#making-mods-general
1 messages · Page 188 of 1
I see the breadcrumb, but idk what to do with that so I put OutputRules in the target field and Dehydrator?
It's 150 negative energy xD
so probably, yes
I had 270 so I didn't pass out, but that took a good chunk and got the sick animation, LOL
maybe if it was iridium dried red shrooms
I forget how to give myself starred items to test, LOL
the quality button is somewhere top left in the spawner menu
I don't use CJB, Selph
Do I need to add a editdata section for both triggers and output rules?
I'm using debug commands
if you're adding them in one rule then no need
I'm just confused how I format this without an example to look at X|
debug f name quantity quality (where quality is 0, 1, 2, or 4)
thanks!
actually i think technically you can use whatever quality you want, it just might default to purple star
each 1 is 25% value increase
debug.. f?
Fixed, had to redesign a good 30x20 chunk to make it work.
f is short for fin is short for fuzzyitemnamed
just copy the mushroom entry in vanilla data full sale into your new entry
naturally
also, nope, they all give the same energy debuff
they all result in the same Dried Mushrooms item, no quality added to the end product even if the mushrooms are quality
ah yeah in vanilla only the fish smoker copies quality
so, unnecessary science, but, good to know anyway, I guess. xD
Also, because I implemented it via a custom tag (inedible_mushrooms) in theory, other mods with inedible mushrooms could assign that tag to their mushroom objects to also be dehydrate-able.
https://smapi.io/json/content-patcher/dad27374e52045b5b3f9151fe38e6eae
Ok so this is what I have so far
I'm sure multiple things are wrong....
X|
TargetField should be "(BC)Dehydrator" and the "OutputRules"
but otherwise the rest is good
ok and is that gonna ouput 1 or 5 items I cant tell
or do min and max stack need to be 5 and 5
or vice versa
RequiredCount in Triggers is the input count
MinStack/MaxStack in OutputItem is the output count
Ok and can I delete all the info that is null?
yeh
Ok thank you so much 
if it's false also safe to delete
same with the modifiers mode fields
or -1
(I think you meant to post in modded-farmers?
)
and regular Id
Yes
I somehow wasn't expecting that value for Dried Truffles when I just added it on a whim
(dried red is 587 base value)
Dried truffles should lose value over time
I feel like that'd go into C# Land, and I've not fallen into that hole just yet.
you should be able to sell truffles and dried truffles to gus for even more money
waem
waem
waem
speaking of retired modder… I have a question about GIMA (how difficult do you reckon it would be to update for 1.6? I blame avi and tia btw)
Why is my game Lagging?
Because Each Bag of Dried Truffles is indivually counting each 10 minutes that have passed it's been since it was dried so i can adjust its value in realtime.
... But I have 300 of those...
Ye, SLOW MO TIME.
waem
I feel like someone who knows what they're doing could probably reuse the Fresh modifier from Qi's Cuisine
Pretty easy
I would say it would take maybe two hours
is that an atra two hours or a normal person two hours?
let’s find out, shall we
is only now realizing DecidelyRetired MathPerson is Atra
waem
someone who knows what they're doing probably isn't going to risk reusing a very specific hardcoded modifier from a qi quest
it took me that long to figure out that i was unable to figure out how to unentangle Giant Crop Fertilizer from atracore
valid
well, button just made something that can be used as GIMA right
slowly we will tackle the beast that is untangling all of atra’s mods from atracore or we will retire trying
(don't ask how long an ichor two hours is. no. it's more than that)
send ppl to island whenever
unfort
i guess you can send them there i suppose
but if they get a specific island schedule it gets loaded by the game after
https://smapi.io/json/content-patcher/31284fc0f43248faaf155a7d1d7e71bd, I get this error now
[Content Patcher] Can't apply data patch "Fish of Stardew - AztecViper > Include assets/machines.json > EditData Data/Machines" to Data/Machines: the field 'OutputRules' doesn't match an existing target
i didnt touch that stuff thats for a v1.1 or something maybe
the function looked intimidating for what was supposed to be a quick mod
well, it seems generally useful if u can like
atra are you proud of me for using a partial class, i know you love partial classes
csk_set_key_for_tomorrow
being a modder strengthens your nope instincts
Your TargetField is in the wrong order
higher level fields first
to test whatever arbitrary sche without filling the reqs manually
the usecase is like
csk_set_key_for_tomorrow schedule_to_test
debug sleep
if u can just reload schedule in middle of day thats fine too
i look forward to 1.1
its not supposed to do either of those things
thats ok, i just thought it'd be nice for debugging
i thought there was already a way to debug schedules
can they debug your custom ones though
what is the current way of debugging schedules
Pain and suffering
Hi! I'm dead now
Poasting from beyond the grave
using the event tester to speed up everything
event tester can do schedules?
k speeds everything
i think it just has fast forward built in
including non event stuff
was i mistaken in thinking there was just a way to force a specific schedule to be used
so you just go zoom zoom following the npc and it makes the process bearable
at one point i wrote fast forward for myself. it's only a few lines of code (i lost it in a classic folder accident)
not just fast forwarded but like select a schedule
this doesn't ring a bell
ive never done any scheduling
i pick things up by eavesdropping on NPC related convos in here
sometimes my ears eave the wrong drops
most of the time, if you wrote the schedules, you can just debug in whatever the conditions are
Yeah, there's not a way to force a schedule for testing I don't think
i know stuff like that for dialogue
like "oh, winter 17, guess i'll just skip to winter 16 and go to bed" which only takes a few seconds
this event tester mod is neat tho, i cant wait to see what else this mod author makes. it was updated last week so they must be active still
(would've been real handy for Wren's randomized schedules, but alas, I am a clown)
but schedule is set before the day really started
so it would require some C# stuff to test a specific schedule after day started i suppose
well i guess chu's 1.1 request is coming early then
what is the 1.1 request?
yeah sinz still makes things from time to time
chu wanted a console command to denote a specific schedule key as the one to use tomorrow
oh!
my mod is adding custom schedule keys that can be applied based on GSQs so it wasnt planned as like a debug thing
tbh i wasnt thinking of vanilla much, more the special override schedules
but i might as well i suppose
with the way its implemented there wont really need to be any distinction between them for forcing a specific key
i think the closest i remember about schedule stuff that is convenient to test them is that LA may have something to show schedules in a recent or future update?
yea that's live now
yeah recent LA has a thing
also there is a standalone view npc schedules for the day thing
but it's still not "testing a specific one whenever you want"
lol
New quote added by wopr1234 as #6307 (https://discordapp.com/channels/137344473976799233/156109690059751424/1333632767543476285)
atra you're giving people false hope 
New quote added by atravita as #6308 (https://discordapp.com/channels/137344473976799233/156109690059751424/1333634396544045086)
are you really retired...
atra is pretty retired from modding but not from being angy at code 
atra is a cat. If they are out of modding they will scratch the door to enter again, but immediately as soon as they are in they want to return outside and ~~eat ~~touch grass.
correct!
