#making-mods-general
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you should always see if the wiki has an example when doing these kinds of things. really helps
thing is its hard to find it because sometimes the wiki doesnt have a link to navigae to that page
Have you unpacked the game?
you can also use advanced search with the modding namespace turned on + ctrl+f
There's a whole data asset with examples of trash cans already doing this exact thing
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
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
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?
very easily possible yeah
you can do it without stairs too (i usually forget to use them even with a stack of em in my inventory)
Normal people taking damage from falling and not knowing where the holes are supposed to spawn
It sounds pretty difficult to me
Yeah I always cheat so I have no clue
(you can also do what i do, which is just google "stardew/smapi wiki modding [term]" and scroll until i find it)
(i do this for like half the pages i reference regularly)
ok time to see if this works
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
i also always cheat the skull caverns so dont ask me either
ive been doing this for 8 HOURS
bunch a cheaters the lot of you /silly
i be googling "stardew modding [thing]" and hope for the best
lol i should try that
it usually works so 
I never google to find wiki pages
why tf do i have a minion emoji-
the amount of tabs i have open at this very moment is astronomical
"stardew modding How to make a map, NPC, and OP weapons"
someone take me out /j
Too many times sent to the old wiki and then being embarrassed!
I just go in the wiki and type modding:<term>in the search bar
Being able to search the modding namespace is SO handy
that usually works better roku how does it feel to be efficient
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
but it cant remember the pages i used last week...
But actually, I don't usually search, I just have most of the page locations memorized 
NPC is harder but weapons are on there too ... the map thing i will not remark on because i ended up using incorrect documentation and had to redo the implementation of my maps
i have looked at the items wiki page so many times and still i forget the value i use every single time
ah- ah- ah you got an error in your json it should be
modding:[term]
(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)
<> is technically a place holder 
behold whatever the heck this chicken code is
fun and joy
is that yours
yes
but
i did actually finish the chicken sprites i should release the omni chicken eventually
you can put multiple categories in one query
It would also be the correct method for searching since I don't want a list of comma separated values 
!ITEM_CATEGORY Target 0 -5 -9 -20 -21 -22
what if I named the hard skull cavern challenge 'Qi's hungry challenge but worse' and then called it a day
thank you button 
that would be "not any of these categories"
yeah random any item is fun until it spawns an invisible block that won't go away
'Qi's Very Hungry Challenge'
Hungry Hungry Qi's
Qi's 'I really am feeling a bit peckish right now' challenge
wait is -999 the category for books
some of the item categories in stardew make me sad
omg i just realized i'm using extra animal config for the chicken but i put the id for extra machine config

I have no idea if y'all can see Uber showing me button's user info. Sorry if you can!
ok
๐ญ but yeah i can see it lol
that me
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
it's per server, I just tried it in another server and the person had like position 60 haha
my prestigious low account number 
waaaait if you use the governor command on a cheeto it shows links to their mods???
that's so cool
(I'm guessing it's using the wiki list)
wait, what
right click a cheeto's pfp, click Apps > User Info (the governor one, not uberbot)
It is, yeah!
No links for Button
sad
Oh, that makes sense
lmao
not a cheeto, not on the wiki ๐ญ
New quote added by wopr1234 as #6310 (https://discordapp.com/channels/137344473976799233/156109690059751424/1333730426577092620)
We are a trashy bunch 
rude...
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
I read this the same way as "I'm the Scatman"
https://smapi.io/json/content-patcher/6ad3132c173548d9a18943248ddc4370 the randomitemID isnt working and i literally copied it off the wiki so it should work
Can you explain what you mean by "isn't working"?
It just wont give me any item
Each item has an equal chance so i should get at least 1, or am i dumb...
Wai you be mean to me Bea?! It's a fun song, he's a cool man!
It's still a garbage can, so there's a chance of not getting anything just like any other garbage can.
Oh, right
I mean, fair. It's a strange sounding name if you're unfamiliar with the musical meaning of scat haha
i started humming the song when you mentioned it aba uihfsiugsaf
Same lol
wut.
!stone
๐ชจ The item ID for Stone is 390.
