#making-mods-general

1 messages ยท Page 194 of 1

tiny zealot
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can of worms alert

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ask a hundred people and get a hundred different answers

scarlet ether
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I see. Thank you both!

gentle rose
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Whether you prefer copyleft licenses like GNU-GPL or permissive licenses like MIT is really a matter of personal opinion

fervent horizon
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Well, I am asking like the 4 here, so let's see

gentle rose
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(I do MIT because when in doubt I default to being relatively permissive)

ivory plume
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Depends on what your goals are. GPL licenses are viral, which can promote open-source by forcing others to make their code open-source too. However it does that by reducing the availability of the code, which is a bit counter to the idea of open source. MIT is closer to the opposite end of the license spectrum: you can do pretty much anything you want with the code, as long as you meet the minimal requirements.

tribal ore
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Personally, I use MIT on everthing that I am giving away. It's like putting an image into public domain. It's out of my control, and it removes as many obstacles as possible for the people who might find it useful

gentle rose
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(there's also a question of whether viral/copyleft licenses are even enforceable in court because there's actually very limited precedent set on them, but that's a topic for another day)

tiny zealot
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the GPL is designed to promote "free software", which is a different but related concept to "open source"

tribal ore
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If I want to retain any sort of control over how it gets shared, I would use GPL

fervent horizon
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I have always just thrown MIT on stuff, just because I knew it was very flexible. I was just curious

ivory plume
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When you ask a question about open-source licensing:

tribal ore
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Some people object to MIT licenses because it also allows corporate entities to use your work for profit and without credit. Which sounds bad, sure, but if it also allows little developers to access what you are working on to make their own dreams come true

fervent horizon
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I just like to poke at stuff for fun, if it interests me I will write a bunch of code and just give it to the original author

tiny zealot
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part of the reason i currently use MIT is that it more or less fits on a business card and does not contain pages upon pages of dense, impenetrable legal jargon (all of which serves valuable purposes in the proper circumstances, notwithstanding the aforementioned courts problem)

gentle rose
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ngl I'd rather corporations use open source libraries and projects than a house of cards of proprietary software that may have never been tested properly, as annoying as it is when they don't contribute back to the project in some way

tribal ore
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As a developer who uses other people's open sourced artwork and stuff, I won't touch GPL code or assets. I don't want to be forced to license my own stuff that way. So, extending that logic, I decided that MIT is the friendliest way that I can release my own stuff to give back

formal crown
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I use MIT only because I don't understand how majority of licensing works ๐Ÿ˜…

wanton pebble
hallow prism
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ok so i'm around a bit more. Basically per machine you can have stuff like "emerald+Ornate Necklace" give ornate emerald necklace and "Amethyst + Ornate Necklace = Ornate Amethyst Necklace", if the gemstone is the input and the necklace the fuel, but this mean that you can't have another fuel like the elwish jewelry OR you can have the jewelries be the input and the stone the fuel but then you can't have different gemstones.

if you want different fuels then you need the extra machine config mod, as it can deal with fuel per recipe rather than per machine.
Also, my suggestion would be to have not a recipe per gemstone, but a recipe per jewelry, and have the gemstones be basically modifiers, as flavoured item. So you have a generic "ornate gemstone necklace" and the input being gemstone, the fuel necklace, and the result is modified in price and name based on the inputed gemstone.

fervent horizon
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See, so much good conversation, and no fighting, yet...

wanton pebble
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(Taking notes for later, don't mind me)

gentle rose
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I like MIT because it lets you open source without having to think about it too much if you don't want to haha

wanton pebble
hallow prism
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VMV do that for the earrings, it's one item internally, but i have several options for gemstones (including a catch nearly all generic one with lower priority for modded gemstones)

formal crown
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I just want to let people see my code and point out my wrongs or use it as example (if its readable, lol)

tribal ore
formal crown
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Not deal with all the legal blabber ๐Ÿ˜…

tribal ore
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Which is a burden that a lot of developers don't want

wanton pebble
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That doesn't reduce availability though?

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It makes it available just not maybe something people want to use

gentle rose
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Also the GNU project in general just feels like opening a can of worms sometimes pffft

tribal ore
wanton pebble
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But that doesn't mean it's less available

calm nebula
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Oh, is there open source wankery again?

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Joy!!!

gentle rose
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the more you look at GNU and Stallman the more it makes you want to crawl under a blanket and hide on some days...

tribal ore
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Let's say I make a game. I'm looking for a json parsing library (or something). I can't use any GPL version if I want to sell my game later on

wanton pebble
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It's a conversation that I just want to know one point on XD

calm nebula
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Oh, I couldn't say my opinion of Stallman in this discord.

gentle rose
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someone asked if permissive licenses are better than viral licenses or vice-versa and it pulled all the software nerds in SBVLmaoDog

wanton pebble
tribal ore
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Yes

wanton pebble
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Like overall I get it but in the microcosm of sdv modding it's mostly irrelevant difference wise except forcing later stuff to be open source

gentle rose
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GPL with stardew is actually tricky because nobody seems to check - a lot of people, for example, have been updating aedenthorn mods but not open sourcing them, which isn't allowed

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(aedenthorn used GPL for all of their mods afaik)

rigid oriole
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yeah I did an aedenthorn update and they used gpl

wanton pebble
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Ye. Not gonna lie, the loss of closed source mods has made me a very big proponent of the idea of GPL on some mods

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But I see the value of MIT on other mods too

gentle rose
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they did say all of their mods could be updated by anyone when they left, but whether that's opening the license or not is really not clear-cut

tribal ore
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You can download, update and use GPL code for your own personal use (AFAIK). But you can't publish your changes without slapping GPL onto it

gentle rose
tender bloom
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I used to use MIT for everything (since I agree w atra re: RMS), but I now use a much wonkier one entirely because of Curseforge

gentle rose
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GPL doesn't require specifically GPL to be used

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what did curseforge do a_sideeye

tender bloom
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Curseforge monetarily incentivized people to take open-sourced mods for themselves and post them on Curseforge

wanton pebble
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Curseforge is land of stolen mods

gentle rose
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ugh

tribal ore
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Ouch

tender bloom
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Basically, if I didn't want to put my mod on Curseforge, someone else could do that instead and Curseforge would say "it's MIT, what do you expect?"

gentle rose
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MIT But Don't Be An Ass

tender bloom
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Yeah, sadly that doesn't exist

gentle rose
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(my new license proposal)

tender bloom
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And isn't legally enforceable or definable tbh

rigid oriole
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that's the exact license I want ๐Ÿ˜ญ

tender bloom
rigid musk
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firelily is right you do have another tilesheet climbing issue

tender bloom
gentle rose
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have any open source cases been won/lost yet SDVpufferthinkblob I remember following some of the gimp lawsuits when they were happening but I lost interest eventually

tender bloom
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Bascially, Mozilla + a rider banning commercialization

wanton pebble
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I doubt it, but is there a license for "GPL, but you can't upload it to xyz"?

tender bloom
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not standard

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you can write yourself any license you like

rigid oriole
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classical mathperson what's ur modding name lol

tender bloom
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on github it's elizabethcd

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on nexus it's violetlizabet

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my nexus mods all link back to github if they're C#

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maybe I should have fewer names SDVpufferthinkblob

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the problem with writing your own license is that no one else will understand what it means, in both a legal and practical sense

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so they will do one of two things: 'aaaa no touchy too scary' and 'this means I can do whatever, right??'