XD
https://www.bouletcorp.com/rogatons/2023/01/29 french comic, but same spirit
Mod published, ticket officially filled (though I can't close it myself, so I'll leave that to others)
(translate roughly to "i'm retiring" "wait" "i'll do one last movie" "now i can go" "nope, i want to get back" "my job is done, goodbye" "lol, i'm back")
mod ideas repo ticket?
"this is about miyazaki isnt it, I'll click the link above"
"yep"
if so, drop a link and I'll close it for you (and congrats and thank you!)
New quote added by wopr1234 as #6309 (https://discordapp.com/channels/137344473976799233/156109690059751424/1333634793400963287)
If only GRRM had the same mindset about winds of winter 😩
this incredibly easy one: https://github.com/StardewModders/mod-ideas/issues/1277
could you tell that I'm Elizabeth? 
closed, thank you for completing it!
The Icon is familiar, So I knew you were someone from back when I modded More, but not specifically Elizabeth until you reacted to me realizing that Atra was DecidedlyRetired MathPerson, and Was like THERE ARE MORE MATHPEOPLE? and looked at the account name instead of display.
how does it feel to be a person who maths...
Also I think imma skip the "Shallow layer" of ocean on this map as... i just don't like how the color meshes and its a bit bright
imma just skip to "middle layer" instead, which is much nicer.
hm for trinket box mod i was thinking of having 3 tiers for 2 3 4 slots (iridium radioactive prismatic)
i have no idea what to price these or where to sell them 
Very reasonable, I’ve considered changing back but so far the bit is too good to drop
it really is
we need more mathpeople
but also I stole half of DecidedlyHuman's username
i briefly considered changing to a mathperson, but declined, for secret reasons
Sorry, the best I can do is Spreadsheets Mathperson
best I can do is Person
I think I had nearly this exact same set of realisations like a month ago
somewhere in this channel
https://smapi.io/json/content-patcher/ea6d38bd8f8b44c888e98eb3438518e8
Does anyone know why my fish are still only producing roe?
wait I'm technically qualified to be a mathperson
I mean, my degree says I'm qualified, idk if I agree 
you may need to move entry before the default vanilla one
which can be done with some preference stuff now maybe?
the Id field isn't used by the game
i don't recall details, i think something was added to make that easier
i barely qualified for my degree when they gave it to me, and after this long i certainly no longer do /lh
Ok thank you!
I'm also a little worried that if I do change my name to mathperson I will be joining some cult (though, an atra and elizabeth cult doesn't sound like the worst cult to join)
"{{ModId}}_BandedEel": {
"Id": "{{ModId}}_BandedEel",
"RequiredTags": ["id_(o){{ModID}}_BandedEel"],
"SpawnTime": 5,
"ProducedItems": [
{
"RequiredPopulation": 0,
"Chance": 1,
"ItemId": "{{ModId}}_BandedEelEgg",
"MinStack": 1,
"MaxStack": 3
}
],
"PopulationGates": {
"5": [
"216 2"
]
}
},

nice
same it's been like two months
ok quickly looking, precedence is a field but the default rule uses a very low priority precedence so any non default rule should take priority over it
(yup, default precedence is 0)
i meant the other default 😄
passing grade discrete maths person, reporting in
i told my students today i have 3 degrees in mechanical engineering, but i didn't mention the math one 
are you collecting degrees for fun 
haha, at this point I'm thoroughly done
I would say 2 of them were closer to "for fun"
and 2 of them were definitely for serious
I think the fact that i have a spreadsheet with some 200,000 cells of formula (Some of which were like 100+ strings of characters and math) across several pages, so when I was balancing stats for a system I was creating I could see changes in realtime as I fiddled, and it crashed my laptop if i tried to load in there, so i could only use it on my pc.
Qualifies me for the MathPerson Identity. 
really it's fortunate the only maths you need to know for sdv modding are linear algebra and basic trigonometry
I had a uni tutor (not private tutor, it's just like an instructor ig?) who had 9 degrees
but mostly because the way my uni and another uni work ended up getting him a bunch of honorary ones
baby content for baby game
hey blueberry, question: does LoC sort the cooking menu? Asking for a mod idea ticket 
[makes note to specify this a little more clearly in the fish tutorial]
sort the vanilla cooking menu, or the custom one?
Either!
isn't there a mod that sorts the collections menu?
Someone's looking for something that puts available items first
i remember being doubtful that it would be possible, and then someone just immediately did it
(he had a bachelor's and master's from his birth country, moved to the UK to do a phd in one uni and was given an honorary bachelor's and master's, moved to my uni to do his postgrad and was given an honorary bachelor's, master's and phd, and I can't remember where the last one is from
)
that's very funny
Does anyone else have trouble opening the Fashion Sense menu with the Hand Mirror?
postgrad doesn't give any degrees in the US
||cambridge and oxford have some hilarious pissing contests and this is one of the results||
fish tutorial? what is this about? 👀
If you're having trouble using a mod, #1272025932932055121 may be a better place to ask
I don't think it does here either, he might just have another bachelor's or master's or something 
Okay
it's not hard the collections menu is just nonsense
can confirm the collections menu is moderately cursed
roku showed me a screenshot yesterday which made me realise perfection tracking is done with floats 😭
Adding a new fish to the game has never been easier than in 1.6; nowadays, fish are a simple set of patches via Content Patcher. There are four required steps: you need to load sprite images, define the fish (as an item, and as a fish) and add it to locations. Optionally, you can add aquarium sprites and data, and fish pond data. I'll be using ...
AT does that
it's a testament to modern computers that we can do things like that and not even really feel the impact
vanilla cooking menu sorting is handled here:
https://github.com/b-b-blueberry/CooksAssistant/blob/master/LoveOfCooking/Harmony/CraftingPagePatches.cs#L168-L177
custom cooking menu filter/sort is here:
https://github.com/b-b-blueberry/CooksAssistant/blob/master/LoveOfCooking/Menu/SearchPage.cs#L209-L289
the vanilla sort only exists to ensure that items are sorted by known-primary and displayname-secondary, since by default the game sorts by known-primary and learned-secondary.
custom sort has a number of sort orders, but it generally uses displayname-primary, since the menu only shows known recipes anyway.