There's a lot of litter that's not real
oh
Unfortunately stone is the only one with a command, you'll have to check the object data to discern what the other ones are
finally ive finished this stupid depo mod
Your TargetField looks wrong
i removed that, dw
least favorite part of any mod is making the banner
don't worry about it much, nexus fucks the quality to hell anyway
yeah 
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 
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 
I think you could...but you could just do an EditMap with CP
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?
Yes, though it would have to have an update rate of OnTimeChange which can get pricy with performance.
QUESTION: Is it possible to do a map expansion thingy like how SVE has it where you can buy the land?
But like, no C#
Can it be done in content patcher
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
Oh, that does sound like something I should use minimally for mere visual fluff
I don't know how SVE does it but you could use Unlockable Bundles.
This, on the other hand, wouldn't it be doable if the NPC just had blank spots on their sheet, like say, in the spot normally used to face left, and then I had their schedule face left?
I guess so. It'd be pretty easy to check with an existing NPC. Just change their schedule and spritesheet. But I don't know if you could avoid having the cursor change when the player hovered over it. I removed all of Lewis's dialogue once but I can't remember if that completely disabled talking to him or just made him say "...".
does this coincide with an NPC arriving at a schedule point? if so, BETAS can do it
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 
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
(Spiderbuttons.BETAS_PatchUpdate is an action I mean)
the map patch would be tied to a When condition checking for that mail flag
Hmmm, very interesting... I wonder if my janky roundabout way might actually be less steps though 
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?
Like adding an event in the night
basically the "There was an earthquake during the night." event
But that NpcArrived trigger... That does get me wondering about the possibilities 
More Nightly Events is the framework for night events
Use temp actor or temp animated sprite
Weren't those only for events?
Oh yeah sorry i misread
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 
As someone who sneakily add invisible NPCs in one of my mods, I can confirm that they don't get cursor change if they have no dialogue.
Hi esca!
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. 
The sve one has infinite time which endertedi has a mod for
(oh right, that's still not native)
I love how rvery expansion has that code tbh
I'm using unlockable bundles
Anyways
Good morning, I hate hate hate electrolyte imbalances
Woke up this morning because my calf muscle seized up on me sigh
I just failed to sleep more than an hour for some reason, so back to being nocturnal
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 
Gonna go get coffee, etc
I prefer the latter for simplicity's sake, but ig it mostly depends on how much code's involved
Iro, who is very brave, has decided to look at my repo
though I say that while severely overcomplicating a "get map tiles in random order" utility
Which has three separate shared libraries
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)
(AtraBase, AtraShared, then MiniAtraShared to make it easier for me to pull mods off AtraCore)
and unfortunately for me, I use Rider, which doesn't like shared projects at all
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
(because I can't directly reference the shared projects from the mods right now)
...is this rider being annoying again then
I'm this close to giving up and moving to visual studio lmao
no, usually people don't pull the subrepos probably I think
It's on my todo list to remove teh pintail reflection module (never really used it, I tend to just hand roll IL)
(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)
earlier today it was telling me that the keywords void and string weren't recognised
do you know which is this? the framework that adds infinite duration special orders
because I feel like at least 4 expansions have their own impl and I prefer to not add a 5th
we need a command for that xkcd universal standards strip
looks like this one: https://www.nexusmods.com/stardewvalley/mods/26117
oh man now that I look at gima's code again I'm like damn I could have made better decisions lol
welp
random 6AM commit of "mild cleaning"
I feel that way every time I look away from my code for longer than 3 seconds tbf
me, looking in the wrong mod: why don't I recognise any of this from yesterday
I regularly go to the wrong mod and just blink, tbh
You should see mine tbh
seems clean, but I'm not sure where GetTiles is defined 
AtraShared
Shuffled is in AtraBase
GetTiles uses rented arrays
Thus the weirdness of returning both the array and a count
It's not great, I suspect it could be a lot faster tbh
(clicking around for several minutes before bothering to get my phone & log into github)
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
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
(...oh, I got lost because I clicked base then shared, and it switched me back to base mid-load
)
& 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
Yeah
caching or using rental might help, though I've never touched the latter really
Rentals are super easy tbh
though I'm not sure if making 10k vectors2 is a problem compared to pinging every map tile for properties and such
the old* "is totally clear and placeable" check took forever
really I just need to go finish* the parsing end of this, but I got distracted
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
FTM's old code has some pointless bits but is fast enough not to take up seconds in people's logs, at least
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 
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?
