Trigger": "Spiderbuttons.BETAS_DamageTaken",
         "Condition": "Spiderbuttons.BETAS_PLAYER_HEALTH Current 0 50",
         "Action": "Spiderbuttons.BETAS_SetHealth 100",
         "MarkActionApplied": true
      }
   }
}```
uncut viper
#

That should do it to give them a one time heal, yep

#

well

#

add Current before the 0 50

#

since it takes a target player

blissful panther
dire canopy
uncut viper
#

you also dont need to specify MarkActionApplied true, its true by default

dire canopy
#

yep

uncut viper
#

but yeah that looks correct to me

dusk mulch
dire canopy
uncut viper
#

if you ever think of another trigger or action or query or somethin you need that BETAS cant currently do feel free to ask about it, even if i cant guarantee ill do it SDVpuffersmile
(like the energy trigger, for example. while useful, i would be concerned about how often it would happen since stamina tends to drain very rapidly when its in use)

blissful panther
dusk mulch
#

Oh, bit misleading on their part.

royal stump
#

you can donate your own donation points to other people, so it almost makes sense SDVpuffernerd

calm nebula
#

Technically you can enable donations on your mods too

royal stump
#

(or charities, etc)

gentle rose
#

I think they mean they’re donating to the mod authors? lol

calm nebula
#

But afaik no one ever uses that

#

Maybe Pathos or Casey have seen a donation

royal stump
#

but yeah, actual person-to-dev donations are through Paypal links or whatever's in their description; DP is nexus profit-sharing

dire canopy
ivory plume
dusk mulch
#

i don’t have a paypal πŸ₯²

ivory plume
#

(The upcoming Central Station now automatically includes stops from both Bus Locations and Train Station if they're installed.)

gentle rose
#

I wonder if they want it to be treated as a β€œdonation” from nexus to mod authors so that people view it more favourably or something and that’s why they call it that SDVpufferthinkblob or so that they have an excuse if they nerf it because it was never guaranteed payment, just them kindly donating

calm nebula
#

B I think

uncut viper
#

(i imagine its probably a lot easier tax-wise too)

royal stump
#

yeah, they reserve the right to withhold it for no reason at any time, they don't provide tax forms for it, etc

ivory plume
#

They may have named it donation points because they were trying to distinguish from paid mods, which I recall was a recent controversy at the time.

gentle rose
#

yeah, they still take a very hard stance against that, right? like banning the word β€œcommission” because technically commissions can be used to paywall mods or something

calm nebula
#

(Fwiw, I personally would prefer if people donated to Against Malaria over donating to me)

#

Not that anyone would

#

But in the past, some people in #modding-help have offered, and that was always what I told them

ivory plume
#

(You can donate or forward DP to Against Malaria in the Nexus store if you want.)

calm nebula
#

(I do.)

#

(Almost every mod forwards to Against Malaria or Doctors Without Borders)

sleek flint
ivory plume
sleek flint
#

ok thanks

scarlet ether
#

Hello, everyone. I'm migrating an older mod to 1.6 and am a little stuck on how to update the strings. Could someone point me to the correct documentation, or even an example?

#

This { "LogName": "Magic Text", "Action": "EditData", "Target": "Strings/StringsFromCSFiles", "Entries": { "Wand.cs.14318": "Rune: Revertetur", "Wand.cs.14319": "This crystal is mystically bound to your home. Activating it's power can return you to your doorstep.", "TitleMenu.cs.11721": "After upgrading your dig spell or rain rune, hold down the tool button to increase the area of effect!", "Tool.cs.14299": "{0}ra", "Tool.cs.14300": "{0}raga", "Tool.cs.14301": "{0}raza", "Tool.cs.14302": "{0}razaga", "WateringCan.cs.14324": "Rune: Rain", "WateringCan.cs.14325": "Conjure rain to water crops. Charge by absorbing essence from any water source.", "WateringCan_enchant": "In your hands, this rune will never run out of water.", "WateringCan.cs.14335": "Out of water essence", "Pickaxe.cs.14184": "Spell: Crush", is a bit of what I want to migrate.