It really is
supposedly it doesn't sort some mod-added items correctly for some reason and lumps them together by mod. not sure why that is
never did ask for a minimum repro on that
like we flew to the moon with like 32kb of memory and now we consider that to be less than negligible
the game runs at 60Hz. modern processors can do like 4GHz. there's a lot of string parsing you can fit in that frame. go nuts /s
so does 'available first' mean known or ready-to-craft
I did notice though that uninstalling More Grass (because it's broken) gave me a significant fps bump. Idk what it was doing that made the lag so bad but I don't think I'll keep using it if it gets updated
i dont know about one that sorts, but i have one that adds a search bar to it to filter the items. it would be really easy to sort them instead
I assume the former, they didn't specify though
i dont think it'd even need harmony
Can you edit the gift taste data to have an NPC specifically dislike a certain kind of wine/jam/etc?
famous last words
and if so do you just add backslash quotes around the whole object id or?
nyyyope
oh ok dang
flavored items don't retain any context tags from the source item, yeah?
well I suppose context tags work, but you'd have to make them dislike all cherry-flavored goods
instead of just cherry wine or whatevs
it'd be weird if they did. fruit_item meaning wine can be added to a salad, etc
by context tags I meant the context tags that denote the item flavor
they indeed dont inherit any from the input
what about preserve_sheet_index is that usable?
that's the one I was talking about
and see the caveat here
disliking all cherry-flavored goods isn't even unrealistic (it me)
how does that even appear on say, lookup anything's likes/dislikes
same
I dont have the cilantro soap gene but I have the so far unknown to science cherry soap gene
how does any npc even tell you the gift taste lol
I presume the 1.6 context tag-based gift tastes just get ignored?
dunno what LA does
"whatever you do, don't give my dad preserve_sheet_index_282. he hates it"
Did you know my "Daddy" loves preserve_sheet_index_282? He loves it.
I like schools that have a nice self esteem and are above things like that 😛
if you don't have a rivalry, are you really a school at that point?
Apparently there was a Rumor that a Senior year in my High School at sometime before I joined, decided that their "Prank" was going to be Burning our school's Initials into our Rival's Football Field.
Rivalry's be Crazy
Can someone help me with the formatting? The brackets keep closing the wrong patches... https://smapi.io/json/content-patcher/7f2bbbf3dba544f2ba23a6a491aa0eaa (i have been trying for 2 hours)
when?
(I am using notepad++ if that helps)
in notepad++, if u click so ur little | is next to a Bracket, there will be a little red bar on the left near the numbers, that shows the bracket that closes/Opens it, what its currently paired to.
using: https://jsonformatter.org/json-pretty-print
i followed the fix suggestions to get this result:
and the other pair will also be highlighted in red, instead of the normal black
oh your last convo was like the 3rd result in this channel for 'indentation' haha
again notepad++ is a bit shit for actually formatting json. use vscode if you're serious-ly tired of indentation issues
vs code is so clunky though
notepad++ is clunky
vscode is at least modern and capable
and it formats shit for you with shift-alt-f ✨
I use Notepad++, then again I'm not exactly known for my Content Patcher Capabilities... and you guys had to convince me to use Notepad++, like 2 years ago, cuz i had been using notepad for like the 3 years before that.....
notepad++ also has an autoformatting hotkey
wait what.
wrong reply
what.
have to use the json viewer plugin
one extra keypress and requires two hands. i'll stick with vscode 😌
you are a lying liar who lies blueberry
Once i vscode i never looked back...
omg I did not know that exists
i am using Tiled to add another garbage bin to the map, where can i find the code for the "Action" in "Special Properties"?
eh, vscode still offers more, performs better, behaves well, and lets me use nice extensions like json prettier, inline git blame, text macros, and inline hex colour previews
So long as the textures are your own work, if you want to release / publish any alternate skins or textures for my molerats, please feel free. As for targeting the babies, let me know if yuo need help, I can adjust the mod to make it easier to do if you need
but at the end of the day i usually just have vscommunity open anyway since all my json files are packed into c# mods
I fixed it. I just needed to download the github version and change MinimumGameVersion to MinimumAPIVersion = 4.0.7
(you should just be able to target the asset and make mine an optional dependency for your mod in order to override my NakedMoleRatBaby texture, but if it gives you trouble let me know)
uhm WHAT IS THAT TEXTURE NAME
presumably the baby sprite for a naked mole rat
NakedMoleRatBaby?
naked mole rats are animals boss
a perfectly normal animal name?
Naked rat mole baby
if..very ugly
stop saying it im going to cry
no?
rat baby naked mole
out of curiosity, if I ever get to doing festival portraits/sprites, can I set a festival as a when condition or would it be the date of the festival that I would have to reference?
I have a picture and a very very bad sprite I made of one if you like
OH GOD I SHOULDNT HAVE SEARCHED IT
They look, well. The name is accurate and they look wrinkly
you can raise them in my mod
and milk them
for delicious molerat milk
for use in cooking
THATS EVEN WORSE
...they give milk?
🤢
they do in my mod 😛
Is this a Fallout Type Mod or something?
well they're mammals, aren't they
despite being naked, they still have moustaches. this is most likely a reference to the lorax, a dr seuss character who
IS_EVENT
it's Dwarven Expansion, I needed something a Dwarf could reasonably raise and milk
So this means we should be able to milk pigs
to make Cave Carrot Brule
can I get Fallout sized ones? Also, are there any R.O.U.S. that I can raise with them?
you do not want to milk pigs. please do not milk pigs
i have a mod for you
to be fair, in my mod they are in fact giant naked molerats
and someone asked permission to use my texture for their fallout mod
Fair enough? I would have assumed mountain goats or something.
that's a GSQ to clarify https://stardewvalleywiki.com/Modding:Game_state_queries
I KNEW IT I KNEW THIS WOULD SUMMON YOU 😂
Lol
What do I need to put into the special properties of a garbage cans tile data to associate it to that area of the json?
grazie
that's like asking 'why cant i milk my dog? farming game'
anyway the point is use vscode
Milkable pigeons
im making a power point on why vs code sucks so yall stop telling me to use it
stop, now the line has been crossed.
eagerly awaiting Milk Anything
did you know that I was being 100% serious when I told 6480 pigs are milkable months ago
(totally not procrastinating making this mod)
The point isnt about whether or not you can, its about whether or not you can convince someone to BUY it from you.
Oh wait my fun fact about platypuses
i did not want to involve myself in a vscode debate
They hatch from eggs but are still considered mammals?
they also pool milk in small pockets on their skin
Yes
and the babies lap it out of the pocket
unfortunately, milking pigs and using vscode are inseparable concepts.
They feel like creatures that shouldn't exist but lo and behold, the platypus
Platypus is the Alpha Animal, that was never altered so we can see how far progress has come over the years compared to new releases.
the echidna is another monotreme (egg-laying milk-skin-patches thing)
God, had some left over parts and said, will this work. Unfortunately, he forgot to remove it from the beta branch, so it stayed. He did give them poisonous barbs though to try and stop player interactions with it
oh no the mathpersons spread further
#monotremes-general
garbage cans have their own asset, not part of the map
https://stardewvalleywiki.com/Modding:Garbage_cans
wait I misread your q
...I wish I knew this before I was HALFWAY DONE WITH IT
oh
Are garbage cans a C# thing or no
lmao
(am on mobile and the wiki hates me phone)
there are some trashcan rules in the location object I believe
anyway follow the guide on that wiki page for your garbage can rules
Garbage Cans are entirely driven by data as of 1.6, and can be customized using only CP
Another 1.6 feature, nice
They use the same item spawning rules as things like machines and such
actually I meant to ask: I didn't see anything about adding secret notes, but there is a Data/SecretNotes file, can I actually add things there and expect it to work?