Iโm pretty sure Alvadeaโs mining farm map (Gold Rush?) has something like that for a shed. Alternatively, Unlockable Bundles can be used to unlock stuff afaik.
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.
Maybe I can make two bundles for two choices, but you only get one.
I think Grandpa's Farm for SVE is the part that has a special order chain to repair a greenhouse
plus some other buildings in misc places
unlockable bundles can do that with the Dialogue bundle type
Was there a reason SDV made the Desert map so big?
To make it more desert-ish ig? Like, big useless sand thing
You mean expanded? Idk
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
Global inventory is your friend
it sounds more straight forward than I believe stardew code to be
I will look into it
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.
it is possible with C# but idk how
bleh id rather avoid learning C#
never used it but people use this
https://www.nexusmods.com/stardewvalley/mods/999
You can if you use Sprites in Detail, but it's kinda finicky and the documentation isn't great
maybe ill just stick with 16x32
dunno if theres alternate ways aside portraiture tho
nvm I misread uhgfdsuigsf
Portraiture's just for portraits though, not sprites
Do you want the NPC to be bigger than 16x32 and move properly
yeah i was thinking of modifying the seagull sprites that are already in the game, and they seem to be 32x32
sorry i just kinda woke up from a power nap 
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
interesting...
Sprites in detail lets u give more sizes
But uh, it's cursed in calendar and social tab above certain threshold
is there a way to add any pickle to a cooking recipe? there is no category for them so i suppose not...
Spacecore pickled_items
well id like to avoid adding dependencies to my mod if i can...
thanks for the suggestions ill consider those mods hah
Well, pickles have a unique ID so
Your choice. Your own c#, or dependencies
Alternatively, Better Crafting also allows context tags as ingredients
Or become one of those wizards who get 100% more pixel per pixel out of their sprites
pickles are just item 342
got it thanks
I have no clue why people are making it overcomplicated
Tbh i was thinking of other pickled items from mods
also tbh a seagull feels like it should fit in 16x16 anyways
But yes atra is correct it should work if u just put in id
I assumed the game would be weird about it ๐
unless you want it to spread its wings occasionally, in which case you can take advantage of birdie's fishing animation XD
but does it count all kinds of pickles?
Pickles are a flavored item
All of them r id 342
You just won't get cornucopia kimichi for instance
Because those are separate new item
okay thank you
ok i made the seagull fit on a 16x32 
Cute! I'd recommend moving the legs left one pixel though, the seagull looks a touch unbalanced at the moment
I think the chat collectively read the question as "use this specific pickle flavor in recipe"
which is a common query
but it's any pickle so yeah just 342
is that a question regarding your own mod or...?
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
yeah
I've been trying to figure this fence coding out for like
a week and a half now? but theres no custom item fences on nexus with the new cp changes for me to reference
and I guess referencing SVE's is no bueno because its kinda spaghetti?
or something..
do you have code you need help with
if you send us the code and tell us exactly what you want done we can assist. otherwise 
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
Load is for when you're trying load a new asset, like a tilesheet
I don't remember what Cornucopia' EditImages are for but I assume those are conditional edits depending on a config
you dont use EditImage to load a custom tilesheet by itself, only edit it after loading
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
although the file path directly to it is just the vanilla item, that I chose
Well u need modid
so I guess that removes the conflict>?
the target location doesn't have anything to do with your files
But assuming u r add new fence you have to Load your texture somewhere b4 u can use
{
"Action": "Load",
"Target": "{{ModID}}/Fence",
"FromFile": "[file path with file extension]"
}```
after you're loaded the texture changing it is just an editimage and bam seasonal fences
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?
yes
(still, recommend using i18n if able)
I'm having extreme trouble checking whether the crops are fully grown and ready to harvest
fullyGrown value of a crop is... weird and unreliable to say the least
and it doesn't let me compare the current phase with amount of phases
public static bool CanHarvest(this Crop crop)
{
return !crop.dead.Value
&& (crop.currentPhase.Value >= (crop.phaseDays.Count - 1))
&& (!crop.fullyGrown.Value || crop.dayOfCurrentPhase.Value <= 0);
}
hmm.. stardrop isnt seeing my mod
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
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"
please share the whole log ^^
stardrop's log? cause it wont even load in for a smapi log
well if it doesnt load in then smapi should tell you why
idk how stardrop works, can you just cut out the middleman and test it directly?