uncut viper
#

there is no need to spoiler a codeblock as it doesnt make it smaller

#

but i believe Tool related strings are in Data/Tools themselves now i think

#

(or well, Strings/Tools)

undone jewel
#

Can the mill have a timer to finish products like a big craftable? even tho i've set minutes until ready to bee 20 it makes me sleep for the process to finish

calm nebula
#

No

#

Mill is updated every in game day

#

(As are all buildings)

undone jewel
#

i see so there isnt a way around this, yh i figured since ita a building

#

thank you

opaque cobalt
#

So, I think I have everything working but to make sure. Does the command I have in quotes below the hyperlink effect portraits as well? I didn't think it would, but it is showing the corresponding portrait and nothing else effects fall in my content file. My only other explanation I can think of is that the edit data does only pull that character sprite, but then since that sprite is pulled, it loads the outfit in appearance data? https://smapi.io/json/none/e55f4bfbc4e443aa951ac9990d8cf2b0

{
"Action": "EditData",
"Target": "Data/Characters",
"When": {
"Weather": "Sun",
"Season": "Fall"
},
"Fields": {
"Penny": {
"TextureName": "Penny_Spring_Sun"
}
}
},

calm nebula
#

I mean, like, you can c# your way out of that but it comes down to "is it worth the effort"

uncut viper
#

TextureName means it will look for "Characters/Penny_Spring_Sun" and "Portraits/Penny_Spring_Sun" if no Appearances are currently applied

undone jewel
#

yeah i wouldn't know how to do that either haha ty anyways

uncut viper
#

it changes the default value to look for from the name of the character to whatever you write there

#

so it will affect portraits

#

this means that you do need a "default" appearance

#

assuming you want it to use a specific default outfit under those circumstances

opaque cobalt
#

okay thank you very much. I wasn't sure how that fully worked since the target is only characters.

dusk mulch
#

@blissful panther I am so sorry for bothering you but the console says: "[Mapping Extensions and Extra Properties (MEEP)] Couldn't find the pickup data in MEEP/ItemPickups. Did you remember to patch in the data?"

This is the json (I have done the involve action in the content json) https://smapi.io/json/content-patcher/06c0d5dd9bd8471bb1fe3cad4f08f77a

(I am new to map modding)

#

nvm

#

i had to sleep

blissful panther
#

Woo! SDVkrobusgiggle

#

Also the Pierre tomato thing is just an example thing, just to be clear. That could be something like... YourMod.Pickups.BackwoodsLog or something more clear.

Just something unique!

dusk mulch
#

Oh, alright!

hardy nacelle
#

I'm not at my computer so I don't have a log yet, but does anybody know if it's possible to unmaster a skill from the cave and reset the level, I made the mistake of mastering my farming level before I finished prestiging all the way in Walk of Life, please at or reply if possible

uncut viper
#

it wont reset youback to level 0 farming though, just remove mastery if anything

hardy nacelle
#

I can always try, I need to make sure to make a backup copy of my save though

dusk mulch
#

what does "asdf" define in the "Type"?

uncut viper
#

it means "this was probably a placeholder that became too permanent"

calm nebula
#

Is this in a map lol

uncut viper
#

no, items have asdf types

#

secret notes, lost books, artifact spots, i think normal books even

#

yeah all the power/skill books are also asdf

#

Β―_(ツ)_/Β―

calm nebula
#

It shows up in maps too

uncut viper
#

i thought that was asdfghjlkl

gentle rose
#

it seems there’s a naming scheme going here

uncut viper
#

im not even joking iro

gentle rose
#

no I know, I remember it SBVLmaoDog

#

from my map experiments back in 1.5

calm nebula
#

Oh my fucking god why is synthesis 45 fucming minutes

#

I'm getting dinner

uncut viper
#

it is a very artist naming scheme

calm nebula
#

An Unwise Atra would have left dinner at home so atra could get in and out

#

But no.