featuring fun fields like IsMegaSuccess and IsDoubleMegaSuccess
you can, but secret notes still use number IDs so it's a pain
theres a framework for secret notes
(I ask in part because I noticed that secret notes with ID's in the thousands are journel entries, and thus handled differently, so it made me suspicious)
recommend using ichor's secret note framework instead
technically u can add some but its int id and therefore chance of collision
ah, sad panda, I'm keeping this mod free of any dependancies beyond CP itself, but good to know!
yeah, I'll come up with another method, I'd rather not re-enter the "hope nobody uses this number" game 😛
im also not sure whether it would even spawn properly without snf
just use prime numbers to the power of your nexus mod id
but SNF has fun features like images
Spawns properly
Just fyi convention is to use the negative of your Nexus mod id
Ie, in I'm 1999, I would use -1990x
please dont take my number
Just pick 22, that's a number I came up with randomly /s
unfortunately that's already used
SNF mentioned 
using negative IDs is the safest method if you're adding to Data/SecretNotes, but there are a bunch of other infelicities about doing that, which is why i made the framework about it
does anyone know if the GetShopStock method was removed and if so, what replaces it? the wiki seems to think it exists but my IDE seems to think it doesn't 
those are in ShopBuilder
ShopBuilder.GetShopStock
ty guys 
man what even is netlist
(ok but I still like my prime number idea though. int32 is big enough rite)
Slightly less evil than NetDictionary but significantly more than List.
also, before I end up X-Y problem-ing this, do you guys know if there's a more direct replacement to the getFishShopStock method?
(any id >= 1000 automatically becomes an island journal scrap. hardcoded)
...another for the "Y tho" list
whoops forgot about that. add a minus sign then
that probably just becomes getting generic shop but with the fish shop ID
I figured, but thought I'd double check haha. Thanks for confirming
iro, if this is GIMA, go off my alpha branch
Get In My.... Appendix?
yes
what's wrong with netdictionary?
Gallant Ibex Manifesting Apparently
I will answer that with:
public class NetIntDictionary<T, TField> : NetFieldDictionary<int, T, TField, SerializableDictionary<int, T>, NetIntDictionary<T, TField>> where TField : NetField<T, TField>, new()
Along with the fact that a different version of this exists for every value type.
oh, I meant the part where NetList is backed by NetArray which is backed by a...List
Does it count that NetDictionary is technically backed by two dictionaries and two lists, even though there isn't another Net type underneath?
im gonna go back to assuming they just work™️ 
nah, the Resize method on NetList, because of the NetArray thing, will re-send the ElementChangedEvent when the NetList is resized
Finally did the basic ground/water shadings, next I need to add micro variation. (and yeah I skipped the Lightest layer of Ocean and just went into middle, I like the color better)
for a type that...never needed resizing to start with
thank you dray for changing the topic back to sanity
Beeg map
Ye, there is going to be much adventure in internal caves, I even had waterfalls go into pits so i can have waterfalls and greenery in da caves
, and ye my maps always end up big
Hmm, fancy large farm.
did drawDialogue take an optional portrait asset in the past? 
Design wise, i almost want to have 1 primary cave submap, that connects most of the caves directly, with underground greenery and all that, but that also involves maching complex elevation differences while INSIDE the cave, and i dont think the tiles properly support that without getting complicated 
your maps are always good. im in awe that you can do maps of this size because anything past 100 x 150, i die
(how big is that map?)
I have a question for you.
Do you make your own tilesheets, or just design levels.
I have made a few small sprites for some maps, but primarily I just design levels.
yes
this is how you do this now
( @gentle rose
ty atra!
Ah yeah.
-# this is literally the piece of code I'm currently looking at lmao
155 wide and 200 tall.
(as I said, alpha branch)
what is the word for "right click on item while it is selected in toolbar", aka the thing game calls "use"
...did I not switch to that yet 💀 asdgfsdf
Hey, does anyone know if, through a Content Patcher mod, you can change a crop property but only when on the farm? If possible, I'd like to change some crops to paddy crops but only on the farm and not at any other location. I'm trying LocationContext and LocationName but can't seem to get it to work
Double it and give it to the next person.
I'll have to check when sprites break again
I havent done that since 1.6 came out, so i actually don't know what the max is anymore
Have you made desert or beach maps before?
I didn't switch to the alpha branch OR create a fork
amazing
Yes Both, My most recent map is Islands Farm https://www.nexusmods.com/stardewvalley/mods/17875
And I made Dray's Desert Farm in 1.5 https://www.nexusmods.com/stardewvalley/mods/17376
afaik anything wider/taller than 200 will break tree rendering (stumps rendering over the tree), but nothing else
if you can ignore that it should be fine
Nice
thats what I remember, going sideways, and i think last i remember layering entirely fragmented going up/down
the vertical limit has been resolved too
cool
oh look, roku has tested this!
#making-mods-general message
you need to have a onlocationchanged update rate i believe, and probably need to plant new crops after change
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Enterprise, with 23 C# mods and 6 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Looking at special order stuff.. what even does the 'QI_DOUBLE' thing do .. does it do anything? And why is there something referenced called *FIVE_PLAGUES' because thats horrifying
It may be someting to do with a QI quest, the 5 plagues may be a monster killing request
i think FIVE_PLAGUES and QI_DOUBLE do nothing
!tilesheetclimbing
When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.
If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.

Did you use something outside of the maps folder? Cause if you need something like furniture, you can use arbitrary tilesheet access
no i didnt
I generally just make my maps in my unpacked folder so I don't have to care about climbing
Oh hell yeah, that worked. Thank you!
Thoughts on making my new mod use this as the image
yes
is this like, get -12 points on grandpa
No this is the end of the Summit event 
u did bad grandson/daugther
When you achieve maximum perfection
wait is that supposed to be thumbs up
I get insulted for perfection can't believe it

Yep 
help
Grandpa's got thumbs that go all the way up
I find the winter tilesheets annoying, my ground will look fine until winter comes around and it looks like a Picasso painting.
Just never rotate anything 
yeah, its an issue, Mainly with the Dark Dirt and Dirt tiles and their Transition tiles if I remember correctly?
Also just look at most of the vanilla maps and realize you're fine
i need to stop scope creeping cus i have to write docs after this
everyone who makes unique events you are wizards and i will hear nothing else
I wonder what they were supposed to do 
we shall never know and yet
maybe it rains frogs and locusts thats what happened in the bibble right
Or... scope creep more
🤞
That's not what I wanted, but I'm gonna leave it
QI_DOUBLE was going to make doppelgangers of all the towns folk, you had to solve who was real and who was a simulacrum
I put together a list of some of my favorite mod ideas from the repo, ranging from "so easy I can't believe this CP mod hasn't been done" to "yeah the C# will be fucky but it still looks cool right" https://stardewmodding.wiki.gg/wiki/Recommendations:_Mod_Ideas
Want to make a mod, but don't have any ideas? Did you know Stardew has a mod ideas page where anyone looking for mods (or that just have a free idea they want to pass along) can post? Take a look and see what inspires you! Or if you've got an idea to share, pop in and post!
Here's some specific places to get started:
Want to learn Content P...
