#making-mods-general

1 messages ยท Page 189 of 1

dusk mulch
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one sec

gray bear
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you should always see if the wiki has an example when doing these kinds of things. really helps

dusk mulch
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thing is its hard to find it because sometimes the wiki doesnt have a link to navigae to that page

gray bear
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ichor sent this link before. there usually is

dusk mulch
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whoah, ty!

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bookmarked

rancid temple
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Have you unpacked the game?

gentle rose
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you can also use advanced search with the modding namespace turned on + ctrl+f

rancid temple
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There's a whole data asset with examples of trash cans already doing this exact thing

rigid musk
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Before I go to bed, opinions: would 2 weeks to reach level 200 in skull caverns be enough time or should i just make it a month

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i have no reference for how good people are at skull caverns because i could literally do that in a day but im a bit ill about this game so

rancid temple
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I cheat pretty liberally so that doesn't sound that bad to me, plus there's stairs but like uh, is that even possible normally?

rigid musk
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very easily possible yeah

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you can do it without stairs too (i usually forget to use them even with a stack of em in my inventory)

rancid temple
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Normal people taking damage from falling and not knowing where the holes are supposed to spawn

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It sounds pretty difficult to me

vernal crest
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Yeah I always cheat so I have no clue

uncut viper
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(i do this for like half the pages i reference regularly)

dusk mulch
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ok time to see if this works

rigid musk
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i also feel bad for people who are bad at the game for my other special order (which is to reach level 50 in the hardmode caverns without eating) ... to be fair its optional so you dont have to take it + it doesnt give a recipe or anything

uncut viper
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i also always cheat the skull caverns so dont ask me either

dusk mulch
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ive been doing this for 8 HOURS

rigid musk
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kekw bunch a cheaters the lot of you /silly

gray bear
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i be googling "stardew modding [thing]" and hope for the best

dusk mulch
gray bear
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it usually works so shrug

vernal crest
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I never google to find wiki pages

gray bear
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why tf do i have a minion emoji-

rigid musk
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the amount of tabs i have open at this very moment is astronomical

dusk mulch
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"stardew modding How to make a map, NPC, and OP weapons"

gray bear
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someone take me out /j

vernal crest
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Too many times sent to the old wiki and then being embarrassed!

rancid temple
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I just go in the wiki and type modding:<term>in the search bar

vernal crest
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Being able to search the modding namespace is SO handy

gray bear
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that usually works better roku how does it feel to be efficient

uncut viper
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the only times i get sent to the old wiki now are when i do try and use my address bar autocomplete but it still remembers an old community wiki page i visited 2.5 years ago

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but it cant remember the pages i used last week...

rancid temple
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But actually, I don't usually search, I just have most of the page locations memorized SDVpufferpain

rigid musk
gray bear
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i have looked at the items wiki page so many times and still i forget the value i use every single time

dusk mulch
uncut viper
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(tbh there's been times where i couldnt remember what page some info was on so i just found it in ILSpy instead bc i remembered where it was in the codebase instead)

rigid musk
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<> is technically a place holder sideeye

gray bear
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behold whatever the heck this chicken code is

rigid musk
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fun and joy

uncut viper
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is that yours

gray bear
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yes

uncut viper
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but

gray bear
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i did actually finish the chicken sprites i should release the omni chicken eventually

uncut viper
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you can put multiple categories in one query

gray bear
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I-

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i didn't know tbh_sobs how?

rancid temple
uncut viper
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!ITEM_CATEGORY Target 0 -5 -9 -20 -21 -22

rigid musk
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what if I named the hard skull cavern challenge 'Qi's hungry challenge but worse' and then called it a day

gray bear
uncut viper
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that would be "not any of these categories"

gray bear
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yeah random any item is fun until it spawns an invisible block that won't go away

rigid musk
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'Qi's Very Hungry Challenge'

rancid temple
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Hungry Hungry Qi's

rigid musk
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Qi's 'I really am feeling a bit peckish right now' challenge

gray bear
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wait is -999 the category for books

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some of the item categories in stardew make me sad

uncut viper
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no books are -102 and -103

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-103 for skill books, -102 for power books

gray bear
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omg i just realized i'm using extra animal config for the chicken but i put the id for extra machine config

patent lanceBOT
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UserInfo for spiderbuttons
created

06 Aug 2015 01:17:50 AM UTC

join position

119715

joined

17 Mar 2023 12:08:30 PM UTC

id

78657757846188032

roles

Villager, Farmer, Rancher, Cropmaster, Contest Winner, Shepherd, Festival Attendee, Cowpoke, PC/Mac/Linux

vernal crest
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I have no idea if y'all can see Uber showing me button's user info. Sorry if you can!

hard fern
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Wigs

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I didn't mean to type wigs

dusk mulch
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ok

hard fern
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๐Ÿ˜ญ but yeah i can see it lol

uncut viper
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that me

vernal crest
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Cool cool good to know. Everybody, use Governor's user info option rather than Uber's if you want to secretly creep on people xD

uncut viper
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join position 119715.... tiny

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actually that might be for this server. dunno

gentle rose
uncut viper
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my prestigious low account number SDVpufferpensive

gentle rose
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waaaait if you use the governor command on a cheeto it shows links to their mods???

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that's so cool

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(I'm guessing it's using the wiki list)

uncut viper
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wait, what

gentle rose
slender badger
rancid temple
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No links for Button

uncut viper
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sad

rancid temple
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Oh, that makes sense

uncut viper
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lmao

gentle rose
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not a cheeto, not on the wiki ๐Ÿ˜ญ

rancid temple
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It probably pulls from the wiki

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KEK not to imply you're not a mod author

uncut viper
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i would never be caught dead being a mod author

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can you imagine

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/lh

patent lanceBOT
rancid temple
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We are a trashy bunch kyuuchan_ohoholaugh

vernal crest
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Hahah what so Kisaa was right and I literally just happened to choose one of the only people who isn't a cheeto to test it on lol

vernal crest
dusk mulch
vernal crest
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Can you explain what you mean by "isn't working"?

dusk mulch
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It just wont give me any item

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Each item has an equal chance so i should get at least 1, or am i dumb...

vernal crest
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Wai you be mean to me Bea?! It's a fun song, he's a cool man!

gray bear
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oh i didn't realize it was a song- i was confused

gentle rose
slender badger
dusk mulch
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Oh, right

vernal crest
naive wyvern
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i started humming the song when you mentioned it aba uihfsiugsaf

hard fern
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Same lol

dusk mulch
rancid temple
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!stone

ocean sailBOT
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๐Ÿชจ The item ID for Stone is 390.

rancid temple
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There's a lot of litter that's not real

dusk mulch
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oh

rancid temple
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Unfortunately stone is the only one with a command, you'll have to check the object data to discern what the other ones are

dusk mulch
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finally ive finished this stupid depo mod

brittle pasture
dusk mulch
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i removed that, dw

brittle pasture
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the first entry in TargetField?

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that should do it

dusk mulch
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least favorite part of any mod is making the banner

brave fable
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don't worry about it much, nexus fucks the quality to hell anyway

gray bear
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yeah frog_sob

versed wyvern
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I'm getting a really stupid idea and I'd like to know if there are any obvious problems with it before I try it henyaHmm

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From searching around, we can't display temporary sprites outside of events, right? So we wouldn't be able to, for example, spawn a plate of food on a table at an NPC's dinner time
But could I... add a non-social NPC whose sprite is the plate of food for one facing position and transparency otherwise at the dining table's coordinates, with a schedule set to face the proper direction to become visible only at dinner time and then become invisible again after henyaDerp

vernal crest
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I think you could...but you could just do an EditMap with CP

versed wyvern
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I could? Would I be able to enable a map edit patch on the fly like that specifically at the times the character's eating there?

vernal crest
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Yes, though it would have to have an update rate of OnTimeChange which can get pricy with performance.

light bramble
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QUESTION: Is it possible to do a map expansion thingy like how SVE has it where you can buy the land?

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But like, no C#

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Can it be done in content patcher

vernal crest
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But making NPCs visible and invisible on time change is tricky too and (I should remember this but I don't) I think requires a map change to take effect

versed wyvern
vernal crest
versed wyvern
vernal crest
uncut viper
versed wyvern
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Oh, really? Yes, that was the plan, just wanted the character to have a plate of food to eat when they get to their table genshin_oh

uncut viper
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BETAS has an NpcArrived trigger, which fires when an NPC arrives at their schedule point, which can then set a mailflag and also call PatchUpdate, which will make CP instantly re-check tokens and stuff, which will then see that mail flag and apply a map patch

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(Spiderbuttons.BETAS_PatchUpdate is an action I mean)

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the map patch would be tied to a When condition checking for that mail flag

versed wyvern
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Hmmm, very interesting... I wonder if my janky roundabout way might actually be less steps though Shion_Dizzy

light bramble
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So is it possible to have a thing like what happens when the railroad opens get triggered after a major thing in the game using CP?