tight bough
#

@vale stream Have you figured out the cause of the issue yet?

calm nebula
#

An atra packed a healthy dinner

gentle rose
calm nebula
#

Irl

#

Synthesis is the fpga equivalent of compiling

rancid temple
rancid temple
#

Last I saw, they did know what the issue was, just had to do some other checks/testing

#

It takes time to update a mod

tight bough
dusk mulch
#

@blissful panther I only want the interaction to be a 1 time thing, like you get the item once then you can't do it again, can I do that with the mod? If so how?

reef kiln
#

I give up. I have spent hours trying find why my beehives make fiber and fiber seeds along with the honey. The next step is to tried the 50/50 split. And that is too much of a pain.. I would rather just think of it as my bees make rather fiberous honey because they are special.

rancid temple
#

Do you have Better Beehives?

reef kiln
#

Yes

acoustic summit
rancid temple
#

Did you check the config settings for that?

#

There's config options for making honey out of anything

dusk mulch
#

i feel like such a nerd with all these lines of code and random characters

reef kiln
acoustic summit
#

1/3 chance def sounds like skillful clothes

#

Wearing anything with the beekeeper buff? (Bees sometimes pollinate)

reef kiln
#

Skillful cloth.... I did not even check that. I will check that when back on my computer

#

Never even thought of that mod.

acoustic summit
#

Space Helmet, Classic Overalls, Spring Shirt

#

Those are the clothes which have beekeeper

reef kiln
#

Thank you so much

rancid temple
#

SMCKekLmaoDog I've never heard of it before now

reef kiln
faint ingot
#

Is this kind of thing just not possible? It doesn't seem to work { "LogName": "Pam custom gift response", "Action": "EditData", "Target": "Characters/Dialogue/Pam", "Entries": { "AcceptGift_(O)346": "testing", }, "When": { "LocationName":"BusStop" }, "Update": "OnLocationChange" }

dusk mulch
#

can someone send me the .tmx file for the backwoods tilemap?

#

i messed up the original

uncut viper
#

so by the time you've edited the entry its already been loaded

rancid temple
#

I don't actually know if we're allowed to send around unpacked files, I know we have a pass on unpacking and decompiling ourselves but I think redistribution is a bit sketchy depending

uncut viper
#

i am also iffy on that so just re-unpack your stuff

dusk mulch
#

ohhh true because of p**cy (i dont think i can say the word)

#

alr, ty!

uncut viper
#

you can say the word piracy

#

just dont aid and abet

rancid temple
#

I definitely thought you meant Picky from Nexus was a taboo word SMCKekLmaoDog

dusk mulch
#

oh alr

#

lol

rancid temple
#

Modding is such a weird gray area

calm nebula
#

Any weirder than other fan content?

#

You know you know

#

Custom npc plz no steal

rancid temple
#

I guess not, though I've never really been a part of another fan content like this

calm nebula
#

(Tbh it does seem unwise to rely on money from the Nexus, etc.)

rancid temple
#

Yeah, especially with how weird things have gotten with them being so anti-commissions

#

Hard to even be on there without wondering if some artist is gonna get banned any random day

uncut viper
#

i mean i feel like the anti-commission stuff is probably for legal reasons, like AO3

#

so i dont really blame them for that

rancid temple
#

It got really bad over the whole Bethesda thing

uncut viper
#

like you say, modding is a gray area. dont want a company to get fussy if you're facilitating people making money via that gray area

rancid temple
#

I wouldn't want Microsoft breathing down my neck either

uncut viper
#

at least with the DP its kind of a loophole where they arent mak9ing money for the content itself, just driving people to their page

#

i am no lawyer though. not yet

calm nebula
#

Neither do I! Speaking of Microsoft, has anyone seen that (Minecraft enemy who's name I forgot) blanket going around ravelry?