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.
!json
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.
Put your manifest.json into here to validate
This will tell you why the manifest isn't loading by SMAPI or Stardrop
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
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
I'm not gonna question it, I know I had that closing bracket there lol
even had my husband look
Look at line 12 (left) vs 14 (right)
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
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
thank you. its clear I need to go back to bed 
and it doesnt show in the item spawner
and no errors
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
do I need anything else besides fences.json objects.json and craftingrecipes.json?
This probably goes without saying, but you also need a content.json
yes I do have that lol
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
You gotta include all ur jsons ofc
In fact, I think all CJB Item Spawner needs is objects.json
Another thing you can try is if the debug command works since that doesn't depend on CJB Item Spawner
This log doesn't have content patcher Installed
It's got 0 mods actually
Oh... yeah that would be a problem
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
Send new log
https://smapi.io/log/b11adb5b97ed4ec3bfbb06712af40793 lol im so tired my brain has 3 whole wrinkles
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.
I'm just guessing I've done something wrong in one of the data jsons, they seem... empty but it is just one item
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
Idont know what I'm missing
I could say my content is missing more but I'm not sure what it'd be missing
smapi.io/json can also validate your content files
You need to include all ur files and target the right things
So just to clarify you have a content json that is loading each of your other separate ones right?
something like this inside of it
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
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
I believe in you!
you can come back here for help if you need it :3
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 ๐
It's okay! I understand completely - when I first started modding everything looked like gibberish
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
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
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
do you have the comma at the end
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
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
could you share the snippit of code that is her introduction?
like how the line looks
Introduction: $1 @, Is it really you? Oh, it worked! #$e# I noticed you playing Stardew quite a bit, so I couldn't help but want to surprise you! I hope that's okay!
your portrait should go at the end of the line
so: "@, Is it really you? Oh, it worked!$1#$e#"
Does anyone know if there's a way in Content Patcher to apply a "Condition" to a true or false property?
Depends on the context
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.
@rocky copper You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
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
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
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#
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
now I have a bracket error, also if there's anything else missing (there probably is tbh...) please let me know https://smapi.io/json/content-patcher/3e8f2abd10fd482f97b37e7b1baa7a2a I'm not sure whats wrong with the bracket on line 38 as it does have a closing bracket for the section..
or am I missing the comma on the ending bracket above it?
yeah you're missing the comma on 35
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
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
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?
it cant know that it was expecting a comma, though, and guessing would confuse people more
by definition, if the parser can barf by not finding one of the valid characters, it knows which ones would have been valid
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...
its an asset name
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.
its only a file path if you're using internalassetkey, which you shouldnt be
(or rather its not recommended you do)
mm, so I do have the thing above
you need to Load your image somewhere and use its target as your texture
but it threw https://smapi.io/log/1c4c8e1bb6024c97b1788e0f80693b04
I have the asset loading in fence json where it was also being loaded in SVE for their fences, since thats the only reference i have atm
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.
should i load it elsewhere?
you havent shown what you tried
what I tried where? objects json? fence json?
yes. can't receive help with your objects or fence jsons if you don't send the jsons
I thought fence data looked different than that
You didn't put "Mods/" at the front in the objects json texture field
I've never made a fence before though lol
sve had it but cornucopia doesnt, maybe because its crops? idk
anyway slapped that in
are you talking about the texture field or are you responding to Lily?