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Like adding an event in the night

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basically the "There was an earthquake during the night." event

versed wyvern
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But that NpcArrived trigger... That does get me wondering about the possibilities woke

uncut viper
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More Nightly Events is the framework for night events

hallow prism
versed wyvern
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Weren't those only for events?

hallow prism
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Oh yeah sorry i misread

versed wyvern
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Anyhow, thanks all for the input, if there aren't any major flaws with this way of doing it I think I'm gonna try it, might even be able to use schedule animations to make them some kind of general purpose prop display sheet blobfastthink

devout otter
calm nebula
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Hi esca!

royal stump
# light bramble QUESTION: Is it possible to do a map expansion thingy like how SVE has it where ...

I'm not 100% familiar with all SVE does, but one of things it did (and probably still does) was give the player special orders via C#, which you can just do with trigger actions and such now. So you could basically make a custom special order with a drop-box of materials or whatever, give that to the player after an event/via mail/etc, and use the order completion to set a flag that unlocks the new location/map patch/etc. I think. SDVpufferthink

calm nebula
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The sve one has infinite time which endertedi has a mod for

royal stump
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(oh right, that's still not native)

calm nebula
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I love how rvery expansion has that code tbh

light bramble
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I'm using unlockable bundles

calm nebula
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Anyways

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Good morning, I hate hate hate electrolyte imbalances

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Woke up this morning because my calf muscle seized up on me sigh

royal stump
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I just failed to sleep more than an hour for some reason, so back to being nocturnal

gentle rose
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morning! I'm contemplating if I should install visual studio so I can use shared projects or if I should just extract all the code currently in shared projects into the mod I'm looking at updating SDVpufferthinkblob

calm nebula
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Gonna go get coffee, etc

royal stump
calm nebula
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Iro, who is very brave, has decided to look at my repo

royal stump
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though I say that while severely overcomplicating a "get map tiles in random order" utility

calm nebula
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Which has three separate shared libraries

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One which has its own repository and uses dependencies although I am going to pull one of the dependencies in favor of hand rolling IL this weekend (hopefully)

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(AtraBase, AtraShared, then MiniAtraShared to make it easier for me to pull mods off AtraCore)

gentle rose
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and unfortunately for me, I use Rider, which doesn't like shared projects at all SBVLmaoDog so either I fix all of atracore for 1.6 (no thank you) or I migrate all the necessary code into the mods I'm looking at

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(because I can't directly reference the shared projects from the mods right now)

calm nebula
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weird

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(fun fact, atracore works for 1.6.)

gentle rose
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I'm this close to giving up and moving to visual studio lmao

calm nebula
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no, usually people don't pull the subrepos probably I think

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It's on my todo list to remove teh pintail reflection module (never really used it, I tend to just hand roll IL)

gentle rose
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(for context, atracore isn't compiling for me and I have all the subrepos pulled correctly, it's just showing a ton of errors which I now assume are rider being its usual lovely self)

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earlier today it was telling me that the keywords void and string weren't recognised

brittle pasture
gentle rose
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we need a command for that xkcd universal standards strip

royal stump
calm nebula
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oh man now that I look at gima's code again I'm like damn I could have made better decisions lol

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welp

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random 6AM commit of "mild cleaning"

gentle rose
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I feel that way every time I look away from my code for longer than 3 seconds tbf

calm nebula
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Yeah, I'm doing weird things to the content pathway

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Which. Ugh

gentle rose
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me, looking in the wrong mod: why don't I recognise any of this from yesterday

calm nebula
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I regularly go to the wrong mod and just blink, tbh

royal stump
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seems clean, but I'm not sure where GetTiles is defined SDVkrobusgiggle

calm nebula
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AtraShared

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Shuffled is in AtraBase

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GetTiles uses rented arrays

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Thus the weirdness of returning both the array and a count

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It's not great, I suspect it could be a lot faster tbh

royal stump
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(clicking around for several minutes before bothering to get my phone & log into github)

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I was poking at doing some yield nonsense to speed up FTM's existing tile logic, but haven't really improved on it so far, still creating a map-sized list of vector2s and trimming it down

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which is functional in itself, but this is for trigger actions instead of time changes (and in practice, just daystarted), so I should probably figure something out

calm nebula
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God I hate teams

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Yeah, the biggest thing I'm doing is avoid the allocation entirely

royal stump
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(...oh, I got lost because I clicked base then shared, and it switched me back to base mid-load SDVpuffersquint)

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& yeah, I was trying to look up a way to yield random tiles without allocating the whole set earlier, but I'm not sure that actually makes sense

calm nebula
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Yeah

royal stump
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caching or using rental might help, though I've never touched the latter really

calm nebula
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Rentals are super easy tbh

royal stump
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though I'm not sure if making 10k vectors2 is a problem compared to pinging every map tile for properties and such

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the old* "is totally clear and placeable" check took forever

calm nebula
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Lol, yeah

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It's why I decided against prefilterinf tbh

royal stump
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really I just need to go finish* the parsing end of this, but I got distracted

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the idea is basically just a tile query instead of multiple settings, e.g. "area x y w h, isPlaceable, etc" as a trigger action field

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FTM's old code has some pointless bits but is fast enough not to take up seconds in people's logs, at least

gentle rose
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tomorrow or later today I'll install visual studio so I can take a proper look at GIMA without whatever nonsense rider is causing, for now I need to sleep though CB_wave_boy

winter dust
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Are there any mods that have custom building repair events/quests? Like with the bridge you have to fix to access the tide pools on the beach?

unreal spoke
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Iโ€™m pretty sure Alvadeaโ€™s mining farm map (Gold Rush?) has something like that for a shed. Alternatively, Unlockable Bundles can be used to unlock stuff afaik.

winter dust
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I'm thinking of using that old farm building on the Forest Road map for something, need to think of what to use it for.

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Maybe I can make two bundles for two choices, but you only get one.

royal stump
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I think Grandpa's Farm for SVE is the part that has a special order chain to repair a greenhouse

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plus some other buildings in misc places

unique sigil
winter dust
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Was there a reason SDV made the Desert map so big?

fossil osprey
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To make it more desert-ish ig? Like, big useless sand thing

gray bear
median dune
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okay this is probs gonna be a tricky one, but is there a known way to sort of make an another accessible inventory? I had a thought abt if it's possible to make some hidden chest but I don't know if it's then possible to access it remotely

lucid iron
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Global inventory is your friend

median dune
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it sounds more straight forward than I believe stardew code to be

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I will look into it

mystic sparrow
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mmm is it possible to make npc sprites larger than 16x32? im looking to make a seagull npc soon but it would be easier to make one on a 32x32 sprite size.

grand gale
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it is possible with C# but idk how

mystic sparrow
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bleh id rather avoid learning C#

naive wyvern
slender badger
mystic sparrow
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maybe ill just stick with 16x32

naive wyvern
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dunno if theres alternate ways aside portraiture tho
nvm I misread uhgfdsuigsf

slender badger
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Portraiture's just for portraits though, not sprites

lucid iron
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Do you want the NPC to be bigger than 16x32 and move properly

mystic sparrow
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yeah i was thinking of modifying the seagull sprites that are already in the game, and they seem to be 32x32

naive wyvern
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sorry i just kinda woke up from a power nap kamo_laugh
sprites in detail is usually the go-to as Airyn says (addendum Chu's rec is also rly nice)
My god im out of it today maybe I need more nap

mystic sparrow
lucid iron
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Sprites in detail lets u give more sizes

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But uh, it's cursed in calendar and social tab above certain threshold

grand gale
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is there a way to add any pickle to a cooking recipe? there is no category for them so i suppose not...

lucid iron
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Spacecore pickled_items

mystic sparrow
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well id like to avoid adding dependencies to my mod if i can...