#

Also tbh I always have wondered what CA thinks of the stardew socks (a paid pattern)

uncut viper
#

uh

#

creeper?

dusk mulch
rancid temple
#

Creeper is the most popular one usually, not sure what ravelry is

uncut viper
#

that is indeed why i hesitated to say it

faint ingot
uncut viper
#

/lh

calm nebula
#

(Ravelry is a site that hosts knitting and crochet patterns)

faint ingot
#

please, make my day

uncut viper
#

yes, you can make a custom trigger. BETAS in fact adds 30 of them. one of them is GiftGiven

dusk mulch
#

also @blissful panther Can you upload the MEEP json you gave me to nexus so I can link your mod as a requirement?

rancid temple
uncut viper
#

however a trigger that activates on gift given wont reload their dialogue

#

like it wont make CP do a patch update and even if it did, the dialogue was still already loaded

calm nebula
#

Tbh I would have just gsq in the acceptgift

uncut viper
#

but if you're just looking to run an $action then a trigger is fine

#

that is also another way, i forget theres an If action a lot

faint ingot
#

Yeah the dialogue is not the main point, i was just using the dialogue as an $action vehicle

calm nebula
#

There is a gsq option in dialogue now

uncut viper
#

that too

calm nebula
#

You can just gsq for location name busstop

uncut viper
#

how does the GSQ branching in the dialogue command work

#

can you do a conditional action with it?

#

it doesnt just break at the #?

gentle rose
dusk mulch
#

Content Patcher > C#

faint ingot
uncut viper
#

for starters content patcher IS C#

uncut viper
#

for seconds it is as trivial to edit dialogue in C# as it is in CP and thats all you'd be doing

calm nebula
faint ingot
#

ah

gentle rose
# calm nebula Yessssss

(honestly the confidence of thinking they invented cross-stitching onto crochet is kind of impressive)

calm nebula
#

It's like inventing calculus in 1994

#

(Real paper)

faint ingot
#

basically my objective is to open a conversation topic when the player gives pam a beer (or ideally any alcohol item) at the bus stop

gentle rose
#

Newton (and Leibniz): am I a joke to you

dusk mulch
rancid temple
#

Just don't try to make a whole NPC in C# SMCKekLmaoDog

rancid temple
#

Yes

uncut viper
#

(i am unsure if theres an implied /j there but in case not i wasnt calling you a starter or amateur or anything!)

dusk mulch
lucid mulch
#

Content patcher is a strict subset of C#, and particularly if you aren't doing crazy stuff with cp tokens it's near identical anyway

rancid temple
#

It's perfectly doable, just way more work than it needs to be lol

dusk mulch
#

now time to go torture myself in GIMP

lucid mulch
#

All content patcher at its core is, is an implementation of the AssetRequested family of events

warm imp
uncut viper
#

that does not work for you bc it cant. you cant affect dialogue with an update rate after the day starts

opaque cobalt
warm imp
lucid mulch
#

\r\n\t\t\t\t\tCharacters/Penny_Spring_Sun looks concerning

lucid mulch
uncut viper
#

did you start the day in the bus stop?

warm imp
#

no

#

started in farmhouse, went to bus. if i gift her outside the bus stop she has her usual dialogue

uncut viper
#

if you gift her something outside the bus stop and get the usual dialogue, then go to sleep and gift her something at the bus stop, does it work?

#

or just talk to her normally without a gift in town, and then gift her in the bus stop

#

i imagine her dialogue is probably not actually being loaded until you first interact with her

rancid temple
#

What code is in charge of loading dialogue?

uncut viper
#

though, thinking about it, i suppose it should work differently for AcceptGift things

#

and i might just be misinterpreting the known limitations section on the CP docs

warm imp
#

gifted outside of bus. talked to her. slept. talked to her outside of bus stop. went to bus and gifted and she still gives the changed dialogue

#

all other dialogue was the usual

uncut viper
#

"Dialogue is set when the day starts, so setting a custom update rate won't affect dialogue after the day starts. (You can use location-specific dialogue keys to circumvent that though.)"
this is where i got it from, for the record, on the CP docs
but i suppose AcceptGift stuff is loaded on the fly