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and resolving that will be messy

gentle rose
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(you but with names)

-# this is going to end up being massive, isn't it

rigid oriole
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I feel if I wrote a license and somehow it ended up in court (not that it would for my sdv mods but this is a hypothetical), it would not hold up

gentle rose
tender bloom
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yes, also true

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but occasionally places like nexus and curseforge use it to arbitrate

rigid oriole
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I think a lot of ppl assume that "it's source-available, that means I can use it. I can access it after all!!"

tender bloom
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curseforge is unpleasant but not wholly unregulated (unlike the websites based in sketchy places whose sole purpose is mod theft)

hallow prism
teal bridge
gentle rose
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but also yeah, it's worth remembering that none of the licenses have spent much time in courts, even the established ones! it's still early days of proving the legal precendent of open source somehow

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I have seen multiple mods on nexus with a line on the mod page saying "these assets were accessible on the internet so I assume they're public use" so yeah, I'm with focustense on this

tribal ore
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Licenses are good to establish expectations. They reduce friction among people who respect them. Thieves and assholes will steal code regardless of license

gentle rose
tribal ore
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As will AI bros

gentle rose
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lmao same wavelength

tribal ore
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I freaking hate copilot. I hate what MS has done with GitHub

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And yes it is sucking in GPL code and spitting it back out verbatim without licenses

rigid oriole
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my friend let copilot auto-complete a comment the other day because it was suggesting "so bad at this" to follow "I am" and then it went on a rant about potatoes

gentle rose
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(if anyone who believes that is reading this, that is not true legally, ethically, or through basic common sense)

tribal ore
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I no longer use GitHub for anything

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I would love to not use Microsoft for anything anymore

gentle rose
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I think microsoft weren't as bad as some people were expecting them to be and I'm glad they did things like allow unlimited private repos, but I do understand the issues people have with github, especially with the AI features

tribal ore
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That's my major issue with them atm

gentle rose
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probably not, but I meant that before they bought github free accounts had a restriction on the number of private repos they could make

tribal ore
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When SteamOS comes out, I hope that I will be able to nuke my remaining Windows machine. I only keep it around for games anymore

vast plinth
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haiii! does anyone have any info on creating pet mods??

tiny zealot
fervent horizon
teal bridge
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I guess I'm in the minority but I'm really just not concerned about LLMs indexing GPL and other not-totally-open-licensed repos because as far as I'm concerned, LLMs are just glorified search engines anyway.

vast plinth
teal bridge
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If you really believe in the "gen" part of "gen AI" then it seems scary, but if you believe it's just marketing nonsense that will die in a year or two, and that machines are at least decades away from being able to write useful code, then it's just an improvement in search tech.

vast plinth
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the mod is a gift for my partner, he wants a rat that'll follow him around and sleep on the bed and whatnot

gentle rose
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I'm mostly with you on the practical aspect, but I still believe it's an incredibly unethical thing to do

tiny zealot
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the idea is you use Content Patcher to target the data asset that keeps the different kinds of pet

gentle rose
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and also unfortunately, regardless of whether or not gen AI is ready to be used in this way, people still are using it in this way

tiny zealot
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add data for your new type and voila, new pet. (then of course you draw the art and so on)

gentle rose
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rats! kermie

vast plinth
fervent horizon
teal bridge
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Emphasis on "basic". As in, it can barely manage to spit out the same boilerplate that you'd get from a junior intern.

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Anything beyond boilerplate and it reverts to being nearly useless.

toxic hornet
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I think one of the larger servers I was in before had sth like: No Pings, Ping On Reply, Ping If Urgent. I've also seen some people add "No Ping" in parentheses after their name

(turned the ping off of this reply. i may default to no @ for SDV unless the name says to ping shibathinking)

tiny zealot
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(backsearch to yesterday for some of the... interesting mod code the LLMs brought us recently)

fervent horizon
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yeah, I was watching

teal bridge
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Heh yeah, I think I saw that.

fervent horizon
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garuntee that was on the free models

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using 2021/2 data

teal bridge
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The improvement from 2022 vs. 2025, free vs. paid, is incremental, not game-changing. Like getting the deluxe model dishwasher.

gentle rose
fervent horizon
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I am pro AI when it is used as a tool in your tool chest, and not as the base of your knowledge

formal crown
teal bridge
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So am I. I think LLMs have proven really good at one thing, and that is being the next generation of search technology. They are amazing at compressing huge amounts of data into tiny models that fit on a single machine, and serving up fuzzy queries.

toxic hornet
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The bio thing explains it pretty well. ("Ping If Inactive" or "Ping Policy In Bio" or "No Pings*" could maybe work as part of the nickname but if just giving a quick explanation when someone pings by default doesn't bother you then you're probably fine. Like what you did with me

gentle rose
fervent horizon
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They are also great at taking a snippet of code that you need to iterate over a bunch of data and doing it for you

teal bridge
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They just don't "think", and people who think they do are going to be disappointed. And all the ethical concerns seem to take on faith that the LLMs think - that they are really "creating" "derivative works" as opposed to just serving up search results.

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GitHub and Google index GPLed code but we don't say that's unethical.

fervent horizon
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yeah, they don't think at all

hallow prism
fervent horizon
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although I do talk to ChatGPT like it is another person, so...

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That is probably more a comment on me than the AI

gentle rose
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oh, I make no assumption that they "think" dw, I'm really only concerned with whether it's right for a company like that to collect the data and use it (for any purpose tbh, not just AI, AI just happened to be what they did with it)

formal crown
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When I ask it, I ask things kindly ๐Ÿ˜†

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"Hi! Could you do X for Y please? Thanks!"

gentle rose
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and tbh the thing about indexing code is that ultimately you're linking back to it, not just using it for your own models etc

fervent horizon
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Yeah, I say stuff like please, and that looks great. I also use Let's a lot, Like Let's do this, or let's try that

latent mauve
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Look, we all were raised to have a healthy respect for potential future AI overlords, saying please and thank you is the expectation xD SDVkrobusgiggle

modest dagger
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i'm the absolute opposite kedi, when the ai uprising happens i will be one of the first victims

teal bridge
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I'll put it a different way: I think 95% of ethics concerns could be resolved by the LLM simply providing two additional pieces of data with its results: (1) where the data came from and (b) what its usage rights are. And a lot of LLM products have started doing that.