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thanks for the suggestions ill consider those mods hah

calm nebula
calm nebula
slender badger
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Alternatively, Better Crafting also allows context tags as ingredients

lucid iron
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Or become one of those wizards who get 100% more pixel per pixel out of their sprites

calm nebula
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I have no clue why people are making it overcomplicated

lucid iron
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Tbh i was thinking of other pickled items from mods

calm nebula
lucid iron
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But yes atra is correct it should work if u just put in id

slender badger
calm nebula
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unless you want it to spread its wings occasionally, in which case you can take advantage of birdie's fishing animation XD

grand gale
lucid iron
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Pickles are a flavored item

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All of them r id 342

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You just won't get cornucopia kimichi for instance

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Because those are separate new item

grand gale
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okay thank you

mystic sparrow
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ok i made the seagull fit on a 16x32 SDVpufferheart

slender badger
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Cute! I'd recommend moving the legs left one pixel though, the seagull looks a touch unbalanced at the moment

brittle pasture
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which is a common query

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but it's any pickle so yeah just 342

true coyote
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man

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why do some custom items get loaded and others are edit image

brittle pasture
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is that a question regarding your own mod or...?

true coyote
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why is this so confusing and difficult TT__TT why are there no guides/references on what goes in each of these jsons and how its formatted

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yeah

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I've been trying to figure this fence coding out for like

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a week and a half now? but theres no custom item fences on nexus with the new cp changes for me to reference

gray bear
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good news everyone(?): the omni chicken can lay fences

true coyote
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and I guess referencing SVE's is no bueno because its kinda spaghetti?

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or something..

gray bear
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ah well you will need a pickace to pick up fences-

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which category would craftables be

brittle pasture
gray bear
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if you send us the code and tell us exactly what you want done we can assist. otherwise RShrug

true coyote
# brittle pasture do you have code you need help with

yeah, I'm I've just been trying to piece together what I can but I dont think any of it really makes sense. Like looking at sve's custom fence its "load" and the target is... itself? and cornucopia's crops are editimage and targeting SDV's data

brittle pasture
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Load is for when you're trying load a new asset, like a tilesheet

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I don't remember what Cornucopia' EditImages are for but I assume those are conditional edits depending on a config

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you dont use EditImage to load a custom tilesheet by itself, only edit it after loading

true coyote
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I'm guessing I probably have my files janky for the target then, most of my base tilesheets have the same name in different folders for different recolors and variations, so using "Target": "Mods/{{Mod ID}}/Picket Fence" feels like its not going to work

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although the file path directly to it is just the vanilla item, that I chose

lucid iron
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Well u need modid

true coyote
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so I guess that removes the conflict>?

gray bear
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the target location doesn't have anything to do with your files

lucid iron
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But assuming u r add new fence you have to Load your texture somewhere b4 u can use

gray bear
#
        {
            "Action": "Load",
            "Target": "{{ModID}}/Fence",
            "FromFile": "[file path with file extension]"
        }```
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after you're loaded the texture changing it is just an editimage and bam seasonal fences

true coyote
#

for objects > display name and description, if im not using an i18n do I just type out whatever I want the display name and descrip to be?

brittle pasture
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yes
(still, recommend using i18n if able)

median dune
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I'm having extreme trouble checking whether the crops are fully grown and ready to harvest

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fullyGrown value of a crop is... weird and unreliable to say the least

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and it doesn't let me compare the current phase with amount of phases

lucid iron
median dune
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okay I see where I went wrong

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thanks a lot

true coyote
#

hmm.. stardrop isnt seeing my mod

true coyote
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well, i cant figure out why it cant see it in my mod folder. i'll just go make bread in the meantime to think about it

true coyote
#

well stardrop log says something about a json exception but doesnt say which json ... "expected start of a property name or value, but instead reached end of data"

drowsy pewter
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please share the whole log ^^

true coyote
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stardrop's log? cause it wont even load in for a smapi log

drowsy pewter
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well if it doesnt load in then smapi should tell you why

true coyote
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it wont load into stardrop

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so I cant even run it in smapi

drowsy pewter
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idk how stardrop works, can you just cut out the middleman and test it directly?

true coyote
ocean sailBOT
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Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 0 C# mods and 0 content packs.

tawny ore
#

!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.

tawny ore
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Put your manifest.json into here to validate

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This will tell you why the manifest isn't loading by SMAPI or Stardrop

true coyote
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Idk why its having a hard time with the content pack, its no different than my other manifests there afaik. let me look at another one see if im missing or deleted a comma or bracket somewhow

tawny ore
#

You're missing the end bracket

true coyote
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im so confused, it looks like you just put in an extra line after the nexus key, cause my [ ] is closed and I have the same amount of brackets

lucid iron
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The end bracket is }

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Line 14

true coyote
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I'm not gonna question it, I know I had that closing bracket there lol

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even had my husband look

tawny ore
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Look at line 12 (left) vs 14 (right)

true coyote
#

right, I see that, I might have missed it when copy pasting instead of taking the time to load it through the file, but its been there. I wont argue (further?), brackets be brackets every time, thank you for pointing it out

tawny ore
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Yeah, just trying to point out what would be the error in the file you shared since it wasn't loading by Stardrop or SMAPI, and what you shared is all I have to go on

true coyote
#

thank you. its clear I need to go back to bed SDVpufferchickcry

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and it doesnt show in the item spawner

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and no errors

mighty quest
#

Is there a mod for 1.6 that skips the farm cave and pet events?
I remember there being one by Blueberry but I can't find it

true coyote
#

do I need anything else besides fences.json objects.json and craftingrecipes.json?

tawny ore
#

This probably goes without saying, but you also need a content.json

true coyote
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yes I do have that lol

tawny ore
#

You can try doing a patch export to make sure your changes are listed in the file, as long as they're there, CJB Item Spawner should see them

lucid iron
#

You gotta include all ur jsons ofc

tawny ore
#

In fact, I think all CJB Item Spawner needs is objects.json

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Another thing you can try is if the debug command works since that doesn't depend on CJB Item Spawner

lucid iron
#

It's got 0 mods actually

tawny ore
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Oh... yeah that would be a problem

true coyote
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it sees it now, it wasnt seeing it then cause of the missing bracket + I had mods turned off on the test profile but when I turned on at least one other mod, cp turned on automatically

#

but now it doesnt throw errors but its def not loading in my fence

lucid iron
#

Send new log

true coyote
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 5 C# mods and 1 content packs.

true coyote
#

I'm just guessing I've done something wrong in one of the data jsons, they seem... empty but it is just one item

tawny ore
#

I don't know if this is something which only appears in the verbose logs, but I don't see anything in here about Data/Objects, Data/Fences or Data/CraftingRecipes being edited

#

And in my logs, when I'm applying edits to those assets, it has something about that

#

Like this:

#

You don't have anything like that, so Content Patcher is not applying your edits to any of the files

true coyote
#

Idont know what I'm missing

#

I could say my content is missing more but I'm not sure what it'd be missing

tawny ore
lucid iron
#

You need to include all ur files and target the right things

rigid musk
#

something like this inside of it

true coyote
#

I'm doing it now, the guides for adding a new item and everything it needs like this are... bare bones

#

I'll have to get back to it another time tonight or tomorrow, gotta head to the gym and then toddler will be home soon after that

rigid musk
#

For a CP mod that adds an entirely new fence you would need the data for the fence, the fence texture, the object itself, and then the recipe i think

#

puffer_pat I believe in you!

#

you can come back here for help if you need it :3

true coyote
#

I'm like, 100005% dumb to this stuff and it feels like a lot of the wiki tutorials I see are "rest of the f*ing owl" geared for those that know what they're doing and not small brains like me that need my hand held through every step lol

#

ah there we go, now theres errors ๐Ÿ™ƒ

rigid musk
#

It's okay! I understand completely - when I first started modding everything looked like gibberish

true coyote
#

lol this error

#

expected an unexpected character except the line its in looks identical to the other two include actions that its not throwing a fit about

rigid musk
#

sometimes it requires things a little 'weirdly' or just in a specific way

#

I use comic sans on my coding app because it helps differentiate stuff easy so i can see it lol

true coyote
#

like this is the line it has an issue with "FromFile": "data/Objects.json" with an unexpected " in position 2, but its identical to the next two and I only have the one set of " and not like, french keyboard quotes or anything

#

ok anyway I'm going afk now

rigid musk
#

do you have the comma at the end

true coyote
#

Of this line no, off the top of my head for the previous line I couldn't tell you atm. I'll be back home in like an hour or so

glass gust
#

Hey gamers idk if this is the right place to ask this at but I am having issues w my npc mod's introduction dialogue? For some reason instead of saying her intro she just does this

rigid musk
#

like how the line looks

glass gust
rigid musk
#

your portrait should go at the end of the line

#

so: "@, Is it really you? Oh, it worked!$1#$e#"

glass gust
#

Ohhhh!