#

so i stand corrected and now i wonder why it wasnt working for sdvhead

faint ingot
#

@warm imp thank you so much for double checking me. It wasn't working for me because I forgot I had disabled a config option in order to end a conversation topic and forgot to turn the config option back on. The code I was testing was also a part of the include that the config turned off

#

It's working for me now SDVpufferheart

uncut viper
#

(and my apologies prometheus for jumping to conclusions)

faint ingot
#

sooo instead of using the objectid can i use AcceptGift_alcoholitem or what is the way to use the context tag

faint ingot
#

AcceptGift_alcohol_item I mean

brittle ledge
#

can anyone explain to me why my character will not dance at the flower dance when debug festival-ing, UNLESS I patch reload?

#

To be clear: nothing changes in the files between initial boot and patch reload

uncut viper
#

are there any conditions attached to the character related to them dancing or the flower festival in general

brittle ledge
#

I have a sprite reload for the dance but that's it

#

(mind, patch reloading in the middle of the festival breaks other stuff since they start walking like they're on their schedule and give daily dialogue before the prompt to dance)

faint ingot
#

OK I guess I need to find examples of using $action in dialogue because this is just putting my command in the dialogue box "AcceptGift_alcohol_item": "{{i18n:Pam_AcceptGift_BusAlcohol}} $action AddConversationTopic {{ModId}}_Pam_DUI 0",

calm nebula
#

I've always just set the day to the day before

#

And then slept into that day

uncut viper
calm nebula
#

And THEn changed the time and warped to the festival

#

(Or, current atra testing methodology: upload a beta to SMC and wait for bug reports)

rancid temple
#

I thought for sure you were gonna say "knit instead"

calm nebula
#

Hey, I'll do my own testing...eventually

reef kiln
#

Is the Producer Framework Mod not needed any more. It seems like CP can do everything it does now?

brittle ledge
#

I patch exported my data/characters and it shows true still

calm nebula
#

Van see code?

undone jewel
#

does butter in 1.6 have an item code? i cant seem to find it online in any search

#

or does it not exist and im going crazy

uncut viper
#

butter isnt a thing?

#

its SVE

undone jewel
#

right thats where it came from

brittle ledge
#

(or VMV or Cornucopia πŸ˜› )

undone jewel
#

i was trying to think where it would be

#

woops ty XD

brittle ledge
reef kiln
uncut viper
#

i dont need to know what it is

reef kiln
undone jewel
#

πŸ‘ tyty

calm nebula
#

Altboufh I am going to drive home

#

And probably not see it until tomorrow

brittle ledge
brittle pasture
#

do you still need help with this
the animal house shouldn't matter

brittle pasture
reef kiln
brittle pasture
#

do you have code

reef kiln
#

Yup

drowsy pewter
#

selph can i pick your brain on something? I want to peel my trees. either like harvesting moss or with a custom MTF tree machine. do you have any ideas on swapping a tree sprite between peeled/unpeeled depending on some machine or tree state?

#

I was hoping to use the moss feature for this but it seems hardcoded to just make moss

#

I remember there were discussions but I cant remember what related tools were made

brittle pasture
calm nebula
#

Someone made a moss framework

drowsy pewter
#

there we go

brittle pasture
#

you can also make it shakeable and have the sprite for "has 'seed'" be different

#

and have the actual "seed" be another extra shake drop

drowsy pewter
#

I thought about it

reef kiln
#

What tree needs perling? Oh wait, rubber trees are peeled I think.

drowsy pewter
#

cinnamon

#

i wonder if I can do witchcraft to make a machine that you can place on a tree to autonatically peel it

brittle pasture
#

you can, though it wouldn't interact with the moss/seed peels

uncut viper
#

just use SpriteMaster SDVpuffersmile

#

or SpritePatcher?

#

idr

drowsy pewter
#

I actually dont know

stoic galleon
#

Hi, I have a question about Farm Animals and custom buildings to house them. In the "House" field, can there be only one, Highlander pun aside?