Scope Creep is good, it makes for a better final result (If you can ever finish it
)
I feel like "So Easy, Even A Content Patcher Could Do It" is a much bigger category post 1.6 then it used to be
events are pretty fun and you should try them some time 
(try in small doses. testing events can get real tedious)
for the question mark on this: I'm just struggling writing them so that they don't follow the same sort of 'pattern'/formula
so people who make them really cool and unique are wizards and i will hear nothing else
also i am actually making them :D ive coded three now technically (though one is not tested)
yeah, events were a struggle for me, 6 hours of work for 30 seconds of event
(or so it felt, i'm sure it wasn't really that long)
Getting the timing and the movement and stuff correct can be a pain but it is really cool to see it in game
The Special order shouldn't be hard, just make it a quest similar to the beach bridge repair.
I just want to make them interesting enough for the player to sit there and actually play through it you know? and not seem formulaic or what not
is there a way that mod A can use the translation file of mod b?
when you finally nail it and it plays out just how you pictured it 🧑🍳🤌
tbf most nonvanilla events feel unique to me but that's because I'm scorned and I can see what the commands are 
bro all i want to do is add a garbage can to the game not get sent to an insane asylum 😭
Can't do the Polish food mod since I know nothing about Polish food, I have a lot of German ancestry, so I know German food.
After the player marries an NPC all the daily dialogue in their regular dialogue file isn't used anymore, right? Like all the Mon, Tue, Wed etc. entries?
Oh yeah, a lot of the CP ones I listed are easy, hence why I'm surprised no one's done them 
while the scope creep'd ideas include an explorable underwater dungeon. <--- I have a maze/dungeon generator you can use for this if you can get the dynamic maps to work in multiplayer
I made two really short events and after testing them for a couple days wanted to headbutt the nearest brick wall
10/10 def recommend
do you need... do you need help?
are you sure you want to ask that?
I would take a guess that the answer is 'yes'
I pulled a few ideas from the mods that i plan on doing but ive been focusing on just my qi mod because if I move away from it I will, in fact, explode
focus on your qi mod then
(aka i will stop working on the qi mod and then never go back to it because thats just the way my brain works)
I believe in you 
i made an entire mod for you you arent allowed to stop working on it now (/j)
i have 1 last hurdle to get over to finish the map and its STUPID TILESHEET CLIMBING
X Person, take 7 steps, Face Down, Say Dialogue, walk 2 west, 1 north, 2 west 1 north, 5 west, 7 South, 3 east, Say Dialogue. I HATED events

should be the Spiderbuttons.CMCT/Translation token
I actually found events to be kind of fun, once I started to understand how the script worked
aheem ahoo (i will not i literally just have events and special orders to code i cant get THAT far and give up)
I made a trash can for my mod so i know how to do it if you need help/an example
Interesting, thanks!
It was really just testing them over and over again that was mind numbing
For tilesheet climbing do I need to put all the seasons of each tilesheet into the folder?
besides this, if the other mod loaded their translations to an asset
no you dont even need them in the folder unless theyre custom tilesheeets
then u can use localtext token
...
it's pretty rare tho
They need to be in the folder while editing the map
But you remove them when you're done with that
^
you can also fix tilesheet climbing by just editing the .tmx in notepad++ or similar
also afaik you dont need to use the seasonal ones at all - the game will do that for you (again unless its custom - then im kinda lost on how to do custom seasonal tilesheets)
Scary
I wish i found them to be more fun but i think its just my creativity not wanting to ... you know... be creative
with custom seasonal tilesheets you just plop them in the unpacked maps folder when editing, same deal as usual
Custom seasonal is the same as regular, you just have to make sure your tilesheets are named properly
so long as it starts with {{season}}_ it will automatically change seasons (if outdoors)
waht do you meannnn I LOVE watching the same thing sixteen times in a row only to adjust one thing slightly
that swhy I don't bother to test mine, I figure I probabl nailed it the first time
i removed them and im still getting the error for tilesheet climbing
random questions...what
you probably have to edit it in notepad or smth
actually fair, yeah it was the repetition, and when i did it we didnt have the reload content/event command yet
Remind me in 4 days to remove Less Mini's unnecessary AtraCore dependency, to look into tilesheet disposal more, and to cry into a sandwich
I'll have you know atravita I am SO MUCH MORE than just a reminder bot. but fine. (#6499151) (4d | <t:1738388093>)
...
Okay, so the update rate fixes the issue when planting, but because LocationName is based on the player's location, it breaks when the player leaves (like going to bed in the farmhouse). Do you know if there's a When token for an item's location rather than the player? LocationContext works better, but breaks down if the player spends the night at the island.
apparently they used a OnAssetRequested to load their translations, so I can just request the asset no?
which mod are you looking at, Alan?
My question was, what's the max size for a tilesheet?
VPP
don't know why the message sent before i was ready
i can show you an example if you want
Depends on your video card
It's a really big number, usually
I made the compat for the rest to work, just need the translations and images to look nice
(4096x4096 is generally considered safe)
yes, please and if you stop doing your qi mod i will do something
you will - do what
idk yet
This should be added to the wiki IMO
that is very ominious
if you know where they edited their translations into (seems to be Strings/UI i assume?) and the place you're trying to put their translation supports tokenizable strings, then you can use the LocalizedText tokenizable string
so on the its still happening when you've removed them all, do you mean tilesheets from the map (in tiled) or tilesheets in your mods folder?
Do it 
Draylon! QUESTION! the max map size is still 185x150...right?
if the place you are using them does not support tokenizable strings, then you need CMCT
or did that change too?
oh but if you're in C# then you can just request the asset yeah
i realized i didnt know if you were using CP or not
Unless you like the stumps of your trees rendering over the tops
Rokugin tested more recently than me
By Map Height is fine, do you mean ANY map height?
so I use Notepadd++ to do it but you could probably see it in any code/text editor that you use - (just do the 'open with' thing) but everywhere you see a tilesheet it should ONLY be the name of that tilesheet.png - what youll likely see is a bunch of climbing things before it (which ill edit this map to do that so you can see what it looks like as well)
I tested up to 5000x5000
soooo this excerpt from the wiki is correct?
Important note: when making custom maps, always start with a vanilla map and edit it. Don't try to create a new map in Tiled; the game needs certain tiles, map properties, etc to be present. Also note that when making a map edit or adding a custom map, sizes bigger than 155 for height and 199 for width will break the layering
The height had no issues, but as soon as I walked past 200 width the stumps started rendering above
yep, I'm reading the code and that's what they did. I'm gonna bang my head a little bit against C# and if that doesn't work I'll ask for help again. Thanks!
Maybe wiki should be updateded?
I knew about the width issue, but its good to get confirmation thats the only existing issue on it, i guess height doesnt break layering anymore 
ohhhh i think i get it
this happens because you've pulled the tilesheets from a folder that the map wasnt also in (which i have since stopped doing because changing this every single time is violently annoying)
cannot resolve symbol 'string' I think that's Rider telling me to go to sleep tbh 
By the way, the fact you pull that up in Notepad++ instead of Tiled is mildly terrifying.