#

tysm

rigid musk
#

No problem!

rocky copper
#

Does anyone know if there's a way in Content Patcher to apply a "Condition" to a true or false property?

lucid iron
#

Depends on the context

rocky copper
#

It's the "IsPaddyCrop" property on crops. For context, I'd like to make certain crops behave as paddy crops on the Farm but not on the Island. I can make the edit itself apply conditionally, but that ends up applying the change to crops planted in both locations based on my condition, so either both are paddy crops or neither are. I'm trying to get the game to check whether it's a paddy crop based on the location it's planted in.

ocean sailBOT
#

@rocky copper You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

rocky copper
#

A game query for Location_Name would work if I could apply that condition to "IsPaddyCrop", and that's the part I'm not sure if I can do

lucid iron
#

You need C# for this I think

#

The thing about content patcher is that it is generally unable to edit instances of objects

#

Only the data which control some particular template of an object

wanton pebble
#

A dynamic token outputting true or false would not work for this instance I think

#

And if a value is true or false rather than game state query, Which some fields are, Then you have to use a dynamic token in order to have anything more than true and false.

#

So yes I think chu is right And you would need C#

rocky copper
#

Hmm. Darn.

#

Thank you guys

scarlet ether
#

Does anyone know the general area of the unfolding grass/leaf tiles in the outdoor map tilesheets? The first one is easy to find, but I can't seem to find the second part of the animation so I can eliminate it. D:

#

Nvm, I think I found it. OoO

true coyote
#

or am I missing the comma on the ending bracket above it?

tiny zealot
#

yeah you're missing the comma on 35

true coyote
#

I wish teh validator would just say that lol pointing me to a different bracket and complaining about it instead of saying "yo you need a comma here instead" would be less confusing (for my brain) BUT I understand theres a reason it parses and points out things the way it does

#

ok one step closer

#

its in the game, but I've seemed to neglected to have it load the image in correctly, somewhere

tiny zealot
#

the error message could certainly be better! (for example, if { is an unexpected character, perhaps you could tell us what character was expected?)
but there's only so much that can be done when whitespace is a free-for-all

true coyote
#

I've pointed to the tilesheet it needs to grab in the fences json and loaded that in the content, but should it be in the content as well? or perhaps maybe my fences json isnt right?

uncut viper
#

it cant know that it was expecting a comma, though, and guessing would confuse people more

tiny zealot
#

by definition, if the parser can barf by not finding one of the valid characters, it knows which ones would have been valid

uncut viper
#

but it doesnt know which one

#

it can know which list of ones

tiny zealot
#

surely it could list them

#

e.g. "expected one of: , ]" or whatever

true coyote
#

ok so the error is in the objects json i believe... i saw that in other mods adding custom items for the sprite it was laid out "texture":{{Mod ID}}/tilesheet name I thought it'd need to be a file path though...

uncut viper
#

its an asset name

teal bridge
#

It's not always a single character like that, and parsers generally aren't going to dump the entire grammar rules like "expected <OBJECT> or <ATTRIBUTE>" since users won't know what that means anyway.

uncut viper
#

its only a file path if you're using internalassetkey, which you shouldnt be

#

(or rather its not recommended you do)

true coyote
#

mm, so I do have the thing above

uncut viper
#

you need to Load your image somewhere and use its target as your texture

true coyote
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 5 C# mods and 1 content packs.

true coyote
#

should i load it elsewhere?

uncut viper
#

you havent shown what you tried

true coyote
#

what I tried where? objects json? fence json?

uncut viper
#

yes. can't receive help with your objects or fence jsons if you don't send the jsons

rigid musk
#

I thought fence data looked different than that

uncut viper
#

You didn't put "Mods/" at the front in the objects json texture field

rigid musk
#

I've never made a fence before though lol

true coyote
#

sve had it but cornucopia doesnt, maybe because its crops? idk

#

anyway slapped that in

uncut viper
#

are you talking about the texture field or are you responding to Lily?

true coyote
#

texture field, sorry

#

man.. my thing isnt aligned I guess

uncut viper
#

then it doesn't matter what sve or cornucopia or any other mods do. You made up the asset name

#

When you wrote the Target line in your fence json

#

That's you creating an asset with that asset name

#

The target is the asset name

#

You use that asset name whenever you want to use that asset such as in a texture field

#

You could've named it "ssadmdhfak" for all the game cares

#

The only reason people put "Mods/" in their asset names is because they felt like it and/or were mimicking what someone else did

rigid musk
#

It also depends on where you personally store your files.. theoretically you could put them in a folder named Chicken and could load it from there

uncut viper
#

The asset name doesn't depend on that at all

rigid musk
#

I put the Mods/ thing because it makes sense in my brain

#

No I'm talking about the include for the asset sorry

#

You could also name the asset chicken though

calm nebula
drowsy pewter
#

include is for json files not for image assets

calm nebula
#

And I've updated jack of all lol

#

I kinda feel bad

uncut viper
calm nebula
#

I could release GIMA and atracore, I think Lyoko was testing it for me 1.6.8 without issuss

rigid musk
uncut viper
#

You can have an include that includes a file that has loads

#

The include itself does not create an asset or asset name

true coyote
#

I think what's left is adjusting my tilesheet, its only showing a small part of it in the bottom right of the 16x16 which is weird since I was 100% sure I had it aligned correctly. I'll have to go back and do a more thorough approach tomorrow

hallow prism
uncut viper
#

it would still not conflict if the thing immediately after Mods/ was your unique id

hallow prism
#

yeah, but it predates the use of unique id as a more global identifier

#

pathos recommanded it at some point which is why it's used by several people, i for ex kept the habit in some cases

uncut viper
#

is following a standard practice not just "mimicking what other people are doing" though

hoary scroll
#

Hello, I am trying to recompile the skateboard mod since the current version isn't in support anymore and I get this error after it compiled properly and I loaded it into the mods folder:

[Skateboard] Mod crashed on entry and might not work correctly. Technical details:
HarmonyLib.HarmonyException: Patching exception in method null
 ---> ArgumentException: Undefined target method for patch method static System.Void Skateboard.CraftingPage_Patch::Prefix(StardewValley.Menus.CraftingPage __instance)
   at HarmonyLib.PatchClassProcessor.PatchWithAttributes(MethodBase& lastOriginal)
   at HarmonyLib.PatchClassProcessor.Patch()
   --- End of inner exception stack trace ---
   at HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original)
   at HarmonyLib.PatchClassProcessor.Patch()
   at HarmonyLib.Harmony.<PatchAll>b__10_0(Type type)
   at HarmonyLib.Harmony.PatchAll(Assembly assembly)
   at Skateboard.ModEntry.Entry(IModHelper helper) in /Users/talperets/development/StardewValleyMods/Skateboard/ModEntry.cs:line 53
   at StardewModdingAPI.Framework.SCore.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/SCore.cs:line 1861
uncut viper
#

the point was that its not a technical requirement

tawny ore
#

I don't do the "Mods/" thing because trying to shave off some unnecessary characters and my thought is my mod's unique id is already uniquely mine. If that ever did conflict with someone else, I think they would have some explaining to do.

uncut viper
#

expect one to many errors about it trying to do things it no longer cant or use functions that no longer exist

hallow prism
hoary scroll
uncut viper
#

yes. it means its looking for a method to patch and cant find it.

#

"Undefined target method"

tawny ore
#

I'm curious why Skateboard needed to prefix the CraftingPage. Seems like it's due for more substantial changes to play nicely in 1.6.

uncut viper
#

you also didnt ask that you just said you got that error, so my apologies for interpreting it as you just wondering why

tawny ore
#

A lot of C# mods had to do a lot of cursed things pre-1.6 that are no longer necessary

hoary scroll
tawny ore
#

Could be a good opportunity to learn if you're interested, I didn't have any C# experience prior to modding

hoary scroll
#

For sure, I am happy to learn

tawny ore
#

Looks like someone already updated it

hoary scroll
#

Oh, where exactly did you find it?

tawny ore
#

Oh wait, nvm. The list is outdated.

#

I clicked the link to the mod page and it's taken down due to issues the author couldn't fix.

#

Anyway, technically an illegal mod since it is not following the GPL-3.0 by not providing the source for their changes.

rancid musk
#

Without looking at the code my wild guess is crafting page patches for rendering

tawny ore
#

Which shouldn't technically be needed anymore, right? Because you can just create an object entry with all the details needed.

rancid musk
#

Oh wow that first patch is extra dumb lmao

#

But yeah, that's exactly it.

calm nebula
#

You can use the grumbles qualified ID in crafting page now

#

My head hurts so I'm not coherent

tawny ore
#

Yeah, that's... interesting. Even in pre-1.6 that wasn't really necessary.

rancid musk
#

It's not even slightly necessary. Just put your code in a day started event. No harmony patch.