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Just don't pretend it's "original" work, admit it's a glorified search engine, and the ethics are the same as any other search engine.

acoustic summit
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In my AI ethics course the first class discussion was on making arguments about whether AI could ever possess genuine thought and understanding, a really interesting discussion tbh

rigid musk
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For the GSQ IS_JOJA_MART_COMPLETE do I add a true/false at the end or do I just leave it as it is?

fervent horizon
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I have noticed a clickable sources pop up at the bottom of results lately

gentle rose
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I do agree but I don't trust them to be accurate because LLMs have proven to be relatively opaque in that sense, and for example the source links in the google AI thing never seem to be relevant to the nonsense it's saying (I've also asked chatGPT how it knows certain things and got complete nonsense as an answer, which is to be expected, because ultimately that question is just another LLM lookup)

teal bridge
formal crown
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I also try to explain the thing like I'm explaining to someone who knows nothing, because even LLMs practically can't "know" what is <insert request> SBVLmaoDog

fervent horizon
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The more you give, the better result you get

toxic hornet
# hallow prism ok so i'm around a bit more. Basically per machine you can have stuff like "emer...

That makes sense. So with Extra Machine Config could you have:
Elvish Jewelry + Amethyst = Amethyst Bracelet
Ornate Necklace + Amethyst = Ornate Amethyst Necklace
Elvish Jewelry + Ornate Necklace + Amethyst = Ornate Amethyst Bracelet?

Alternatively to go the route of a single jewelry machine and not use the extra machine config mod, could you put the Amethyst Bracelet back into the machine for a second round and have that turn into the Ornate Amethyst Bracelet?

gentle rose
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but yeah I agree that overall AI just isn't advanced enough right now to be as scared about AI as most people are and that the language around the "theft" of IP seems to lead people to think it's being done in a much more direct way than it is

teal bridge
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Yeah, you should see some of the insanely long prompts people have figured out for ChatGPT. They put more effort into writing the prompt than they would have put into just making the code/essay/art themselves.

gentle rose
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I've seen some people hide their signatures on art so that "AI can't steal it" or "they can prove it was stolen by AI" which is just a blatant misunderstanding of how it works

fervent horizon
teal bridge
toxic hornet
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Is Lumi gone now? (Is this a case where it would be okay to ping ConfusedMathLady )

gentle rose
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I'm talking about specifically watermarking with the intent of stopping AI (believe it or not that's a thing people actually explicitly talk about ๐Ÿ˜ญ)

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They were adding watermarks while outright saying this will stop AI from stealing their art. Several different occasions. I assume it started as a very serious misunderstanding of the practice of "poisoning" art for certain generative AI algorithms to be unable to use for training using various noise techniques.

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I don't think that's that useful either, but at least it probably actually works lol

fervent horizon
gentle rose
toxic hornet
fervent horizon
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Has anyone written or heard of someone working on an Arcade Game framework. It would be cool to be able to have a framework to add a new arcade game to stardew

gentle rose
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I think it would be hard to framework tbh? the hard part isn't just adding them in, it's developing each game

toxic hornet
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Oooh that would be cute! Right now theres just Prairie King and Junimo Kart right?

iron ridge
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and pong via a mod

fervent horizon
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I think the framework would just be an easy way to add the access to the minigame and the big craftable object, and the person using the framework would provide the code for the minigame, and artwork for the craftable

tiny zealot
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didn't somebody make an arcade machine that loads arbitrary game boy roms

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somebody definitely made one that loads DOOM

gentle rose
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just waiting for someone to port doom to--

fervent horizon
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game boy emulator in stardew

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I was thinking more along the lines of pico-8

brittle ledge
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There's a picross one too!

fervent horizon
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drip a pico-8 game png file into the asset folder and you get a new game machine

tiny zealot
hard fern
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Wow i can play gameboy games in stardew...

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Sounds cool

gentle rose
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when will someone finally port stardew to stardew

brittle ledge
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but does it work in multipla-- [is shot]

fervent horizon
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Is that doom game SVE compatible

gray bear
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do i work in multiplayer? (probably not)

hard fern
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Is multiplayer sve compatible

gray bear
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is singeplayer sve compatible? if not i'm not downloading it

vast plinth
tiny zealot
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i can't find the game boy one. did i mandela myself

gray bear
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perhaps

tiny zealot
gray bear
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nice

noble jolt
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I had a funny mod idea, but don't know if i'll ever get around to making it. So if anyone want to feel free lol.. Anyway. Ever notice how Linus spends a lot of time by the bush that is next to his tent? What if shaking it had a chance to give you a basic fertilizer? And as you gained more hearts with him it could drop higher quality ones?

tiny zealot
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!modideas

ocean sailBOT
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If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas

However, this does not mean anyone is guaranteed to work on your ideaโ€”modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.

noble jolt
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๐Ÿ˜ฎ

light shore
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home Single Language, with 11 C# mods and 8 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

rigid musk
#

Your map doesn't have a buildings layer

light shore
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map doesn't have required layer 'Buildings'. what does that mean? i have 2 building layers for furnitures

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jeez

rigid musk
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Is it called "Buildings"

wanton pebble
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On a map, there's front, buildings, and back

rigid musk
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And Buildings2

light shore
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yeah exactly

rigid musk
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It has to be Buildings (plural)

wanton pebble
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Can you screenshot your layers?

rigid musk
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Can you - yeah

wanton pebble
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Not that we don't believe you, but the log isn't saying that for no reason

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So there might be something you're missing

light shore
wanton pebble
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And that's the assets/AtsushiForestHomeIn.tmx file, yes?

rigid musk
light shore
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im trying again now

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OKAY ITS FIXED

brittle ledge
rigid musk
light shore
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buuuut now i cant walk in the house

rigid musk
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It would need to be some sort of locked door warp or a.. i think touch warp?

noble jolt
hard fern
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U need warp on the door yes

light shore
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no i mean i have, im in the house just i cant walk around

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and i cant leave the house tho

rigid musk
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Oh you need a warp out as well

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On the interior map

brittle ledge
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(also for the record, human waste is actually very bad for fertilizer, mostly because of sanitation issues)

hard fern
#

You can't walk around, did you accidentally make the floor all building

teal bridge
#

Hey @ivory plume when you're around, I was just reminded of the fact that SMAPI considers GitHub prerelease versions to be regular updates, or at least it did when I last tried to use it a month or two ago. Is there a way for us to suppress prereleases from the update notifications, or if not, do you think it's something that could be added to SMAPI? (Possibly controlled by a manifest flag, if you're worried about back compat?)

hard fern
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Instead of on back

rigid musk
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Also yeah if you can't walk around it's likely because you have stuff on the buildings layer

light shore
hard fern
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No invis tiles on buildings either?