I mean if I'm allowed to I can edit the wiki to allow for the update for the hight
go for it
so like this?
#making-mods-general message
This was the original issue with height, which I can confirm does not happen anymore
yep! and make sure you do that for any tilesheet you've used :D
Also...shouldn't we have a section for tilesheet sizes for the wiki too???
idk how to do it in tiled... and its easier to pull it up and just delete it i dunno
or i will do something
i also may or may not have edited some warps and stuff using notepad++ as well but we dont have to talk about that
it was easier
All that to say, if you make your map really big it's going to be hellish to cross over and over again
interesting, I think that was before even my time, the issue i remember was essentially there was a 50/50 chance of any given tile on any layer just not appearing and they lose context relevant data like building no longer blocked 
😭 im trying but i do have to write these events and im having a creative struggle moment okay
he exists in the game and has dialogue and attends events and gives you quests and thats pretty cool... and has two fully implemented events
and honestly thats more than a few vanilla npcs so
its why I try to include warps and shortcuts. 
width sizes larger than 200 will break layering. Hight can be any size.
Look good?
Height*
Hm, I didn't notice any issues with collisions, but I wasn't testing for it specifically. When I was doing my testing I was finding it hard to figure out what the actual problems were lol
*height
And there definitely wasn't any missing tiles
Weird
, either way its a moot point now, since that test was back in 1.4 and 1.5
I do wonder about the resource cost of having a large, fully designed map though lol
Its... intense
Guess what? Misty updated the mod so the intro issue is fixed.
I'm just gonna assume it's ok...
If it's not, and it gets rolled back, don't take it to heart. It happens fairly regularly
Ironically, Multiple Maps are More intense, at least when i last did my testing (like 2 years ago), like 4 50x50 maps was more intense than like 1, 150x150 map.
Honestly, I just wanna know how hard it would be to make a section for the wiki talking about tilesheet sizes lol
Yeah, that tracks though
ye
It's the same as loading a thousand tilesheets vs one sheet with 1000 items
Speaking of which, if I'm gonna create my own massive empire, imma need to download a second farm expansion for Stardew Realty.
Always better to do less load numbers
I might add one of these to WTDR.
I once had a user comment on Giga Farm asking for more expansions. 
for reference for those who dont know, Giga Farm has 65,000 Farmable tiles, where Base Farm has about 3,500.
how much more could one possibly need oh my god
You should check out Stardew Realty. It allows you to basically have more than one farm.
I mean, Just because I MAKE maps that large, doesnt mean I USE that much space
Meanwhile my weakness to debug commands: 8 tiles of farm able land, take it or leave it
Bro, I definitely use that much space. I want a fish pond for every single aquatic creature.
If I was better at pixel art I would make that botanical garden mod but oh boy I think id explode
The size of the slime hutch is 7x4 right?
Didn't it change in 1.6? I don't remember from what to what
yes, wiki has most dimensions for buildings
it used to be a chunky 11x4
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Enterprise, with 23 C# mods and 6 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
otay.
yeah used to be massive
I say the slime hutch's ideal size is 3x2
it looks like you just missed one
Inb4 Tardis Slime Hutch 1x1
scroll down the file to see if theres another, it doesnt always put all the tilesheets together (its dumb)
👀 did someone say botanical garden
I did say botanical garden
theres a mod idea to donate crops and stuff to a 'museum' and it sounds really pretty
i feel like it would be gorgeous but i do not have the art skills for that
This is apparently what one user decided to do on My map "Everfarm"
I wonder if he has every fish.
oh my god thats really cool
i feel like this would be an interesting farm to decorate - i do love decorating farms
I won a contest for decorating IFR2 (even though i gave up on decorating the quarry ... it was so much decorating)
Wow, that looks amazing.
My design philosophy while mapmaking is essentially, that the player should design around and to the terrain, makes it a more unique experience, the question of "How do I utelize this space?" is one I feel you should definitely ask yourself at least a dozen times on my maps.
and ye, I like looking up how people have used my maps.
its fun, and motivating.
I found the image - that's kinda what I tried doing here with IFR2 (A smaller map of course but still) I tried to use the way it was designed for what i was putting where :3
i accept image submissions on my map pages because i like to see how people decorate my farms too and try to find those who can decorate them differently than i would
[again ignore the quarry i refused to decorate that i was tired]
(in the planning stage, my maps always have designated spots for where i would put things)
I would probably put furnaces and stuff in there though
Maybe ill make a farm map one day... perhaps (it seems like a nightmare)
it's not!
The thing it is asking for "spring_town" isnt even in the file, i used ctrl+f
can you send another log ?
farm maps have more properties yes but its the same as making any maps really
of the tmx?
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Enterprise, with 23 C# mods and 6 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
would you mind sending the TMX file to me? i can take a look at it
DM's or just here?
Yeah, I think it'd be lovely.
In DMs is fine if you don't mind but I think? it would be okay to send it in here too (i see your name so i understand :D)
Someone suggested putting it in the desert, if they make a map for it, it'd be a new place for me to make a path to in WTDR.
Can never have too many paths.
hi sorry to interrupt
simple question but I'm getting a little confused with how dialogue selection for NPCs works. I know there are generic lines that characters say all throughout the year, independent of conditions. from the modding:dialogue page on the wiki, it looks like a <season>_<key> will always be chosen over a generic <key> line. However, I know that isn't true because NPCs do have generic, universal lines, so how does dialogue selection work?
there are certian things the characters say on certian days, before events, ect. the dialouge options are chosen when you go to bed (so the night before
on the wiki it goes in order of the chart thats there
like higher on that chart is higher priority
yeah but if my memory serves right there are lines that some npcs say throughout different seasons so ???
correct?
most vanilla NPCs don't have many season tags
i.e. season_dayofmonth will take priority over season_dayofweek
yeah i guess a better question would be how are generic <dayOfWeek> lines ever chosen if there are <dayOfWeek><hearts> lines
oh that might be it
because sometimes they might not have those keys
wow, there must be less lines than i thought then
there are actually very few its surprising
oh yeah, most vanilla NPCs have less than a hundred
Abigail I believe has the most
I opened Elliott's dialogue and was smacked in the face with very few lines
some NPCs only have a handful
abigail is a yapper
(we're spoiled by mods that add a ton to vanilla NPCs or custom NPCs with a lot of dialogue out of the box)
me w that huge ass dialogue expansion for literally everyone
Elliott has only 97 lines of dialogue and a few of them are just conversation that happens after some of his events
"only"
Only
Hello, I'm a bit curious about something. What causes spouses to go to their spouse patio? Is it random or is there a way to control it?
anyway how does the tmx look?
It is ... confusing me?
good to know im not the only one
I wouldnt say its difficult work, but I would say its a lot of work. I've got about 17 Hours on this so far (But i'm also the type to fiddle with 2 square, and reshape something 15 times before I find a shape I like, for every instance of a shape. or line)
I'm updating/bugfixing my mod and someone told me that my npc was never using the spouse patio lol
for context qi in my mod has 456 ...