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
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
The asset name doesn't depend on that at all
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
It used to be the standard and I'm old and lazy?
include is for json files not for image assets
i would call that "because you felt like it and were mimicking other people"
I could release GIMA and atracore, I think Lyoko was testing it for me 1.6.8 without issuss
Huh.. I coulda sworn i have an include for some of the qi images I have
You can have an include that includes a file that has loads
The include itself does not create an asset or asset name
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
(it was also a good practice to be sure the thing wouldn't conflict with future updates of the game)
it would still not conflict if the thing immediately after Mods/ was your unique id
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
is following a standard practice not just "mimicking what other people are doing" though
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
the point was that its not a technical requirement
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.
i mean if it doesnt work anymore its bc its broken. you need to fix it
expect one to many errors about it trying to do things it no longer cant or use functions that no longer exist
i feel it's a bit different! and just liked the opportunity of give a bit of SDV modding lore ๐
lol I know
I am just asking if anyone have seen similar errors when using Harmony
yes. it means its looking for a method to patch and cant find it.
"Undefined target method"
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.
you also didnt ask that you just said you got that error, so my apologies for interpreting it as you just wondering why
A lot of C# mods had to do a lot of cursed things pre-1.6 that are no longer necessary
Good question, honestly I have near 0 experience with C# or with making mods in general, I am just a webdev that loves stardew valley and misses the skateboard
Could be a good opportunity to learn if you're interested, I didn't have any C# experience prior to modding
For sure, I am happy to learn
Looks like someone already updated it
Oh, where exactly did you find it?
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.
Without looking at the code my wild guess is crafting page patches for rendering
you mean here?
Which shouldn't technically be needed anymore, right? Because you can just create an object entry with all the details needed.
You can use the grumbles qualified ID in crafting page now
My head hurts so I'm not coherent
Yeah, that's... interesting. Even in pre-1.6 that wasn't really necessary.
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?)
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
I am not sure what you mean
AH, it's just modders bickering
Like to remove the whole patch?
A prefix to add a crafting recipe is excessive when the same can be accomplished a simpler way
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.
So basically remove the entire snippet I have sent earlier?
Yes.
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.
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
well, then its not going to work...
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
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?
You can hit Debug which recompiles into the mod folder and runs the game
I figured out while I'm sleepy, no caffeine today
I consume caffeine as if it's medically necessary
All of you people with your caffeine-works-on-you superpowers.
/j
No kidding, what's that like.
There were a few days in November when my heart rate went to the low 90s and would not come back down
I mean, it still works on me because I basically dose it. Two cups a day at 8am and 1pm to remain functional.
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.
If I have about 3 energy drinks in the span of a few hours I might feel something? Otherwise, I'll just have a coffee as a nice bed time drink.
Thank you for being patient with me ๐
I will call this to-be-included-with-your-mod mini mod PEEM.
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
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.
(Don't worry too much about breaking the game, it's very break-proof
the worst you can do is mess up the textures, but not permanently)
it's unlikely you'll break anything with editing texture
worse case? you'll make a backup and reinstall the mod
So how would I go about this? Also thanks for the reassurance ^^
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
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 ...
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.
I think low 90s is my baseline and I don't even drink coffee 
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!
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
Yep! They all do.
All it does for me is keep me awake.
does the motorcycle get pulled from the "SpringOutdoors" tilesheet when you marry Sebastian?
to put it on the little cove?
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
yeah
I believe that's the one
awesome, ty!
My usual resting is low 50s/high 40s
tbf I'm on a super high dose of ADHD meds but also I don't exercise so
but a heart rate in the 40s/50s sounds nice 
Got the coding part done with the tutorial, however, my queston now just incase something goes wrong. How does one back-up their saves?
!saves
Use this guide if you want to find your save file or transfer it between platforms:
https://stardewvalleywiki.com/Saves.
What could be cool alternative themes for bundles? 
Up for suggestions
for the ui?
ui or new bundle types ๐
Thank yous :D
we could always need more UI options ofc
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)
hm, you could probably ask the player in a event about what reward they want?
unless you're thinking about something specific ๐
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.
that's a pretty neat approach
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
that's a really neat idea, but it'd also require the content pack author to create said bg ui
could work
you could always brainstorm something, like what would seem fun to try
hmmmm im thinking redoing the beach
You must fight other map mods then
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
-
-
- V3D5W23.14159265359Z?!P3R4K4HA3QbirdB2OXTM2N4IS is typing...