rigid musk
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The issue is likely that you have stuff on the wrong layer (which is preventing you from moving) which would block you from accessing the warp as well

ivory plume
gentle rose
hard fern
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๐Ÿ˜ญ

tribal ore
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Of course

light shore
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my character looks like that so front

hard fern
#

What is this, manure-mods-general?

tribal ore
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Briefly

rigid musk
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Also are you sure you're not spawning on the same tile as the wall there

light shore
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lemme fix it then ๐Ÿ˜ฆ

dry spade
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are item sprite files supposed to be 48x48 or 24x24?

uncut viper
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16x16

dry spade
hard fern
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Visibility

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16x16 is teeny

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(at least that what i assume)

uncut viper
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you should be looking at unpacked files for that kind of info and not the wiki pictures

dry spade
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okay, ty

hard fern
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Is it possible to have an NPCs door only open at a higher than 4 heart level without C#

gentle rose
uncut viper
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you can just use ConditionalDoor

gentle rose
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once again I am reminded I know nothing about the content pack side of things

rigid musk
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You just set the number higher B)

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Qi's door opens at 4 hearts and his office at .. 9 i think

uncut viper
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oh yeah, LockedDoor better if you want open and close times

latent mauve
modest dagger
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learned this the hard way (infinite loop)

cosmic thorn
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huh. but the items are working, but not here

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and i dont have any errors in the log

#
,
    {
      "Action": "EditData",
      "Target": "Data/CraftingRecipes",
      "Entries": {
        "BeadedFox": "OrangeBead 40 382 2 80 2/Home/BeadedFox/true/none/"
      }
    }
rigid musk
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for how many it gives you

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also your issue may primarily be with the object data as well

cosmic thorn
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wdym?

rigid musk
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"BeadedFox": "OrangeBead 40 382 2 80 2/Home/BeadedFox 1/true/none/" like this - though im not actually sure if its needed that's just how my recipes are formatted lol

#

can you show the object data for the item?

cosmic thorn
#

yup

#
{
  "Changes": [
{
            "Action": "EditData",
            "Target": "Data/Objects",
            "Entries": {
                "BeadedFox": {
                    "Name": "BeadedFox", 
                    "Displayname": "Beaded fox figurine",
                    "Description": "A cute fox figurine that was made of beads. Can be sold",
                    "Type": "Objects",
                    "Category": -2,
                    "Price": 1000,
                    "Texture": "Mods/VanLamar.TestMod/BeadedFox",
                    "SpriteIndex": 0
                }
            }
        }
  ]
}
#

The texture and the item itself work, I see them in the game but not here

uncut viper
#

where did you get "Type": "Objects" from?

cosmic thorn
#

uhhhh idr. Probably its just dummy

rigid musk
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I was literally going to the wiki to check that lol

uncut viper
#

types are not something you can make up, it needs to be one of the vanilla types

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you likely want Minerals

cosmic thorn
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yeah

rigid musk
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i didnt remember an 'objects' type so i was wondering if that had something to do with something

uncut viper
#

while i dont know for sure if thats 100% the cause, better to reduce variables anyway

rigid musk
#

^

rigid musk
cosmic thorn
#

No, this is exactly what I need, for a craft in Big Craftable worlBeanch?

rigid oriole
#

what's everyone's favorite vaugely ominous soundbank id?

rigid musk
#

also instead of 'none' it should be 'null' and without the last / I think

rigid musk
#

Big Craftable is just like... an auto petter

#

or a furnace

#

working machines (mostly)

cosmic thorn
#

like a furnace

rigid musk
#

it works like a furnace ?

#

or has an input/machine data

rigid musk
cosmic thorn
#

I used CCS to make a menu for a custom workbench

cosmic thorn
rigid musk
#

Then the item is not a big craftable

cosmic thorn
#

hm

rigid musk
uncut viper
#

its also just something you put in Data/Objects and not Data/BigCraftables so thats another good indicator that its not a BigCraftable

rigid musk
#

^

#

Also big craftables are 16x32 (or one by two tiles) ... which is why I think they're called big craftables now that I think about it

uncut viper
#

craftables, but big

#

but that name was too long so BigCraftables it is

rigid musk
#

Craftables XL

uncut viper
#

Craft2bles

rancid temple
#

Like Regular Craftables But Much Bigger I Guess

#

Objects2 must've gotten vetoed

uncut viper
#

if you just shorten that to Bigger I Guess we can call then BIGs

rancid temple
#

Truly the most ominous task of all

#

Actually, if you want to know what the worst sound is SinWave

#

If you want some real abuse, debug play that

cosmic thorn
#

bruh i did the things you said, like all of that and didnt help, hm
thx tho

#

ah

#

nevermind i found the issiue

#

i did it like that, and it worked

"BeadedFox": "OrangeBead 40 382 2 80 2/Field/BeadedFox/false/default/",
#

i just remembered the was i did it last time

pine elbow
#

can someone help me with coding seasonal outfits?? SDVpufferwaaah SDVpufferwaaah i tried to do it so many times but it dont works ๐Ÿ˜ญ

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.

pine elbow
#

thanks

wanton pebble
#

Toss your code in there and I can take a look

rigid oriole
#

actually the worst command i've ever typed

wanton pebble
#

I remember those from peace's handy headphonea

#

I remember because it was one of the ones that meant I had to reset the game XD

light shore
#

i fixed the warp thing but now when i walk around the home the game crashes

rigid musk
#

!log

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnโ€™t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

light shore
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home Single Language, with 11 C# mods and 8 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

wanton pebble
#

Your lights are misconfigured

#

It gives an error about light field missing value 20, then starts screaming in pain about light code

gentle rose
#

haven't we all screamed in pain about light code at some point or another tbf

ornate locust
#

I have made exactly one building and yes

gentle rose
#

I have made a light mod, 0/10 would not recommend

uncut viper
#

the only time ive messed with lights i solved my issue by doing currentLightSources = new()

#

just do that SDVpufferthumbsup

reef kiln
#

So I am getting this message now.
[game] Can't get audio ID 'fox' because it doesn't exist.

Did I add this wrong
{
"Action": "EditData",
"Target": "Data/AudioChanges",
"Entries": {
"Fox": {
"ID": "Fox",
"Category": "Sound",
"FilePaths": [ "{{AbsoluteFilePath: assets/Fox.wav}}" ],
"StreamedVorbis": false,
"Looped": false
}
}
}

wanton pebble
#

The code looks... relatively fine.