#

And you don't even need code at all in 1.6 for adding a recipe.

#

(If you even did in 1.5?)

tawny ore
#

This is why I think 99% of the time Harmony is a crutch

#

It's like a lot of modders opt for Harmony as the easy answer rather than thinking through what SMAPI's API allows you to do

tawny ore
#

AH, it's just modders bickering

hoary scroll
#

Like to remove the whole patch?

tawny ore
#

A prefix to add a crafting recipe is excessive when the same can be accomplished a simpler way

calm nebula
#

Standards I say!

rancid musk
#

CraftingPage_Patch should be completely removed. There are better ways to do what it does.

#

And I don't think CraftingPage_layoutRecipes_Patch is necessary at this point either.

hoary scroll
rancid musk
#

Yes.

tawny ore
#

For what it does, I'd think only the farmer patches are really needed. And even then, there are probably ways that the same could be replicated in smapi events.

hoary scroll
#

Alright I will try it now

#

Because there are a lot of unrecognized methods there

#

Like I removed two and now got errors for another 10

uncut viper
#

well, then its not going to work...

tawny ore
#

The jist of it is you want a placeable object, which is possible using only 1.6's data now instead of patches. You need to be able to modify the acceleration/friction for the player, and draw the object below them.

#

You need to make sure all of that can still happen.

#

The acceleration stuff can just happen by scheduling updateticking events while the player is using the skateboard

#

Drawing the skateboard under the player probably still requires a prefix patch on the farmer draw method

hoary scroll
#

I have another silly question, is there a way to see if the mod is crashing or not without recompiling and replacing it in the mod folder?

tawny ore
#

You can hit Debug which recompiles into the mod folder and runs the game

lusty elm
#

I figured out while I'm sleepy, no caffeine today

tawny ore
#

I consume caffeine as if it's medically necessary

calm nebula
#

There is some blood in my coffeestream

#

God my head hurts

blissful panther
#

All of you people with your caffeine-works-on-you superpowers. SDVkrobusgiggle /j

brittle ledge
#

No kidding, what's that like.

calm nebula
#

There were a few days in November when my heart rate went to the low 90s and would not come back down

tawny ore
#

I mean, it still works on me because I basically dose it. Two cups a day at 8am and 1pm to remain functional.

blissful panther
#

Tell you what, yeah, that I can do. I'll put the feature on the back burner for MEEP, and just strip out the stuff required for this to be included with your mod for ease.

blissful panther
dusk mulch
#

Thank you for being patient with me ๐Ÿ˜…

blissful panther
#

I will call this to-be-included-with-your-mod mini mod PEEM.

hoary scroll
#

Alright so update, there are no errors but there is also no skateboard, I definetly need to understand it acutally works because so far I was blindly modifying the code based on errors and common sense

#

Like this is my first time doing anything in C#, but thanks for the help and I will try again at a later time

unborn fog
#

Hi there, I had a question and I was direted from Modded Farmers to here.

Basically, I have FTaR (Fancy Trash and Resources) on my save and quite enjoy the textures. However, I want to change / swap the "Stone Outside", "Stone Outside2", "Stone Outside Big", "Tree Branch 1", "Tree Branch 2", "Tree Branch Big", and "Tree Trunk Big" with the assets from BR (Better Resources.) I was directed here to ask how I should do this since I've never modified a texture mod and don't want to break my game.

brittle ledge
#

(Don't worry too much about breaking the game, it's very break-proof SDVpufferheart the worst you can do is mess up the textures, but not permanently)

hallow prism
#

it's unlikely you'll break anything with editing texture

#

worse case? you'll make a backup and reinstall the mod

unborn fog
#

So how would I go about this? Also thanks for the reassurance ^^

brittle ledge
#

Depends on how both mods are set up - the easiest way might be to give BR a false dependency on FTaR to force it to load after BR https://stardewmodding.wiki.gg/wiki/Tutorial:_How_to_Add_a_False_Dependency_for_Load_Orders

Stardew Modding Wiki

PLEASE NOTE: This method has been largely obsoleted with 1.6's mod Load Order, but may still be useful for 1.5 content mods.
False dependencies are one method of managing load orders for Stardew Valley mods. Say that you have two mods that you would like to use together: Mod A, Incredible Items, changes every item sprite, while Mod B, New Apple ...

lusty elm
#

On the Topic of caffiene, I add a single serving bag of black tea (get 100 for a dollar from the dollar store) to my cup of super watered down tea (which I make in gallon batches daily) in the morning, as Micro dosing on caffiene helps ppl with ADD focus, and it helps me wake me up a lil in the morning as i'm not a morning person. Takes me like an hour to wake up naturally on some days.

gentle rose
meager shadow
#

Might anyone know what may be causing my NPC's events to not show up in Event Lookup? When I pull up their page from the relationships menu, it is empty, despite them having all of their heart events working in-game!

rigid musk
#

do the events have heart requirements?

#

I know that one of them doesnt show up for Qi because it doesnt actually have a heart requirement

meager shadow
#

Yep! They all do.

winter dust
dusk mulch
#

does the motorcycle get pulled from the "SpringOutdoors" tilesheet when you marry Sebastian?

#

to put it on the little cove?

rigid musk
#

How interesting... and all of the events work as intended? (I know you sayd they work in game I'm just trying to double check, you do have to reach the requirements for it to trigger them right?)

#

are you talking about the one in his spouse patio?

#

@dusk mulch

dusk mulch
#

yeah

rigid musk
#

I believe that's the one

dusk mulch
#

awesome, ty!

calm nebula
gentle rose
unborn fog
iron ridge
#

!saves

ocean sailBOT
spice inlet
#

What could be cool alternative themes for bundles? SDVpufferthinkblob
Up for suggestions

hallow prism
#

for the ui?

spice inlet
#

ui or new bundle types ๐Ÿ˜„

unborn fog
#

Thank yous :D

patent folio
#

we could always need more UI options ofc

hallow prism
#

hmm, i'd kinda like a way to pick between rewards but this may be hard to do

#

(and a bit niche to be honest)

#

(at least for bundle, for something more "regular" this would work better)

spice inlet
#

hm, you could probably ask the player in a event about what reward they want?

#

unless you're thinking about something specific ๐Ÿ˜„

lusty elm
#

I mean you could always have the bundle give you a "Shop Coin" then go to that "Shop" for your reward and have variety there.

spice inlet
#

that's a pretty neat approach

lucid iron
#

What if u let ppl do custom versions of the island fossil

#

To do this i imagine the content pack needs to tell u the desired x,y coord to put their (set of) donate ui things at, and a custom bg texture

spice inlet
#

that's a really neat idea, but it'd also require the content pack author to create said bg ui

#

could work

dusk mulch
#

yall i cant find a mod in the depo i wana do

#

helpppp

rigid musk
#

you could just make something

#

doesnt have to be from anything

dusk mulch
#

ive got creative block, idk what to make

#

i was thinking of a map...

hard fern
#

you could always brainstorm something, like what would seem fun to try

dusk mulch
#

i will do a map

#

what is that username-

rigid musk
#

chaos

#

what map are you gonna make :D

dusk mulch
#

hmmmm im thinking redoing the beach

lucid iron
#

You must fight other map mods then

rigid musk
#

just specify it aint compatible with them

#

you could also try to be compatible but you really dont HAVE to ... it would limit the amount of people who would download it though

dusk mulch
#
      • V3D5W23.14159265359Z?!P3R4K4HA3QbirdB2OXTM2N4IS is typing...
hoary lake
#

Mod idea (addition to happy birthday mod): instead of getting one card per person on your birthday. you get one massive card from the area with each person writing their own little message on it. one from ridgeside, one from east scarp....one from.....you get the idea.

dusk mulch
#

i think i will take a break for now

hoary lake
#

also Hi friends! SDVkrobusgiggle
i am in here for a change.

blissful panther
#

Ben is here!

#

The username's great. SDVkrobusgiggle

rigid musk
#

each special order has a corresponding mail flag right?

#

trying to get it so that you need to have completed a previous one to get another one and i think the best way to do that IS with the mail flags (since iirc using when conditions with special orders is a bit borked)

dusk mulch
gentle rose
#

benโ€™s username is great SCyes

hallow prism
hoary lake
blissful panther
#

Who was the interrobang for!?