I believe it is random (Someone verify that please)
granted a big part of that is helped by Jaz (who made the mr.qi dialogue expansion mod and allowed me to take it and put that IN my mod)
Or a schedule
awww i will go kudos jaz
but I also wrote about half of it I think so
I love how they characterize him and unfortunately my mod isn't compatible with theirs
because i yeet the default mr qi into the abyss
I kinda thought it would be random, like ginger island visits iirc....
all these tilesheet errors are you're really just trying to add a trash can to robin's house?
the patio outside the farmhouse? it's every non-raining/winter saturday
ohh i see ok :0
oop sorry i missed your message
yes thats all i want to do
i got the trash can from the town map and brought it over to the mountains
including the tilesheet
You might not even have needed to do everything you did because from what I can tell you edited the actual mountain map? and are patching the whole thing
...All I want to do is add a trash can out front of robbins house
(for context, Jorts and Jean have almost 900 lines in their i18n, I believe. Not all of that is dialogue but)
😭
which you dont need you just need an overlay from content patcher and to add the trash can (with two layers - one on the building layer and another on the front for the top of the trash can) and then the tiledata for the trashcan itself
DAMN
And I'd say they're probably average in terms of dialogue/event density, so
my i18n file is a nightmare
ive spent 5 hours on this and i didnt even know you could edit maps with CP
jean and jorts... my favorite pro union cats...
My Collector has almost 100 lines, and that's not with my events 
by its a nightmare i mean it is very organized and neat but its a lot
its currently at 730 lines and im not done with events or special orders
were you... trying to do this with something else?
i was using tiled
Well you need Tiled + CP
i am loading the tnx file if thats what you mean
Philosophy time! Has CA ever explained why constructing buildings was never a thing on the Ginger Island in the stock game? I mean was there some game-design idea of why it would be a bad thing? Was it just a "well this is kinda hard and it doesn't add much" kind of thing?
I vaguely heard in an interview that he doesnt want junimo huts on the island
this kind of conversation would be better in #stardew-spoilers i think
Alrighty will ask it there
So to clarify:
you probably will only need these things:
- a map thats probably like 5x5 tiles (you could technically even just do 1x2 since that's the size of a trash can)
- to put the trash can on that map on the buildings layer + the front layer for the top of the trashcan
- the tileproperty for said trash can
- a CP patch using the 'overlay' setting to add the trashcan TO the map in the location you want
- another section of CP code for what comes out of the trash can
Tiled Can do a Lot for maps, but CP is needed for interacting with the game, via patches, replacers, or loads at a minimum.
...\
also from a technical perspective you cant build outside of the farm before 1.6
and you would only need one tilesheet for that map as well, just the spring_town one
fuck this im scrapping the whole thing ive spent way too much time and sanity on it @brittle ledge please un-assign me https://github.com/StardewModders/mod-ideas/issues/421
I can help if you want! It's okay I understand being frustrated by it
you dont even need all this tbh
just a single editmap to add a single tile if you want the trash can having the same loot as the town ones
was replying to this
maybe 5 lines of CP
thank you but no ive spent too much time and i cant be bothered to do any more im going to go cry

i mean you would have to add the trashcan itself
there isnt a trash can there
also CP isnt needed at all
Come back later and I can help, just ping me for it
how ... is it not
(in response to Draylon who i had to double check who they were)
OH
its good to take a break when stuff is fustrating you anyways :3
i did something similar if u need example code
@weak pulsar Re: upgrading trinkets, i implemented some stuff to do that in 1.5.0
https://github.com/Mushymato/TrinketTinker/releases/tag/1.5.0-beta.0
Here's the example
https://github.com/Mushymato/TrinketTinker/blob/1.5.0-beta.0/[CP] Trinket Tinker Examples/data/misc/upgrade.json
the approach is basically add your own rule to anvil/colorizer to do what u want
in response to which comment? The Tiled can do a lot, but needs CP for interaction? If you mean using coding, I dont assume that the person can, and if you mean XNB, leme go grab my hammer. Unless you meant something else?
you said CP is needed for interacting with the game which it is not
rest assured i dont count xnbs either
content patcher is so easy thooooo
technically true, but I was saying it in the Context of Mapping related things... unless we can skip CP now too?
I dont know what black magic has happened in the year i was gone
why would C# not be able to do Map things? Content Patcher does it all with C#
oh, okay yeah you meant coding, the stuff many (including I) don't know how to do. 
Unrelated: if multiple mods adds stops to Central Station, which order should they be listed? I'm leaning towards alphabetical (and mods can group them with region prefixes if they want).
is there a price? id sort by price if there is
unless TMXL made a resurgence somehow, Then I could go back to loading my maps with TMXL 
i think alphabetical or price would be good too yeah
i concur with 8awa8
As assumedly you'd be going to those most often
I like alphabetical because it would be easier to find where im going since usually id already know where i want to go
I'm for alphabetical too
Anytime I see the Train Station mod, I'm reminded of my Idea for a "Train Trip to nowhere" where I figured I'd have like a Randomized Pool of Like 30 Maps that it drops you off on one to explore and Forage for that day, before returning.
but thats a lot of work, and a lot of load to add on a game.
do Maps (not locations) even get loaded until they are visited the first time? its probably fine if they arent
in terms of load on the game i mean
Honestly If you're coding it, can you do a "sort by A-Z" or "Sort by Price" or "Sort By Frequency" options? I don't know how much you want to put into it or how complex such a thing is (as I don't Code).
though i guess theres still update stuff that happens in the locations regardless
i think they get created right
frequency would be an interesting choice
but if u use instanced locations then u are good but u also made deepwoods but with trains(!)
could increment stats like CentralStation_[Destination] to track how often theyve gone places
just a wee bit of reflection to grab em all automatically for sorting
or actually if you control the asset you dont need to reflect
my brain leaps to reflection too quickly ive been doing too much of it lately
For 1.0.0 it'll just be a default sort, but I can certainly add options like that in future versions if it's something players want.
How would I change the animation of an npc on their spouse patio? Is there a special animation key or something?
i would definitely use those stats for Conversation Topics if they existed
like "wow you've been to the [location] a lot huh. whats goin on over there"
what, you don't want to scope creep right out of the gate?
Oh my gosh thank you so much, this is amazing 
it actually just occur to me that there's no option to upgrade both at once 
beta.1 content i guess
Already got scope creeped! 1.0.0 will be launching with a new map, shops, and randomized flavor text.
no flipper boards 
I don't know where you find the time with how much you maintain and do 
i feel like you shouldve posted this on your patreon
So with the house path tiles, does the tile start where the red x is or the black x?
Yep, I'll be announcing the release there.
this is a cabin?
yes
black X i think, it's a farm building
or hm this is cabin position stuff 
ig it would be red X then, since they r 5x3
ohh like animal crossing but you can do it multiple times... i like that
For placing cabins on a farm map when designating order/base locations? Red X yeah.
VMV kinda does something like this, every day the village's minecart network drops off to a random forage map
you can go back anytime though
So uhh...what did I do wrong? Like I made the icon based on what the medowlands farm has...and well... this is what happens in game...