#

I'd like an animal to be able to be housed both inside the barn and a custom building, but if I put both their ids in the House field, SMAPI doesn't like it.

#

If I put them between [], SMAPI loads but then the animal isn't available in the shop, and SMAPI tells me there's an unexpected array start at house.

brittle ledge
brittle pasture
#

only one, yes
a workaround is having your custom building accepts barn animals as well

#

like what frog friends is doing with the coop/terrarium

stoic galleon
#

I did try the Frog Friends method, but then it accepts all coop animals, and for immersion purposes, I would prefer it for some specific animals.

#

No workaround for that, then?

brittle pasture
#

you can do the inverse where the coop accepts animals from your house
but that would require patching every coop upgrades, including modded ones

#

now, if you're willing to use an extra framework mod, Extra Animal Configs can solve your problem exactly SDVpufferrad

stoic galleon
#

Yeah, I have extra animal configs! So make a content pack for it, then?

brittle pasture
#

it's a CP asset so it can be part of your existing pack, no need for a new one
you would Target the custom animal extension asset, and use Fields to set the ExtraHouses field on the entry of your animal

stoic galleon
#

OK, thank you very much for the explanation.

#

I have another semirelated question. For some reason, SMAPI tells me the sprite of the animal needs a 64 width instead of 128, but as far as I can tell all farm animal sprites have a 128 width?

#

What can explain that?

drowsy pewter
#

you should share the exact message

stoic galleon
#

The exact message SMAPI gives is [game] Farm animal 'Custom' has sprite width 128px, but it should be exactly 64px.

#

And then the animal looks very funky.

brittle pasture
#

what's your animal size

stoic galleon
#

128x160.

#

All my other modded animals are the same.

brittle pasture
#

as in the SpriteWidth and SpriteHeight field

stoic galleon
#

Yes.

brittle pasture
#

that doesnt sound right. coop animals are 16x16 while bigger barn animals are 32x32

stoic galleon
#

I mean, the png file with which I upload.

#

The one that's in assets.

brittle pasture
#

can you post your animal data

stoic galleon
#

I'm gonna check that.

reef kiln
reef kiln
brittle pasture
#

you're missing the (O) before the key

#

the asset expects qualified ids for the egg

reef kiln
#

Let me try it again then.
Just to be sure
"Entries": {
"(0)Mizu.Turkey_TurkeyEgg": {
"AnimalSpawnList": [

#

correct

brittle pasture
#

that's a 0

uncut viper
#

thats a zero not an O (letter)

calm nebula
#

(Don't worry vanilla did that too.)

rancid temple
#
0

If you put it in a code block then zeros gets dots

stoic galleon
#

Thanks, Selph, your comment made me realize the problem. I wasnΒ΄t careful with the sprite data and left the wrong sprite size out of inertia. I tested and itΒ΄s fixed now.

lucid iron
#

i keep getting weird harmony patch orderings lately

#

where i dont see the error unless i go out of my way to add after bc the patch is ordered different on linux vs windows

calm nebula
#

Weird

tiny zealot
#

probably mod load order actually mattering (rare), combined with (if memory serves) windows traversing directories in alphabetical order vs. linux's inode order

lucid iron
#

Maybe, it had usually been a later added mod for me

reef kiln
opaque cobalt
#

Is this not proper formatting or some other mistake? Set weather to rain and will not apply rain sprites. File name for rain sprite is "Penny_Spring_Rain "

        "Action": "EditData",
        "Target": "Data/Characters",
        "Fields": {
            "Penny": {
                "TextureName": "Penny_{{Season}}_{{Random:Sun, Sun_2, Sun_3}}"
            }        
        }
    },
    {
        "Action": "EditData",
        "Target": "Data/Characters",
        "When": {
            "Weather": "Rain, Storm, Snow",
        },
        "Fields": {
            "Penny": {
                "TextureName": "Penny_{{Season}}_{{Random:Rain, Rain_2, Rain_3}}"
            }        
        }
    },
lucid iron
#

This particular case mmap always went first for me on Linux while flip buildings always went first on windows for avi (and ppl who reported bug)