#

(That being โ€ฝ for anyone uninitiated on the interrobang.)

rigid musk
#

I'm wondering where the pi symbol and the frog come in

hallow prism
#

i'm more curious about why it looks like a frog but the copy pasted name mentions a bird

fading walrus
#

Frog is Kam

blissful panther
#

I do know who the frog is...

#

Damn it. SDVkrobusgiggle

fading walrus
#

Forg catnod1

#

I do not remember who the interrobang is for

#

Possibly Logo?

blissful panther
#

That... actually feels like it fits.

#

Ah yeah, given there's no L in there... I think that might be it!

fading walrus
rigid musk
#

is there a way to do an either or thing with the required tags for special orders? I want to make it so that the player either has to have the hardmode skull caverns or the hardmode mines active but i think if i put both (so rule_MINE_HARD
and rule_SC_HARD) that would make it so they have to have both active

#

I suppose i could, alternatively, just have the special order activate those but i dont know if that would unlock the hardmode caverns/mines if the player hasnt already done that quest

hallow prism
#

try a /

#

i know it works on required tag

#

i don't think it'll work on rules

#

(to clarify i know it works on required tags of the item to donate. I am doubtful it's used in other places but if it is it's likely the format used)

rigid musk
#

Like this?

hallow prism
#

yes

rigid musk
#

we shall see :]

#

if it doesnt work I'll just make it so that both the hardmode mines and caverns becomes active with the quest and pretend that might not break progression in a sense

cosmic thorn
#

seems like i cant add a texture for an item like that, how should i do?

                   "Price": 2000,
                    "Texture": "assets/img/test.png",
hallow prism
#

what is the context?

hoary lake
hallow prism
#

usually items need a pair of
"Texture": "Mods\Lumisteria.MtVapius\Jewels",
"SpriteIndex": 0,

#

then

#

either you load your texture

#

or you use internal assets

#

which is explained somewhere on the wiki

latent mauve
#

Y'all might know, is RequiredTags in the Machine OutputRules > Triggers supposed to accept category_x context tags, or are those excluded?

hallow prism
#

should be fine

latent mauve
#

Trying to figure out if I just wrote my code wrong or if it hates clothing as an input item

#

which is valid

#

[Content Patcher] Can't apply data patch "(CP) Laundry Machines > EditData Data/Machines #4 > entry #1" to Data/Machines: failed converting entry to the expected type 'StardewValley.GameData.Machines.MachineOutputRule': Error converting value "category_clothing" to type 'System.Collections.Generic.List`1[System.String]'. Path 'Triggers[0].RequiredTags'..

#

lemme post my json real quick

hallow prism
#

  "(BC)FishSmoker": {
    "HasInput": false,
    "HasOutput": false,
    "InteractMethod": null,
    "OutputRules": [
      {
        "Id": "SmokedFish",
        "Triggers": [
          {
            "Id": "ItemPlacedInMachine",
            "Trigger": "ItemPlacedInMachine",
            "RequiredItemId": null,
            "RequiredTags": [
              "category_fish"
            ],
            "RequiredCount": 1,
            "Condition": null
          }
        ],```
(vanilla quick example)
#

now, no idea if there's a category_clothing

latent mauve
#

there is, I held a shirt and did listtags to check

hallow prism
#

(but since tags can be arbitrary this shouldn't cause issue anyway)

uncut viper
#

"Error converting value" means you've got the wrong data type yeah

latent mauve
#

....I forgot the [ ], thank you atra

lusty elm
#

I should probably add warps to this map... it is 155x200, and Everfarm is 200x155 >.> yeah, scribbles on to-do list

latent mauve
#

inputting the shirt still doesn't work, but at least it's not an error in the log now.

#

oops, found the possible error maybe

#

(mismatched ID values) nevermind, still not working to let me input a clothing item

cosmic thorn
#

By the way, does the dialogues with a specific items(as a gift) work or for this one still need a plugin in the 1.6.

rigid musk
#

you can do specific item dialogue

#

for gifts

#

is the GSQ generated for special order tags that are added just the ID of the special order

cosmic thorn
#

i see

rigid musk
#

I.e. if I wanted to do a GSQ for my special order would it be 'PLAYER_SPECIAL_ORDER_COMPLETE <name of my special order>'

dire canopy
#

How do I make OR queries on CP?
I tried:
"When": {"Query: '{{AllowSilkwormTreat}}' OR '{{AllowSilkwormMeat}}'": true}, and got ```[19:42:36 WARN Content Patcher] Ignored CP AHM TrentNewAnimals > Include Data/silkworm.json: the When field is invalid: Can't parse ''true' OR 'true'' as a math expression: Cannot perform 'Or' operation on System.String and System.String.