#

Give a log with you loaded in game where you get that error

uncut viper
#

(also please add a uniqueid to your ids)

wanton pebble
#

You mean {{ModId}}?

uncut viper
#

yes

wanton pebble
#

Gotcha

uncut viper
#

or just a uniqueid in general

#

but modid is easiest

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24354 on Microsoft Windows 11 Home, with 227 C# mods and 303 content packs.

uncut viper
#

fox does not exist but Fox does

wanton pebble
#

Huh, case sensitivity

reef kiln
#

really that is it. let me try it. I will also add my mod id

uncut viper
#

whats your mod called actually?

wanton pebble
#

I was honestly going to ask that until you gave the response

#

So I figured that you knew what it was XD

uncut viper
#

my response was just goin off the code and the error being mismatched cases

reef kiln
#

KMF.PetsDogs I am adding breeds to the dog list

uncut viper
#

alright, then yeah try the case thing

#

just wanted to make sure it was shown in the list of mods editing Data/AudioChanges (and it is)

#

it being a dictionary itd make sense to me that its case sensitive but im not 100% sure where content patcher might apply some leniency

reef kiln
#

it worked. thanks

faint ingot
#

Would doing this be plausible as a start to adding an event to the MovieTheater? Is there a way to do it that will tolerate if another mod did the same thing? { "Action": "Load", "Target": "Data/Events/MovieTheater", "FromFile": "assets/blank.json" },

gentle rose
faint ingot
#

it doesn't exist by default though, right? Can I do an editdata without a load?

gentle rose
#

oh, I see what you mean

#

it should be fine as long as you don't set the priority to be exclusive I think?

faint ingot
#

OK I'll give it a try and see if people notice any conflicts then. Thanks.

#

I considered copying the tmx to a mod-prefixed one but I think the game changes the decor in there from time to time

rancid temple
#

Load Priority is Exclusive by default, pretty sure

gentle rose
#

(yeah, I should have specified that, sorry)

faint ingot
#

OK, so I can manually set the priority to low then I guess

rancid temple
#

As long as you and anyone else is loading a blank json there, shouldn't be any problem

nova gale
#

for the new "Color" attribute on the item spawn fields, does that take like an RGB object or like one of the context codes?

reef kiln
#

One last thing. is there a way to override the panting nose the dog make? Not just the bark sound? if not i will live with it but just wondering.

rancid temple
nova gale
#

that one

#

the color overlay from next index works fine (and I've used it with input items to change color) but under the Item spawn fields it also indicates you can simply specify a color at spawn time

drowsy pewter
#

should be rgb

nova gale
#

so probably similar to light colors on a map then?

#

I'll give that a try and see how it goes

drowsy pewter
#

hmmmm

#

I guess itll tell you if the field is the wrong format

#

so testing it should give clues

nova gale
#

yeah, I'll try this format, it's what works with light sources at least: "30 5 45 255"

#

danke!

drowsy pewter
#

i didnt look again after 1.6.9 but when i looked at the context tag color code it was specifically only for context tags and each one was manually defining a color, so thats why i guessed rgb instead. But it could also be a monogame color name maybe?

nova gale
#

worst case I can decompile the game again and probably look at the code for the item spawning I imagine

#

I probably need to anyway so I can pick my maze mod back up

dire canopy
#

@uncut viper how does SPU add the "power"?

#

Which field I specify the power to be enabled when you read the book?

uncut viper
#

the Color field seems to use Utility.StringToColor so it should work with hex code (starting with a #), RGBA, or a color name

uncut viper
velvet grove
#

So before 1.6, there was a player critChanceModifier and knockbackModifier that I could access to temporarily chance that stat regardless of the weapon being used. Now that doesn't seem to work. Does anyone know how one might go about adjusting that stat?

lucid iron
#

Prefix GameLocation.doDamage

#

Or w/e the damage function is called

faint ingot
#

OK I'm in need of some guidance. Trying to use content patcher to test deleting the crane man from the Movie Theater. I am emulating some c# code from a mod that removes him when you attack him. This is the piece of mod code that I assume works: Game1.currentLocation.removeTile(2, 8, "Front"); Game1.currentLocation.removeTile(2, 9, "Buildings"); Game1.currentLocation.removeTileProperty(2, 9, "Buildings", "Action"); and this is my code which does not (tried fiddling with the update rate to no avail) ``` {
"Action": "EditMap",
"Target": "Maps/MovieTheater",

        "MapTiles": [
            {
                "Position": { "X": 2, "Y": 8 },
                "Layer": "Front",
                "Remove":true,
            },
            {
                "Position": { "X": 2, "Y": 9 },
                "Layer": "Buildings",
                "Remove":true,
            },
        ],
    },```
light bramble
#

Question, would it be possible to add a cooking recipe that uses a custom menu/animation without having to use C#? Like is it possible with just making content packs and working with frameworks?

hallow prism
#

either i don't get what you mean, or it would definitively require C#

lucid iron
#

Better Crafting has the menu, animation is doomed though

hallow prism
#

i have no idea what a "custom menu" or animation would be for recipes

lucid iron
#

Specifically u can make custom crafting stations, alchemistry has one

rotund elm
#

I really wish there was a mod that let you use custom tile sizing so I could add a small clip of lewis and marnie that randomly plays ever so often on the atm screen of my new mod.....

light bramble
#

Like, I wanna make a sushi mod XD have a custom crafting station for sushi making.. XD

lucid iron
#

Yeah that's possible, as long as u don't also want the farmer to roll up a sushi

light bramble
#

Low key would want the animation to happen in the menu like a sushi mat rolling

hallow prism
#

oh so not so much a custom menu but rather a sort of filter

lucid iron
#

Doomed without C# then

light bramble
#

Fffffffff My last C# mod was cruddy XD I lowkey don't wanna delve into that >_<

lucid iron
#

There's a framework (stardewui) for making menus now but it's a C# facing framework, not a content patcher thing

light bramble
calm nebula
#

I also don't understand custom menus without at least some c# rbh

#

Or maybe f#

light bramble
lucid iron
#

Obviously we just gotta add html/css support to sdv

#

It'll be greatโ„ข๏ธ

light bramble
#

I lost the code for it sadface

teal bridge
#

I mean, Stardew UI is not that far from HTML/CSS. You don't need a lot of code to run alongside it.

light bramble
#

like it worked at the end!

lucid iron
#

That's what git is for

light bramble
lucid iron
#

Anyways the bigger concern i have with such a mod is how logic is tied up with the crafting menu

calm nebula
#

Real men use svn

lucid iron
#

The council of clickCraftingRecipe transpilers need a word with your custom menu

acoustic summit
#

Does nexus have a way for mods to show up on multiple people's profiles if it was say a joint project? Or is it only the uploader.

teal bridge
#

Clearly we just need one crafting UI mod to standardize all the other crafting transpilers. We could call it something like... Better Crafting.

lucid iron
#

So yeah i would just use Better Crafting

calm nebula
#

You can add other people to a mod page. They can then edit the mod

#

But it isn't public or visible

light bramble
#

so like....I just need the page from the getting started command to figure out what kind of project I need to make in VS...right?

lucid iron
#

The only type of project a C# sdv mod can be is a class library targeting net 6

lusty elm
teal bridge
#

I wonder about that actually. Could you make an .exe and just rename it to .dll and have it work? I mean obviously it wouldn't run the Main() but SMAPI might not care that it isn't "really" a class library.

dull bay
#

Hello ๐Ÿ™‚ I'm making a mod to remplace some musics in stardew, could someone tell me if i can modify the forge song "Mystery of the Caldera" in the volcano ? And same question for jojamart ambience ^^

light bramble
faint ingot
teal bridge
#

.NET 6 is out of support, LTS ended in November 2024.