base icons have blank spaces to the left side
But the cherry blossom farm doesn't. and it doesn't have that issue???
iono, I encountered it when i made Islands Farm icon, i had to offset it myself.
Soooo just make the png for the icon 22x20 instead of 18x20???
sounds right from what i remember, with 2 blank columns on each side
Can't believe we get to hit Pathos with the scope-creep sticker 
Legit curious why no one has reported this bug to me...
wait what?!
tbh I'm surprised pathos can even work on other mods with the amt of other things he has
I think this is technically part of Maintaining/updating Cherry's mods maybe? as I know Cherry had a train station mod at one point, and i think Pathos has taken over for them, as they tend to do with a lot of mods that have dependancies when the coder is unable to for one reason or another.
I was gonna post something in #haunted-chocolatier...But it's locked lol
Where will I make my speculations now!?
So my idea for a special order is to have the player donate 10 unique items with the 'blue' color context tag - but I don't want it to be more than one of any particular item... how would I go about doing that ?
First thought, Color Blind People. 
Not saying you can't or shouldn't, but just something to be aware of :p.
pathos' central station mod is being made bc of him updating cherry's train station
but its a separate mod now
pathos's own
Ohh
he added support in TS for people to add destinations via a custom asset
then removed it when he decided he'd make a Central Station mod instead
which will fulfill that puirpose and more
Pathos got scope-creeped into making his own mod instead of just keeping the lights on for train station
LOL
You know, I sometimes wonder, how do people come up with their mod ideas, then I look at mine and it's like:
- Big farm
- BEEEEEEEG farm
- Big greenhouse
- Oooooo add my puppies
- Big Cellar
- OOOO add animal crossing things
- BEEEG CHEESE
Like what
I've only been there a few times in person but the Central Station mod really has me wanting to make a map similar to the Boston South Station
(I don't live anywhere near actual mass transit, sadly)
I don't think it's possible by default, unfortunately
There's something similar in Extra Machines Config for making a machine take multiple different items as fuel, but it's only for machines
Could ask Selph if there's a way the same code/concept could be applied for context tags too? Although it'd probably require a new framework
Otherwise the best you could do would be to set different categories, like "3 blue minerals + 3 blue crops + 3 blue something else"
you know...question... now that like we can have up to 7 starting cabins...uhhh do we need to place the tiles and tile data for those???
or like does the game just say Shfjdhfjsd and put them anwhere?
yeah seconding airyn that this isn't possible
requiring different categories is the next best idea
Yes, you need to define them on the Paths layer and the TileData order
Specifically for them to generate with starting cabins
yeah I just uhhh...I just noticed that XD
Question, do you need the MailboxLocation property if you move the house location with FarmHouseEntry
I feel like I remember reading that the mailbox location determines where the new mail sprite pops up
Was an issue that was discussed on the 17th (for me anyways) #making-mods-general message
I mean there's this snippet from the wiki:
In order to properly move the farmhouse mailbox you must also patch Data/Buildings to remove the Default_Mailbox entries from ActionTiles and DrawLayers and add an Action Mailbox property to the same tile as this property.```
Ah I was trying to mimic the prismatic grange quest u_u
Ah I see, thank you! It might just be easier to do 'get 300 blue items' or something like that, though I generally was hoping to avoid people submitting 300 blueberries ... (i do that already myself with the grange quest lol)
you do make a good point though - I like the idea of making it 5 crops/5 minerals/5 fish/5 cooked dishes (though maybe not the dishes since theres like... blueberry tart and thats about it)
If you go with a high number, I think it's more likely people will just submit a ton of the one crop since that's the easiest way to get a lot of something in one colour
Yeah which makes sense (and honestly I don't blame them)
to be honest
what's that? you need ... 500 blue items? [looks over at my three 999 stacks of blueberries]
if you just say "You can only donate one of each item!"
theres a number of people who will take you at your word
and not test it
Have you already checked the dyeing page on the regular wiki? That has a list of various objects that count for different colours that might be helpful
Also Joja Cola counts as blue too, for what that's worth 😆
I made a mod that lets you exclude cooking and crafting recipes from perfection, intended to be used by mod authors
https://www.nexusmods.com/stardewvalley/mods/31247
The image works so good in Discord 
hehe swag grandpa
I will add an optional config/compatibility thing with this :)
I already have configs set for shipping and friendship so why not
swag grandpa thats why
Am I abled to make "ItemID" into a list?
"Condition": "RANDOM 0.25",
"ItemId": "(O)388"```
swagpaaaa
yeah you just separate them by a comma i think
let me check that before i say something very wrong
if i have multiple "ItemID"'s in the 1 patch it doesnt work
i think you just need to not have the (O) next to it - at least thats how the modding page documentation works
i.e. like (O)74 18 22
i dont know if its just because of what its referencing is furniture on that one though
also no comma just spaces
yeah... the game doesnt like that
what are you trying to achieve Person?
(O) is just to show that it's an object rather than a weapon or furniture piece, etc. If you want something to accept multiple potential items, you need an item query for ALL_ITEMS or RANDOM_ITEMS depending on what you're trying to do and then use PerItemCondition to limit that
Some models have a RandomItemId field as well
Helps if you explain what you're trying to do though so that we know the context, can give proper advice, and can tell you if what you're trying to do just isn't possible like with the gender stuff the other day
I am making a garbage can
That one is a list and does take multiple strings
yeah it should accept multiple :|
im going to use random item
oh... i was referencing the uhh wiki
does random item do as it implies, gives you a random one of the defined items?
I will blame my lack of understanding what's going on right now on the fact that it is almost 3AM
you talking to me or @rigid musk ?
and I have been staring at special order documentation for six hours
Lily. RandomItemId should just choose one of the provided Id's equally
can i see if i can help? :3
ah its not that I need help, it's just tedious xD
This is getting confusing 
oh alright
Get some sleep and come back to it tomorrow, Lily 
Okay let me say what I want from the generator
Uh
Why wont it let me react to airyn?
ye...s correct.. but why uh .. would that not work for what Person wants
I will go to sleep soon I think
also I just realized the snippit of code they sent did not, in fact,have the randomitemid thing in ther e
Okay I want to be abled to list certain items and each item has an equal chance of being picked.
Yes that will happen with the "RANDOM_ITEMS" thing
or it should anyways for that section
Okay
You can achieve that either with RandomItemId or the RANDOM_ITEMS query in ItemId
If all you want is equal chance random though, probably should just use RandomItemId
It's the most straightforward
that's what was confusing me
I was just thinking about what was used on the wiki and not at all those lol
Was going to lol
Would this work formatting wise?
"ID": "NotAGardener.Can_Item",
"RandomItemId": "20", "18", "24"
]```
i think it needs brackets ... and the (O) indication for the item type
(brackets around the item list)
I thought I was done with mail, it turns out that I was not, in fact, done with mail
think you need commas
imagine if we had to do this every time we wanted to empty our garbage bins
i tried that before and it didnt like it either
now i see where i went wrong