Tried:
```"When": {"Query: '{{AllowSilkwormTreat:true}}' OR '{{AllowSilkwormMeat:true}}'": true},``` Didn't work (also tried  putting the true in quote)
calm nebula
#

Get rid of the single quotes

dire canopy
calm nebula
#

First

dire canopy
#

thanks!

hallow prism
rigid musk
#

Yeah I meant the ID sorry (like the 'internal' name) and I know id need all the other stuff when adding a GSQ i just wasnt sure if the tag generated would just be said ID

light bramble
#

So me and a friend are working on an expansion mod that at the moment uses 4 different frameworks (Content patcher, Farm Type Manager, More Nightly Events, and Unlockable Bundles) My question is should we separate each part of the mod using each framework into separate folders

hallow prism
#

I think i used it this way once

hallow prism
#

Not sure for mne

#

Dont make more manifests that you strictly need to imo

uncut viper
#

if something uses content patcher for its frameworkiness then i would put them all in one content patcher mod

#

easy way to get into dependency hell otherwise

light bramble
#

But I would still have to include the other two frameworks as dependancies tho right?

hallow prism
#

If they are mandatory yes

#

If they are optional an include on hasmod check may suffice

#

I have both kind on vmv

light bramble
#

The annoying this is the frameworks have options to work with CP. But like wouldn't you NEED the framework for the code within the content.json to work???

hallow prism
#

What is annoying?

light bramble
#

You said if they were mandatory, but unless we don't have them then the mod won't work?

uncut viper
#

if you have things locked behind HasMod conditions then it doesnt matter if the mod is there or not

#

if its not installed the patch is never checked and it doesnt need to work

hallow prism
#

And usually yes you need a framework to get the effect of a framework. But not all mods need all the framework feature

#

I dont know your project

#

In vmv i have optional bush bloom features

light bramble
#

OHHHH I got confused by your wording

#

Sorry XD

#

They will be required for the mod XD

hallow prism
#

Player dont have it? The mod works but not the bush bloom feature

#

Ok

#

Then, yes. Its a dependency

light bramble
#

Unfortunately since me or Frost DO NOT want to mess with C# code we will be having some dependency hell....

hallow prism
#

I dont think 3 is hell

light bramble
#

We thought we were gonna have to use the mail framework mod but I think that functionality got slurped into CP

light bramble
lucid iron
#

have you seen the dependency lists on any expansion

hallow prism
#

It was already pretty much cp, just tricky

light bramble
hallow prism
lucid iron
#

sve is an outlier for doing a lot of bespoke C# stuff

#

you said you aren't doing that so frameworks it is

light bramble
#

I get that...but without it no mod...sooo doesn't that make it a dependency???

lucid iron
#

yea it would be a required dependency

drowsy pewter
#

4 is so little lol

uncut viper
#

i mean, then you're also counting SMAPI as a dependency

#

and the game itself

#

also, an operating system

#

you can use a false dependency for keyboards and other peripherals

hallow prism
#

I mean, i get its a shortcut for required mod to say dependency especially from user viewpoint

lucid iron
#

for CP based frameworks the idea is usually

#

you can edit this special given asset to tell framework what do

#

if the framework is not there though, nothing happens bc no one's there to process request

reef kiln
#

Having a dependency has never stopped me from downloading a mod. Well, unless it is an outdated one like JA or a few others.

normal trout
#

(same though tbh)

hallow prism
#

While i get the feeling of being overwhelmed it happens when its a lot of unusual requirement in my experience

#

Cp and ftm are basics

calm nebula
reef kiln
#

I recently converted all the PFM mod on my save to CP. I still use the mods, I just personally edited out the PFM requirements

calm nebula
#

The c# for sve is actually pretty small

lucid iron
hallow prism
#

Ub is quite common now i would say. Im not sure how widely night event is used but if players are interested in concept itll be not discouraging imo

reef kiln
hard fern
#

SDVpuffersweats once you mod enough you'll have just about every framework

lucid iron
#

the portrait of suki (sve traveling cart lady) was patched into the shop menu constructor iirc

#

im not sure if this is still how it works

hallow prism
#

(Thanks 1.6 for easy shop portrait addition)

lucid iron
#

but it is why portraiture no work on her

latent mauve
#

I hope SVE doesn't still use that method, but who knows

rigid musk
#

knowing sve it still uses that method

#

i dont even know what method we're talking about but i sure do know how old that mod is

lucid iron
#

should prob clarify bespoke is more "specific niche thing" rather than general size of the C# component

calm nebula
#

You could send flash a PR

brave fable
reef kiln
#

Flash is actually really good at helping make SVE compatible when asked.

rigid musk
#

I could also bring it up to him if someone needs it - he- i was literally typing that lmao

#

He's very kind about it surprisingly, if he has the time anyways

#

I think the farmcave one still can't be skipped blueberry but pets can

#

so only that part of it really

brave fable
#

You see this cat here?

reef kiln
#

There is a mod to say no to the cave. But not skip the event entirely. I don't think

lucid iron
#

hm so would it work without any C# if we just make suki real antisocial npc

brave fable
#

i'd make it a very helpful ui for picking your pet/cave but also fuck that completely

lucid iron
#

and set her as cart shop owner with appearances n everything

calm nebula
#

You can just set a portrait path iirc

drowsy pewter
#

yeah

hallow prism
#

As its the main obstacle i see to the change (knowing how to clean the code)

#

Adding portrait with cp is pretty easy and quick

#

Vmv has that for travelling cart

#

With a config option

lucid iron
#

yay ok DokkanStare

#

ill just PR then at least so im no longer bothered by this

hallow prism
#

I can even provide an example later today if you want (right now im on phone/about to go to sleep)

lucid iron
#

its ok i have vmv to look at SDVpufferthumbsup

#

what is this custom fish pond color patch for

brittle ledge
#

in VMV?

#

might be for the legendaries because those default to purple I believe

lucid iron
#

in SVE

calm nebula
brittle ledge
#

might be the same reason SBVLmaoDog

lucid iron
#

oh yea i was just read it wrong DokkanStare

#

for some reason i thought it did all fish but i dont recall that

calm nebula
#

No. It just does a few sve fish

brave fable
#

speaking of PRs, if anyone is particularly attached to instant pets/farm caves

calm nebula
#

Sure, that could be in the data now but whatever

brave fable
#

i havent even looked at it

lucid iron
#

its interesting to look at how these things either became vanilla or became parts of more general frameworks

brave fable
#

the answer to how is data models. sweet, sweet data models

#

gorgeous data models

dusk mulch
#

What file defines how many friendship points a catagory/gift gives? (Or is it hardcoded)?

brave fable
#

that does not have a lovely data model ๐Ÿ˜Œ

dusk mulch
#

RAHHHHHHHHHH >:(

#

the 1 mod i wanted to make doesnt have the crucial part

brave fable
#

friendship gain/loss values, birthday bonuses, stardrop tea, etc. are all completely arbitrary

mighty quest
#

Anyone know what this means? I'm not great at CP

[Content Patcher] Can't apply data patch "Stardew Valley Balance Overhaul > EditData Data/Machines #39" to Data/Machines: the field '(BC)24' > 'OutputRules' > 'OutputItem' doesn't match an existing target
        {
            "Action": "EditData",
            "Target": "Data/Machines",
            "TargetField": ["(BC)24", "OutputRules", "Default_LargeEgg", "OutputItem", "#0"], //Mayonnaise Machine - Large Egg
            "Entries": {"MinStack": "2","MaxStack": "2", "Quality": "0"},
            "When": {"Animals": true, "Artisan Goods Gain Quantity": false}
        },
sleek flint
#

I am currently making a small and simple framework and I want modders to be able to just add keys to their Content Patcher's content file instead of having a whole new file just for this small framework. But I can't find any guides for it, if there is one can someone give me the link please?

lucid iron
#

outputitems iirc?

calm nebula
lucid iron
#

hm nop outputitem is correct DokkanStare

faint ingot
#

So I'm working on rewrites to Pam's schedule and there's one thing I don't get. After the house upgrade, I can detect that and send her from her warp room to near her first destination in the house ('Trailer_Big'). But instead of going to that desination (couch) she always has to leave the house first and then come back in?

lucid iron
dusk mulch
#

whoah when do these get implemented in the game? (i havnt seen them before)

brave fable
#

if you haven't seen it, it's from 1.6. a few new cabins were added

dusk mulch
#

huh, alright

mighty quest
#
[Content Patcher] Can't apply data patch "Stardew Valley Balance Overhaul > EditData Data/Machines #39" to Data/Machines: the field '(BC)24' > 'OutputRules' > 'OutputItem' doesn't match an existing target
[Content Patcher] Can't apply data patch "Stardew Valley Balance Overhaul > EditData Data/Machines #44" to Data/Machines: the field '(BC)24' > 'OutputRules' > 'OutputItem' doesn't match an existing target
[Content Patcher] Can't apply data patch "Stardew Valley Balance Overhaul > EditData Data/Machines #45" to Data/Machines: the field '(BC)24' > 'OutputRules' > 'OutputItem' doesn't match an existing target
[Content Patcher] Can't apply data patch "Stardew Valley Balance Overhaul > EditData Data/Machines #39" to Data/Machines: the field '(BC)24' > 'OutputRules' > 'OutputItem' doesn't match an existing target
[Content Patcher] Can't apply data patch "Stardew Valley Balance Overhaul > EditData Data/Machines #44" to Data/Machines: the field '(BC)24' > 'OutputRules' > 'OutputItem' doesn't match an existing target
[Content Patcher] Can't apply data patch "Stardew Valley Balance Overhaul > EditData Data/Machines #45" to Data/Machines: the field '(BC)24' > 'OutputRules' > 'OutputItem' doesn't match an existing target
#

none of the errors mention specifically what type of egg

brave fable
#

preferably the content file from your Mods/MyCoolMod folder

light bramble
#

Ok, trying to figure this out with SVE and making sure we have compat. The backwoods looks like this (first img) but eventually, in SVE, you get something that happens and then changes the backwoods to look like this (second img) I am trying to find the exact map within the SVE files but cannot find what they use to patch the backwoods to have the fences on the clif removed and widen the path.

lucid iron
#

sve doesn't patch backwoods it just gets yeeted