#

Whether or not Stardew will ever update to .NET 8 is another question... it's not like MonoGame has been incredibly well supported for the past few years either.

#

Anyway, be happy it's not like Source Generators where we had to target .NET 2 for the longest time.

lucid iron
#

wait really

#

i targeted netstandard2.0 oops

teal bridge
#

Really what?

light bramble
#

love that this is a nuget package

#

It's lowkey funny XD

teal bridge
#

...why?

lucid iron
#

mod manifest builder my beloved

light bramble
#

cuz I always forget to add my manifest. So it makes me laugh because the other day I was legit wishing for a progam that would do it for me XD

#

and low and behold there's one for C# mods

lucid iron
teal bridge
#

You mean for source generators? Yeah they can target .NET 8 now, but that's very recent.

#

There's even an optimized attribute filter that only works with .NET 8 targets.

lucid iron
#

oh neat DokkanStare

light bramble
#

I find a lot of things funn btw forcustense

ivory plume
light bramble
#

Anways...time to remember how to do the thing with the stuff and the moding in C#

lusty elm
#

Finished the Headache inducing part of the cavern (Matching Multiple levels of entrances on the surface, the waterfalls that go underground and where they come back out in 1/1). Made it work.

lucid iron
#

how did u deal with the cave entrance thing?

dull bay
light bramble
#

I love that you use the small bridges together to make the beeg horizontal bridges XD

teal bridge
#

Matching Multiple levels of entrances on the surface

That's a lot of attention to detail, I thought most SDV players just take it as given that the Valley's geography is topographically impossible.

lusty elm
#

each of the little lights is a cave entrance rooC
To be Fair, yeah a lot of the Topography is not realistic, but i still wanted to see if I could.

lucid iron
#

ah did u just leave farm cave alone then Dokkan

lusty elm
#

Here is the Surface if you wanted to match.
Yeah Farm cave is left alone at the moment, and I have another cave that wont be directly connected to the Cavern. (Both are the Northernmost Caves) rooC
Sorry that first map was a lil old, here is the newer one.

faint ingot
ivory plume
# faint ingot OK I'm in need of some guidance. Trying to use content patcher to test deleting ...

Content Patcher edits the map asset when it's loaded, but the crane man is added dynamically through C# when you enter the location. Removing him through Content Patcher will be difficult. In theory you could force Content Patcher to reload the map after you enter the location (e.g. using OnTimeChange with a token that changes after you enter the location), but that will have the side-effect of removing every other dynamic change to the map too (e.g. all the other random NPCs).

faint ingot
#

I actually did try OnTimeChange and it still seemed to do nothing.... hmmmm...

#

oh like you can't just edit it you reload it somehow?

lucid iron
#

what is the purpose of deleting crane man here?

ivory plume
#

OnTimeChange only affects when the patch checks for updates. If none of its values changed, it won't be reapplied since it would produce the same result as before. So you'd need to combine it with a token that changes after you enter the location too.

But like I said, you don't really want to do that. That will result in every NPC (and other dynamic changes) being removed from the map, since you'll reset the map after the dynamic changes are applied.

Basically you'd need a C# mod to do it properly.

faint ingot
#

My hope was to reveal Crane Man as a certain NPC in disguise, and then when that NPC is in jail the crane man disappears from the movie theater

#

OK I will think about whether this is important enough for me to do in C#, thank you

hallow prism
#

hmm, i was about to suggest just a sprite change then, but dialogues may still be about crane man

teal bridge
#

Just Harmony patch to block it from being added.

devout otter
#

Yar, the simplest hacky way is to just content-patch Crane Man's sprite to someone else, and then content-patch his dialogue, also.

faint ingot
#

the buildings lair and tiledata would still be there though

teal bridge
#

I kind of get the feeling that the purpose of this is to be able to always play the crane game.

faint ingot
#

That's not really the purpose, it is mainly a story purpose as a reveal, but the ability to play the crane game is a nice side effect

teal bridge
#

But if it's not, then yeah, just changing it to something else would work just as well.

devout otter
#

Yar, then the tiledata would refer to the new dialogue.

calm nebula
#

There is a crane guy begone mod iirc

faint ingot
#

Kind of like how I will let the player arrest Pam for drunk driving, which serves a story purpose, but also has the benefit that the player can drive the bus to the desert earlier in the day

faint ingot
#

what event should I hook into in order to remove the crane man at the right time in c#? The only current hook i'm using in c# right now is OnDayStart which obviously won't work

brittle ledge
#

ah, I see atra and I had the same brain for a minute, no wonder I felt smart

ivory plume
faint ingot
#

Yes, thank you guys, I did see that mod as open source and that's the code I'm looking at reusing now that I see it pretty much has to be done in c#

calm nebula
#

What the hell in crane dude changed since 1.5.6 lolz

faint ingot
#

my question is (since I'm bad at this) what event do I hook into to run it at the right time (after entering the theater for example)

brittle ledge
#

If it's from 2019 it'd actually be 1.4, yeah?

calm nebula
#

Oh maybe weapons changed

calm nebula
faint ingot
#

I want to delete him right away after he is loaded, if possible

calm nebula
#

I'm supposed to be reviewing a document and I really can't put two thoughts together anymore

#

Might bail and go home

brittle ledge
calm nebula
calm nebula
faint ingot
lucid iron
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually itโ€™s easier to start with making content packs, since you don't need to learn programming.

lucid iron
#

!decompile

ocean sailBOT
lucid iron
#

hm what would a revised harmony command be like bolbthinking

faint ingot
light shore
#

why my doors are transparent ??

velvet narwhal
#

Missing map property?

brittle ledge
#

Oh we have a tutorial for that!