#

Today i got a similar case with scythe enchants and springmyst

fast urchin
calm nebula
scarlet ether
#

Does anyone know how to edit the animations for tools? I've been trying to migrate (Crowley's Arcane Tools)[https://www.nexusmods.com/stardewvalley/mods/5699] to 1.6 and using SpaceCore for animations, since CPA is currently a little borked. SC works fine for my other currently used mod (animated inventory tabs), but none of the textures/animations are applying for Crowley's. 😐

fast urchin
rancid temple
#

Compat is shorthand for compatibility yes

fast urchin
#

That means I need to delete Qingfeng from my commit, thank you guys

lucid iron
#

That repo should pickup your mod automatically

#

Might not pick up source repo link tho

fast urchin
#

It recognized my mod as another mod and I needed to change it

calm nebula
#

(no worries, I'm doing that rn)

#

well, if github will LET me

lucid iron
#

I think it is check for unique ID which is why i really should have changed identifiable combined rings unique id LilyDerp

stoic galleon
#

Speaking of Content Patcher Animations, there was an unofficial update by Aussiemon last week, but I didn't see it mentioned on the unofficial SDV forums a lot, or elsewhere. Does it mean it's technically flawed?

fast urchin
#

Just keep "Red Panda Bazaar Code", "Red Panda Bazaar" and "Qingfeng" need to be deleted

calm nebula
#

got it, thank you so much!

fast urchin
#

Thank you for helping me

rancid temple
lucid iron
#

Even before cpa exploded the system in spacecore had been more performant

calm nebula
rancid temple
#

Says the second busiest person on the planet SMCKekLmaoDog

stoic galleon
#

Ok, I'll keep that in mind.

light bramble
#

FarmHouseEntry corresponds to the bottom of the door of the farmhouse...right?

rancid temple
#

I believe it's the tile right in front of the door

#

The spot you would stand when leaving the house

white moss
#

Hey so I'm just now getting into mods and I'm trying to download smapi for Android but for some reason whenever I hit the install button it won't go any further than 10%

rancid temple
#

Hm, do we have a section for Android support? Is it just mh?

brittle pasture
#

!smapiandroid

ocean sailBOT
#
Android SMAPI

There is an unofficial port of SMAPI for Stardew 1.6 to Android. Please see the wiki instructions for more information.

IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. We are not able to provide support if you run into trouble or compatibility issues; please use the discord linked on the Android SMAPI github.

Do not harass mod authors to make Android specific compatibility patches.

brittle pasture
#

use the other discord

white moss
#

I tried downloading an older APK and also just turning my phone off and on but neither of those worked

rancid temple
#

Oh an entirely separate Discord lol, nice

drowsy pewter
#

ok the entire time people have been mentioning the "thai sdv discord server" i thought you were actually talking about the thai sdv discord server, which is an entirely different server

uncut viper
#

this one is called "Stardew SMAPI Thailand" so the confusion is understandable (i didnt know there was another thai server)

white moss
#

Ok I think I got it

wind remnant
#

this is my first time trying to make a custom farm map, and every time i launch it, it opens to day 0 anniversary weather with no furniture or farmer. is there a property or coordinate that needs to be added in tiled im missing?

white moss
#

I'm pretty sure I actually have smapi downloaded at least

#

Though if I want to start adding any actual mods that's another story

calm nebula
wind remnant
uncut viper
#

the game will always look for an xnb file, thats the format it expects. you should send a log

#

!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.

uncut viper
#

!json (and probably your 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.

faint ingot
#

yessss it's working... that's actually really cool that you can set a specific gift response for giving a specific kind of gift at a specific location, leading to an event trigger

rotund elm
#

So Chu SDVpuffereyes

lusty elm
#

Feeling good today, time to get some work done rooC

lusty elm
#

I have others, but some of them do extra stuff that might confuse you. Technically even my Desert Farm adds 2 sub-maps.

wind remnant
#

oh, i didnt know you had to do anything to the interior, thank you! ill go paw through all of this info =DD

lusty elm
#

Honestly that Mapping Page has a LOT of the info you need for making a Farm map.