-
hm...
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.
i think i will take a break for now
also Hi friends! 
i am in here for a change.
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)
the username was a bit funky
benโs username is great 
i don't know if there's a flag for each SO, or only for some that set one
my username is a combination of...i believe 52 usernames now?
the only reason i stopped was becuase the discord devs refuse to let me have a longer name with more characters...
Who was the interrobang for!?
(That being โฝ for anyone uninitiated on the interrobang.)
I'm wondering where the pi symbol and the frog come in
i'm more curious about why it looks like a frog but the copy pasted name mentions a bird
Frog is Kam
That... actually feels like it fits.
Ah yeah, given there's no L in there... I think that might be it!

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
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)
Like this?
yes
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
seems like i cant add a texture for an item like that, how should i do?
"Price": 2000,
"Texture": "assets/img/test.png",
what is the context?
i believe the pi is...outsideofthebox?
and the interrobang is...Logo friend becuase at the time, we thought the emoticons didn't count as characters. Logo friend chose the interrobang becuase "it's my favourite character"
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
Y'all might know, is RequiredTags in the Machine OutputRules > Triggers supposed to accept category_x context tags, or are those excluded?
should be fine
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
"(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
there is, I held a shirt and did listtags to check
It's saying use list
(but since tags can be arbitrary this shouldn't cause issue anyway)
"Error converting value" means you've got the wrong data type yeah
....I forgot the [ ], thank you atra
I should probably add warps to this map... it is 155x200, and Everfarm is 200x155 >.> yeah, scribbles on to-do list
inputting the shirt still doesn't work, but at least it's not an error in the log now.
My brain is mush today, but this is what I'm trying: https://smapi.io/json/content-patcher/25edd85fefc24a78a238ecd1a62b23ff
oops, found the possible error maybe
(mismatched ID values) nevermind, still not working to let me input a clothing item
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.
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
i see
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>'
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)
Get rid of the single quotes
but do I use the first or the second model?
First
thanks!
The id rather than the name and you will likely need the player argument before
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
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
I believe it is
I think i used it this way once
Ftm yes. Cp can have ub as include
Not sure for mne
Dont make more manifests that you strictly need to imo
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
But I would still have to include the other two frameworks as dependancies tho right?
If they are mandatory yes
If they are optional an include on hasmod check may suffice
I have both kind on vmv
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???
What is annoying?
You said if they were mandatory, but unless we don't have them then the mod won't work?
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
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
OHHHH I got confused by your wording
Sorry XD
They will be required for the mod XD
Player dont have it? The mod works but not the bush bloom feature
Ok
Then, yes. Its a dependency
Unfortunately since me or Frost DO NOT want to mess with C# code we will be having some dependency hell....
I dont think 3 is hell
We thought we were gonna have to use the mail framework mod but I think that functionality got slurped into CP
*4
have you seen the dependency lists on any expansion
It was already pretty much cp, just tricky
YEs...SVE
Cp isnt a dependency
sve is an outlier for doing a lot of bespoke C# stuff
you said you aren't doing that so frameworks it is
I get that...but without it no mod...sooo doesn't that make it a dependency???
yea it would be a required dependency
4 is so little lol
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
I mean, i get its a shortcut for required mod to say dependency especially from user viewpoint
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
Having a dependency has never stopped me from downloading a mod. Well, unless it is an outdated one like JA or a few others.
(same though tbh)
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
(Sve doesn't have a lot of bespoke c# stuff)
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
The c# for sve is actually pretty small
ill never forgive them for doing whatever it is with traveling cart lady
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
What did they do to her? I have not noticed anything. What am I missing
once you mod enough you'll have just about every framework
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
(Thanks 1.6 for easy shop portrait addition)
but it is why portraiture no work on her
I hope SVE doesn't still use that method, but who knows
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
should prob clarify bespoke is more "specific niche thing" rather than general size of the C# component
You could send flash a PR
so do i actually need to update this or what
someone mentioned it sometime ago but i didnt think it was still relevant
Flash is actually really good at helping make SVE compatible when asked.
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
You see this cat here?