#
Stardew Modding Wiki

This is a mildly advanced guide for modders that assumes familiarity with Tiled, Content Patcher, and map modding fundamentals such as the difference between Map Properties and Tile Properties.
Interior doors, such as the one in Figure 1, are interactive map elements with hardcoded behaviour (see InteriorDoor.cs). There are three types in the b...

light shore
lucid iron
#

did you sleep in there

#

debug sleep

gentle rose
#

wait I think I still have that file pffft

#

I made this a while back but iirc this should be roughly accurate in terms of tile size being the same and paths roughly lining up pffft

lucid iron
#

i thought the bus stop is bigger than that

proud wyvern
reef kiln
gentle rose
#

I forgot, this is from 1.5 haha

faint ingot
brittle ledge
#

Most of what I know about doors is that they're cursed and also the clinic doors are hilarious

lucid iron
#

i think if u sleep in a place with doors

#

the doors get flustered and become ghost doors until you leave and come back

faint ingot
#

yeah... that's a problem for my mod because if you sleep in that room the ghost doors trap you in that room and there's no way to leave, you can only go to sleep and see if you get ghost doors again the next day

teal bridge
lusty elm
#

I always assumed that the warps on the base game map had some extra distance of travel that it skipped over as kind of a "Nonvital area thing"
Also seeing that picture makes me thing about stardew as an omnimap, with no overworld warps rooBlank, but thats pretty much impossible atm with size limitations and a number of other reasons.

slender badger
#

It'd break event triggers, for a start ๐Ÿ˜†

gentle rose
slender badger
#

(Iro, didn't you just say you were going to bed ๐Ÿ˜†)

gentle rose
lucid iron
rigid musk
#

I have to say this again for those who do specifically event coding: you are all wizards to me this is so ... eeeugh

I can say without a shadow of a doubt that it is my least favorite type of thing I've learned to mod so far - if only for the fact that it is incredibly tedious

tropic walrus
brave fable
tropic walrus
#

Would be cool if it could get added to one of the server commands.

lucid iron
#

Game1.player.addItemByMenuIfNecessary(new Object("699", 1)); //699 is Tiger Fish
I take issue with this it should be ItemRegistry.Create

#

it's also not a requirement to use SMAPI Developer Edition, all that does is enable more logs

uncut viper
#

VSCommunity is also not required

normal trout
#

Hey, map maker question: I know the game lets you rotate tiles, but can we use the flip feature too, or no?

lucid iron
#

as long as u be using tmx yea sure

normal trout
#

Okay cool. I remember a day when rotating was sketchy, and best practice was not to do it, so it makes me twitchy to manipulate a tile still ๐Ÿ˜‚

#

Oh, .tbin files ๐Ÿฅฒ

#

Those were some days.

lucid iron
#

yep

tiny zealot
#

i released Secret Note Framework 1.1.2, which fixes this issue (and adds a French translation). thanks! SDVpufferheart

ivory plume
#

Here's the second preview build of Central Station!

Recap: Central Station lets you travel to mod locations in a more immersive way using boat, bus, and train networks. It has a central station hub where you can switch lines, visit the food court and gift shop, access pop-up shops from other mods, and more. See info for players and for mod authors.

Changes since the last build:

  • Added the real Central Station map (thanks to Kisaa!).
    This is an early draft preview with placeholder assets. The final version will be added before 1.0.0 is released.
  • Added interactive bookshelves. Other mods can add their own messages.
  • Added map flavor text.
  • Fixed unable to reach Central Station in early game.

Not included yet: random NPCs and mod pop-up shops.

Feel free to try it out and report bugs, feedback, or suggestions here! This is the best time to try adding your mods to Central Station and see if there's anything you don't like, before it's released and the format becomes much harder to change.

uncut viper
#

a gorgeous map SDVpufferheart

tiny zealot
#

i can't sit on the benches. i demand a refund /j

ivory plume
#

(That's in upcoming builds! This is the first rough draft of the map which just has the basic structure.)

#

(Just for fun, here's the rough sketch I sent to Kisaa which she turned into that.)

uncut viper
#

flipboard my beloved

tiny zealot
#

i adore a flipboard

rotund elm
#

XD

uncut viper
#

i appreciate the attention to detail with adding a clock(?) at the ticket counter

brave fable
#

analogue clock? SDVpufferpleading

#

functional hands? SDVpufferpleading

uncut viper
#

... are they functional?

ivory plume
#

Prooobably not in 1.0.0.

uncut viper
#

the code already exists for the gold clock surely you just gotta copy paste it in

brave fable
#

you have the community centre clock source code right now

#

ca doesn't need to know

uncut viper
#

no extra work to make it work at all

#

trust

calm nebula
#

Pathos, are you a 12h or a 24h

uncut viper
#

(oh yeah not the gold clock i meant the community clock)

#

do you have a 24 hr analogue clock atra?

brave fable
#

is the gold clock non-functional or something?

#

if so i have a sdv1.7 request

rotund elm
#

I thought it was functional

uncut viper
#

i didnt think it followed the time but it does change its face. i could be wrong about the time thing though

rotund elm
#

Ahhh

uncut viper
#

i havent had one in a while

calm nebula
#

The gold clock has the time yes

tiny zealot
#

the gold clock is functional, i'm fairly sure, but i'm also somewhat sure that it is cursed

#

does it recycle the hands from the CC? it's something like that

ivory plume
uncut viper
#

the draw code doesnt seem to check the time or anything

rotund elm
#

That seems to be a common theme with some things SDVpufferchickbig2

uncut viper
#

just checks if the clock is active

lucid iron
#

its just a spinny texture right

uncut viper
#

wait no it does

#

i missed it

tiny zealot
uncut viper
#

parsing SpriteBatch.draw calls my beloathed

brave fable
#

gold clock draw code absolutely checks the time

lucid iron
#

i propose we use decimal time, but only if the language is french

brave fable
#

i don't know why i even had to check this

uncut viper
#

i have corrected myself

brave fable
#

it's a clock

uncut viper
#

not all clocks are right 86400 times a day

#

does the actual wall clock furniture work?

brave fable
#

i don't see any code for that, no

#

unless

uncut viper
#

see, there you go then. thats why you had to check SDVpuffersmile

calm nebula
#

I was off washing dishes so I assume we have come to an agreement

#

The best time keeping system is seconds since the big bang

ivory plume
#

Time is a subjective illusion, so it's not worth tracking it. That's why the clocks in Central Station are frozen.

calm nebula
#

Time is a subjective illusion, but work yelling at us to submit our time cards is not, unfortunately

uncut viper
#

are you sure you're not making a DMV mod instead

teal bridge
rough lintel
#

i like pathos' explanation better :3c

wanton pebble
#

Alright, this is not necessarily for anything I actually think is going to work out and it might be better to wait until next month when I can learn more... but I still have a quick C# question

#

I'm looking at a mod (that isn't mine, mind) and it has a lot of "ref" errors when I try to build

reef kiln
#

Got to love AI. Google AI just told me this.
Stardew Valley, an "animal deluxe product" refers to a rare, high-quality item that a farm animal can occasionally produce when housed in a deluxe barn, typically with a significantly higher selling price compared to their regular product, like a pig producing a "truffle oil" instead of just a truffle, or a rabbit producing a "rabbit's foot" in addition to wool.