#

and if you're ever confused about a Framework, Check their Github, often they have a lot of really good examples, or ask here of course.

wind remnant
#

ive been going over and over the wiki documentation, but im not sure how to put a lot of it into practice so ive been fumbling through it all week haha

lusty elm
#

You can always ping me if you get stuck or need help with farms, I Primarily Design Farms as my mods rooComfy

#

and like i said above, have 0 shame about opening up someone else's mod and seeing how they did it, most of us do that, or thats how we learned in the first place

wind remnant
#

i really appreciate it! im an artist by trade and im really not technically minded at all LOL would you be comfortable if i sent you a dm, so i dont lose track of you when this chat picks back up?

lusty elm
#

go for it

opaque cobalt
#

is there a way to get something to trigger whenever there is not a weather type? Trying to make it more robust for modded weather. Can I do something like

when: {
Not: {
weather: "rain, storm, snow"
}
}

lusty elm
#

gimme a sec

#

I think it would be
"When": {
"Weather |contains=rain": false,
"Weather |contains=storm": false,
"Weather |contains=snow": false,
},

But i'm not the greatest at Not Conditions.

uncut viper
#

you can just do |contains=rain, storm, snow

lusty elm
#

okay, i wasnt sure if it would take multiple or how to properly phrase it, but i remembered how to do the singular

opaque cobalt
#

thank you. Hope this fixes what I think it should

winter dust
uncut viper
#

yes, if you want it to happen only when it is raining, storming, or snowing

#

they want the opposite

opaque cobalt
#

so, I have two edit datas and the second does use that but it is not applying. I'm seeing if I make the other to not work during storms that the other will actually apply

winter dust
uncut viper
#
"Weather": "rain, storm, snow" // This will happen when it is currently rain, storm, or snowy outside
"Weather |contains=rain,storm,snow": false // This means Weather must not be one of those things
hardy nacelle
#

this will teach me to rush mastery, there was a note at the bottom that said "you have not achieved full mastery" but I didn't know what it meant

#

It had to have been pointing to Walk of Life I guess

#

oh now i can't find my golden scythe...

faint ingot
#

does an $e work on an AcceptGift response?

#

or just $b

calm nebula
#

Remind me in 18 hours to check for tilesheet invalidation at season change

patent lanceBOT
#

... (#6497265) (18h | <t:1738018471>)

faint ingot
elfin gust
#

Hi all, choosing to ask this here since it is me messing around with files to try to create something myself and less a random issue. I really like the greenhouse featured with 'Grandpa's Farm,' So I've been trying to isolate that map and load it alone in my game without loading the rest of the farm. I managed this, at the cost of losing Grandpa's Shed off in the bus stop. I decided it might be easier to use another solo greenhouse mod and replace the tiled files with the ones from Grandpa's farm, but now they just won't load in and I have the default greenhouse. Can anyone help me out?

https://smapi.io/log/9ed6b9a94b8349c799bf4a84d6287149

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 60 C# mods and 104 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

elfin gust
#

Yes, I know I need to update a gazillion mods. I had to reset everything recently due to an error and it knocked everything back - but none of them are the relevant mods.

calm nebula
#

remind me in 17 hours to remove the atracore dependency listed for Less Mini Shipping Bin

patent lanceBOT
#

mmmmmmmmmmmmmmmmmmmmmaybe (#6497286) (17h | <t:1738015678>)

calm nebula
#

Thank you!!

#

sleep now

lusty elm
#

I know SVE has a bunch of coding and custom stuff that goes on with it's integrated maps. so it might be breaking because of that. I know that normally you'd just yoink the greenhouse map file, but I dont know how much extra shenanigans SVE has going on it theirs

faint ingot
#

So I know I can use Content Patcher to 'edit' the game's json assets, can I also just 'read' them? Like could I look up data/characters/someNPC.loveInterest and then put that data in a dynamic token?