There is a mod to say no to the cave. But not skip the event entirely. I don't think
hm so would it work without any C# if we just make suki real antisocial npc
i'd make it a very helpful ui for picking your pet/cave but also fuck that completely
and set her as cart shop owner with appearances n everything
You don't even need that
You can just set a portrait path iirc
yeah
Not always but this one should be overall pretty simple to change as long as someone can remove the uneeded c# part
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
I can even provide an example later today if you want (right now im on phone/about to go to sleep)
in SVE
That was new to 1.6.9, remember
might be the same reason 
oh yea i was just read it wrong 
for some reason i thought it did all fish but i dont recall that
mood
No. It just does a few sve fish
speaking of PRs, if anyone is particularly attached to instant pets/farm caves
Sure, that could be in the data now but whatever
i havent even looked at it
its interesting to look at how these things either became vanilla or became parts of more general frameworks
What file defines how many friendship points a catagory/gift gives? (Or is it hardcoded)?
that does not have a lovely data model ๐
friendship gain/loss values, birthday bonuses, stardrop tea, etc. are all completely arbitrary
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}
},
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?
outputitems iirc?
You can use $action in the dialogue though
hm nop outputitem is correct 
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?
the log is strange bc u have ["(BC)24", "OutputRules", "Default_LargeEgg", "OutputItem", "#0"] but it doesn't say Default_LargeEgg
whoah when do these get implemented in the game? (i havnt seen them before)
if you haven't seen it, it's from 1.6. a few new cabins were added
huh, alright
tbh I don't know which entry it is
there's one for each egg type so it could be any one of them
[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
ideally you should share your files on log.smapi.io and json.smapi.io
preferably the content file from your Mods/MyCoolMod folder
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.
sve doesn't patch backwoods it just gets yeeted
from the smapi log of someone that posted on my nexusmods page that his game is crashing:
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
Assets/Maps/Locations/Backwoods.tbin
... okay? I have 192 mods. What do you mean with that?
the target is still just Maps/Backwoods
ctrl+f to see the various patches sve does to it
I'm an idot
no ur a n3rd 
New pokemon unlocked Idot. failed evolution of seedot
Wait it's a load?
yea
i think sve loads over most vanilla locations mostly cus it tries to put grass all over the place
I have over 500 mod and none of them are AT or FS packs. So 100 is nothing.
the issue probably being that it's impossible to know which mod is crashing the game if there's no error trace to sdvhead's mod out of 100 others
Skill issue 
this looks right yea?
(I kid I kid)
Are you doing an omni convert to data for sve lol
no im done with this one
the other stuff look hard 
or rather, need some kinda peace talk between every expansion that do untimed special orders lol
Question, is there documentation on what the "Priority" thingy do in Content Patcher?
yes, but it works differently for Load and EditData
I've seen users in the 900 range, as the highest, but you'd be surprised how many run with 300-400.
it is on the github content patcher docs page
How did you put signs on the ponds. Is that a mod I don't know about or a vanilla thing I missed?
how come it wasn't vanilla'd do u remember
its vanilla since forever ago
link cuz I cannot find ๐ญ
Needed new translations
I need to use fish ponds more. Cool I need to do that
Are these minified
No, the best way to integration test is to talk other people into testing your mods
why do i have to be so indecisive about mapping ๐ญ
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?
should i ping flash or go join the SVE seaver
I fixed the code error but now it just fails without an error in the log, because my code properly uses a list now
im not really sure how often github is checked
#making-mods-general message the json was here for my failed attempt
Is there a way to make a config option only appear if you have a specific mod
Hold an item over your head and type debug listtags
No
I did, and it had the category_shirt tag
But the recycling machine still wouldn't take the shirt
Do recycling machines only accept objects somehow?
That's what I'm wondering
The code for machines in general might check
I suppose I can test with another category real quick just to make sure
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.
Deconstruct, you said?
You need to move your rule above the vanilla rule
Wait, no
Recycling machine, hmmm
yeah, it just doesn't work for category_clothing, it worked fine with category_bait on a test
What does the machine rules say
In like LA or similar
Also does it work if u use item id instead of tag?