faint ingot
#

from the smapi log of someone that posted on my nexusmods page that his game is crashing:

light bramble
#

Still need to know the map name so we can do a proper patch and get SVE compat working so people don't get angy

lucid iron
#

Assets/Maps/Locations/Backwoods.tbin

normal trout
lucid iron
#

the target is still just Maps/Backwoods

#

ctrl+f to see the various patches sve does to it

light bramble
#

I'm an idot

lucid iron
#

no ur a n3rd SDVpufferthumbsup

light bramble
#

New pokemon unlocked Idot. failed evolution of seedot

calm nebula
lucid iron
#

yea

#

i think sve loads over most vanilla locations mostly cus it tries to put grass all over the place

reef kiln
#

I have over 500 mod and none of them are AT or FS packs. So 100 is nothing.

brave fable
calm nebula
#

Skill issue SDVpufferthumbsup

lucid iron
#

this looks right yea?

calm nebula
#

(I kid I kid)

calm nebula
lucid iron
#

no im done with this one

#

the other stuff look hard blobcatgooglyblep

#

or rather, need some kinda peace talk between every expansion that do untimed special orders lol

calm nebula
#

Lolllllll

#

No, but it's a small patch tbh

#

We asked if vanilla could do it

light bramble
#

Question, is there documentation on what the "Priority" thingy do in Content Patcher?

lucid iron
#

yes, but it works differently for Load and EditData

lusty elm
lucid iron
#

it is on the github content patcher docs page

reef kiln
lucid iron
lucid iron
light bramble
calm nebula
reef kiln
#

I need to use fish ponds more. Cool I need to do that

calm nebula
lucid iron
#

yea

#

u see the best way to integration test is to keep all me mods installed

calm nebula
#

No, the best way to integration test is to talk other people into testing your mods

dusk mulch
#

why do i have to be so indecisive about mapping ๐Ÿ˜ญ

latent mauve
#

So I posted my JSON earlier when I was trying to work out why I couldn't get the recycling machine to accept shirts as inputs, but didn't get a response. Anyone have any ideas?

lucid iron
#

should i ping flash or go join the SVE seaver

latent mauve
#

I fixed the code error but now it just fails without an error in the log, because my code properly uses a list now

lucid iron
#

im not really sure how often github is checked

latent mauve
rigid musk
#

Is there a way to make a config option only appear if you have a specific mod

calm nebula
rigid musk
latent mauve
#

But the recycling machine still wouldn't take the shirt

rigid oriole
#

Do recycling machines only accept objects somehow?

latent mauve
#

That's what I'm wondering

rigid oriole
#

The code for machines in general might check

calm nebula
#

That should not be the case

#

I definitely recall this

latent mauve
#

I suppose I can test with another category real quick just to make sure

reef kiln
#

You can check the code by adding the clothing tag to a carrot or something and see if the machine takes it. Then you will know if it just won't take clothes

#

Never mind you just said the same thing.

calm nebula
#

Deconstruct, you said?

#

You need to move your rule above the vanilla rule

#

Wait, no

#

Recycling machine, hmmm

latent mauve
#

yeah, it just doesn't work for category_clothing, it worked fine with category_bait on a test

lucid iron
#

What does the machine rules say

#

In like LA or similar

#

Also does it work if u use item id instead of tag?

latent mauve
#

Even if it does work with itemID, it won't necessarily help, because I need it to accept any shirt?

#

But I can try

calm nebula
#

Wait, category_clothing does that exist

#

Try category_shirt

latent mauve
#

the wiki said it does, and debug listtags said it did

#

sure

lucid iron
#

Well i was thinking that maybe some nonsense will result in Condition working

#

Even if tag no work

latent mauve
#

still nothing on category_shirt

calm nebula
#

Weird

latent mauve
calm nebula
#

I'm pretty sure we asked for the object check to be removed in 1.6 alpha

#

Try quality_none

latent mauve
#

still nothing

calm nebula
#

Hmm

#

Try furniture, for shits and giggles

latent mauve
#

category_furniture?

#

lemme just spawn a chair and check the tags to be sure if that's right

calm nebula
#

Chue can you check performobjectdropin for mw

#

The method signatuew

latent mauve
#

Furniture works

calm nebula
#

The fact that it is perform OBJECT Drop in worries me

uncut viper
#

Object.performObjectDropInAction?

calm nebula
#

Yup

#

What's the signature

uncut viper
#

public virtual bool performObjectDropInAction(Item dropInItem, bool probe, Farmer who, bool returnFalseIfItemConsumed = false)

#
if (!(dropInItem is Object dropIn))
{
  return false;
}
#

a shirt isnt an Object its an Objects.Clothing

#

different subclass of Item

calm nebula
#

God damn

#

See, I distinctly remember asking Pathos if machines could take wallpaper and him saying yes

uncut viper
#

Wallpaper is an Object

calm nebula
#

Lol yeah

uncut viper
#

it derives from Object

#

Clothing does not

calm nebula
#

After the great wallpaper incident of 2024

jade wing
#

Hi having some issues with this error message ([Content Patcher] Can't apply data patch "Mystic Baker > EditData Data/Objects #5 > entry #2" to Data/Objects: failed converting String value to the expected type 'StardewValley.GameData.Objects.ObjectData': Error converting value "Object/BakingSoda" to type 'StardewValley.GameData.Objects.ObjectData'. Path ''..
[Content Patcher] Can't apply data patch "Mystic Baker > EditData Data/Objects #5 > entry #3" to Data/Objects: failed converting Integer value to the expected type 'StardewValley.GameData.Objects.ObjectData': Error converting value 0 to type 'StardewValley.GameData.Objects.ObjectData'. Path ''..) not sure what is causing it any help would be great thanks here is the code https://smapi.io/json/none/0f50e1bef7f74d7988d158ee60a19f81

latent mauve
#

I can confirm wallpaper works

calm nebula
#

(Was it 2024?)

uncut viper
#

other things that i dont think will work: Tools, Boots, Hats, Rings, or SpecialItems

gentle rose
#

the great what now

brave fable
#

2022, actually

latent mauve
#

I'll try all of those just to check now, Button

calm nebula
#

Thank you for checking+

#

The bright side, button, is that I think we may be a single transpilwr from getting that to work

uncut viper
#

we?

lucid iron
#

Move it under baking soda's {}

calm nebula
#

Royal we

uncut viper
#

you mean Selph

lucid iron
#

Yeah I wouldn't dare

calm nebula
brave fable
#

the question is, do you really want to allow clothing in any performobjectdropinaction

tiny zealot
uncut viper
#

you could just check if its the recycler

jade wing
gentle rose
uncut viper
#

i dont know if thats the case tbh but also im pretty sure the actual problem is what atra pointed out

gentle rose
patent lanceBOT
calm nebula
latent mauve
#

Things that don't work as machine inputs:
โŒ Boots
โŒ Clothing
โŒ Hats
โŒ Rings
โŒ Tools

uncut viper
#

checks out

gentle rose
uncut viper
#

what about SpecialItem

#

(idk what an example of a SpecialItem is)

latent mauve
#

I can try a book?

uncut viper
#

those arent SpecialItems

latent mauve
#

ah

uncut viper
#

i think its like

lucid iron
#

!unpack

ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

uncut viper
#

idk theyre weird. the things meant to only ever be gotten once and for specific purpose

#

and possibly removed immediately

lucid iron
#

Check vanilla's Data/Objects for how it should look

uncut viper
#

like the magnifying glass is a SpecialItem

#

Skull Key, Club Card, Dark Talisman, Magick Ink, Magnifying Glass, and Special Charm

calm nebula
uncut viper
#

yeah

#

i wanna recycle my club card

#

im swearing off the slots

lucid iron
#

What does it give u

latent mauve
#

lemme see if I can figure out how to give myself just the object for those, since debug f isn't finding any of those

uncut viper
#

its probably not actually worth fussing about with it was mostly jokes SDVpuffersquee

latent mauve
#

(I don't think we can give ourselves those anyway SDVpuffersquee )

#

I'm happy to put random things in to check if the recycler will take it though, for actual checks xD

jade wing
uncut viper
#

everything else should be fine, everything else should subclass Object

latent mauve
#

(furniture working opens up amusing options for recovering wood maybe)

#

I'm just glad to know that I wasn't somehow messing up the code still

uncut viper
#

also some classes override performObjectDropInAction and dont check for it being an Object

latent mauve
#

I know I used Selph's EMC for the output of a machine to be clothing, but not sure that's reversible at current to use it for an input instead.

uncut viper
#

Mannequins, for instance, are perfectly happy to accept clothing, if you can believe it

#

can you turn a mannequin into a machine?

lucid iron
#

Wouldn't it be kind of cursed to like

#

Grab infty furniture and run a wood chipper factory

latent mauve
#

I mean, this is gonna allow for infinity clothing to be cloth, sooooo

#

Not that far of a stretch.

lucid iron
#

You cant grab clothes for free from a catalog can u

latent mauve
#

Considering the other machine in this mod generates 1 clothing or cloth per day.

#

(Laundry machine)

lucid iron
#

Like I'm not that against it bc machines have processing time

#

But u r make wood out of nothing DokkanStare

latent mauve
#

Also as a fun observation, not sure how much of it is just luck, but man my machines seem weighted for prismatic pants.

#

There's so few pants, so I get that it has good odds to be prismatic when it rolls pants at all, but it rolls pants a LOT

#

(it's supposed to be a 1/3 chance of shirt, pants, or cloth.)

rigid musk
#

@rancid temple just wanted to say I added optional compatibility with your perfection mod thing - Lookup Anything still indicates that you need to craft/cook the things though pondering

ivory plume
#

(The first shop in Central Station is starting to take shape!)

tiny zealot
#

hats!

latent mauve
#

(Pathos, I was so afraid you were about to jump in on the clothing / ObjectDropIn discussion, and I was gonna feel very guilty)

calm nebula
#

Basically thr game allows wallpapers to be accepted as objects of the same id

ivory plume
#

(I'm temporarily an actual mod author, game bugs are invisible to me. ๐Ÿ˜Œ)

calm nebula
#

I wouldn't say it is a bug

latent mauve
#

Nah, just me running into something I can't do again.

#

This happens pretty often, tbh.

calm nebula
#

Just .... something someone wanted but can't have until we bully Selph into it

tiny zealot
calm nebula
#

I could craft the seasonal seeds from wallpaper

#

Use wallpaper to buy buildings

#

Gave Gus a wallpaper instead of a coconut for that one quest

latent mauve
#

It's all good, I'll just comment out that code in the hopes that one day it'll be possible. Not like I'm in a hurry to release this mod with all the ideas. ๐Ÿ˜„

ivory plume
#

(Then there was this 1.6 alpha bug.)