Even if it does work with itemID, it won't necessarily help, because I need it to accept any shirt?
But I can try
Well i was thinking that maybe some nonsense will result in Condition working
Even if tag no work
still nothing on category_shirt
Weird
I'm pretty sure we asked for the object check to be removed in 1.6 alpha
Try quality_none
still nothing
category_furniture?
lemme just spawn a chair and check the tags to be sure if that's right
Furniture works
The fact that it is perform OBJECT Drop in worries me
Object.performObjectDropInAction?
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
God damn
See, I distinctly remember asking Pathos if machines could take wallpaper and him saying yes
Wallpaper is an Object
Lol yeah
After the great wallpaper incident of 2024
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
I can confirm wallpaper works
(Was it 2024?)
other things that i dont think will work: Tools, Boots, Hats, Rings, or SpecialItems
the great what now
2022, actually
I'll try all of those just to check now, Button
Thank you for checking+
The bright side, button, is that I think we may be a single transpilwr from getting that to work
Texture is in wrong tier
we?
Move it under baking soda's {}
Royal we
you mean Selph
Yeah I wouldn't dare
You took half a JA tutorial and tried to put it on CP
the question is, do you really want to allow clothing in any performobjectdropinaction
when a retired modder says "we can make a transpiler", that's the spousal we
you could just check if its the recycler
Oooh i see ill try it thanks for the quick reply :3
this is probably not the cause of the problem, but Iโm pretty sure content patcher keys are case sensitive - so for example, it needs to be โIdโ and not โIDโ and โDisplayNameโ not โDisplaynameโ
i dont know if thats the case tbh but also im pretty sure the actual problem is what atra pointed out
who broke wallpapers and how 
New quote added by atravita as #6311 (https://discordapp.com/channels/137344473976799233/156109690059751424/1333967788695621663)
The game broke wallpapers
Things that don't work as machine inputs:
โ Boots
โ Clothing
โ Hats
โ Rings
โ Tools
checks out
yeah, the source of the issue is definitely what atra said haha, the messages just took ages to load ๐ญ and I could have sworn it was case sensitive but Iโll double check at some point
I can try a book?
those arent SpecialItems
ah
i think its like
Atra pointed out that you followed the wrong data format for content patcher objects
!unpack
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!
idk theyre weird. the things meant to only ever be gotten once and for specific purpose
and possibly removed immediately
Check vanilla's Data/Objects for how it should look
like the magnifying glass is a SpecialItem
Skull Key, Club Card, Dark Talisman, Magick Ink, Magnifying Glass, and Special Charm
Special items are one off temp jtems
What does it give u
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
its probably not actually worth fussing about with it was mostly jokes 
(I don't think we can give ourselves those anyway
)
I'm happy to put random things in to check if the recycler will take it though, for actual checks xD
It worked! Thank you both very muchhh!!
everything else should be fine, everything else should subclass Object
(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
also some classes override performObjectDropInAction and dont check for it being an Object
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.
Mannequins, for instance, are perfectly happy to accept clothing, if you can believe it
can you turn a mannequin into a machine?
Wouldn't it be kind of cursed to like
Grab infty furniture and run a wood chipper factory
I mean, this is gonna allow for infinity clothing to be cloth, sooooo
Not that far of a stretch.
You cant grab clothes for free from a catalog can u
Considering the other machine in this mod generates 1 clothing or cloth per day.
(Laundry machine)
Like I'm not that against it bc machines have processing time
But u r make wood out of nothing 
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.)
@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 
(The first shop in Central Station is starting to take shape!)
hats!
(Pathos, I was so afraid you were about to jump in on the clothing / ObjectDropIn discussion, and I was gonna feel very guilty)
Basically thr game allows wallpapers to be accepted as objects of the same id
(I'm temporarily an actual mod author, game bugs are invisible to me. ๐)
I wouldn't say it is a bug
Nah, just me running into something I can't do again.
This happens pretty often, tbh.
Just .... something someone wanted but can't have until we bully Selph into it
wait, is green wallpaper sword back?
For a brief period in 2023
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
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. ๐
(Then there was this 1.6 alpha bug.)
how?
not to imply you're not a mod author