wanton pebble
#

I'm assuming this is more of a common thing as I swear I've seen it in other mods, so: what is it, exactly?

tiny zealot
slender badger
#

Hot ๐Ÿ˜†

wanton pebble
#

Yeah I know XD Technically I work from home monday and it would be a training thing if we don't have any other work too

uncut viper
#

can i have an example of the ref error in question

dire canopy
#

So..."CriticalChanceMultiplier": is not a thing on food buffs

uncut viper
#

there are many errors that can have the word ref in it

dire canopy
#

or any other type of buff

wanton pebble
#

more invalid expression than token

tiny zealot
wanton pebble
#

I assume it's more of a setup stupidity by me

lucid iron
#

ref is a thing that goes before a method argument

reef kiln
#

Anyway trying to find the math on how the game determines if the animal produces its deluxe product. Anyone have a link?

lucid iron
#

can u find where the error's at in code

wanton pebble
#

But on the OTHER hand I managed to add StardewModdingAPI and the newton json thing and the monogame references into Visual Studio

#

It's uh

#

Everywhere

lucid iron
#

what r u doing with monogame references

uncut viper
#

is it in a decompile?

wanton pebble
#

Yes, button

dire canopy
wanton pebble
#

should I presume that's my problem?

#

(It's 100% fine if it is!)

uncut viper
#

yeah i think thats bc the decompile didnt/cant load the assembly thats referenced in that code

#

so it has no real clue what the variable even is

lucid iron
#

hm wait

#

if it is a decompile, maybe it's that one ??? bit in netdictionary that decompiles wrong

uncut viper
#

i believe i recall getting that when using dnSpy sometimes for editing classes

dire canopy
lucid iron
#

the one khloe had to manually fix

wanton pebble
#

Honestly that's a good start to help me find things

uncut viper
#

double clicking on one of the errors might bring you to the line its talking about to confirm chus theory but eithr way im fairly confident its just entirely decompile error

wanton pebble
#

thank you for the info guys

reef kiln
lucid iron
#

for the most part i wouldn't worry about the decompile having errors

lucid iron
#

it is not like u would want to compile that for a mod

dire canopy
wanton pebble
#

would that in any way be feasible or a fool's errand, I guess, is where I'm going with this

lucid iron
#

you have the level needed to get access to the decompile repo

uncut viper
#

that can range from simple enough to "why are there so many errors to fix"

lucid iron
#

the one khloe fixes up

uncut viper
#

this is for a mod not the vanilla game

lucid iron
#

oh i see yggy

#

yea it dependsโ„ข๏ธ

uncut viper
#

depending on the size of the mod i would honestly prefer to just rewrite it using the decompile as reference, if i wanted to recreate it exactly

lucid iron
#

sometimes it's not even the "optimal" thing to do: the mod was probably written for pre 1.6 and it could be that there's better ways to do the implementation

uncut viper
#

that too

lucid iron
#

e.g. my small ponds mod vs the previous impl with a separate building

wanton pebble
#

Eh. Way I see it is I get practice either way - 1.5.6 or 1.6

lucid iron
#

it could be a little overwhelming if u had to deal with ??? from a old mod in addition to just learning C#

uncut viper
#

ehh... maybe. if its 1.5.6 and broken in 1.6, then you're not really getting practice making a stardew mod bc it, wont work in 1.6

#

and if it doesnt work at all bc the codebase for 1.6 changed enough that the original code doesnt work and is more than just "not the recommended way" then you dont even get much C# practice bc you cant test it

reef kiln
# dire canopy Or Rabbit Feet / Duck Feather

Thanks. That helps. So my next question is do custom animals use the egg/milk calculation? Is it possible to get them to use the duck feather formula. I want the deluxe product to be rare, not common like the large eggs.

dire canopy
#

Let me get you an example

wanton pebble
#

Alright, I see what you're saying to an extent (I also feel a little called out as while I did some extra googling I came across the comment "not sure why you'd ILSpy code and then expect to recompile the code as is" and I feel called out SDVkrobusgiggle ) The general result though is that decompiled code is inferior to Github Repos and so unlike my prior adventures in C# fuckery I'd need to do a lot more BS in order to mess with a decompiled mod

#

tosses current stuff on backlog for later

uncut viper
#

yeah recompiling decompiles is generally a last resort. not bc its like, super duper miserable but bc its just a pain for more than just readin

dire canopy
#

@reef kiln if you use: "DeluxeProduceCareDivisor": , higher than 1200 it will work as Rabbits and Ducks

pine wedge
#

Can anyone can help me out with changing which portrait from a png is shown during a dialogue? I already know how to find the code and what to change, but the game is defaulting to the original portrait regardless of which number I change it to. I tried changing the entire png to different portraits and everything worked, but the game still defaulted to the original portrait of that png, even though I changed it to 5 (or any other corresponding portrait number).

Here is the line of code:
"Well, not a single ghost or anything strange...$6#$b#Maybe we should try again on Spirit's Eve.\

reef kiln
dire canopy
#

That's because 1200 is guaranteed to produce the deluxe item at 5 hearts + good mood (above 200)

rotund elm
#

quick question is it the info for adding a new chest on CP docs or modding wiki

unique sigil
lucid iron
#

understandable

brittle pasture
tiny zealot
# pine wedge Can anyone can help me out with changing which portrait from a png is shown duri...

that is the correct way to specify a portrait (end the line with $6 or whatever other portrait you want).
two possibilities come to mind:

  1. portrait indexes are base 0, so for $6, make sure you have 7 portraits, since $6 is the seventh one, and
  2. make sure you are reloading your data correctly after making an edit (edit the actual mod's file and not just the one in your work directory, if you use one, and reload the game or issue a patch reload your_mod_id and/or reload_i18n to make content patcher reread your files)
brittle pasture
#

(not without Expanded Storage)

#

(also woo looks like I missed the fun while touching grass)

reef kiln
uncut viper
#

what fun

brittle pasture
#

the central station alpha

unique sigil
normal trout
shadow pagoda
#

Hi, I am trying to get some data related to crop profits and seeds. This is the pseudo code. In parentheses is what I'm missing in order to fulfill the pseudo code. This is all through C#

//see how much of this crop gives at base value (I'm trying to get this information through Game1.cropdata. I tried using both the qualified and unqualified id as a key in the dictionary, but they both did not give a `CropData` object. For example, I tried finding a parsnip by using both of these ids with no luck: ."(O)24" and "24" I'm unsure if this is even the object to give me what I want here)

//find the seed of this crop (as of right now, I am writing out by hand what seed will give me which crop. So by hand I currently have a parsnip seed will give me a parsnip. I assume there is a way to do this dynamically with the game's code, but I have not figured that out yet.)

//see if the seed of the crop cancan be bought from a store, excluding the traveling market (pretty self explanatory, but unsure how to get all of the stores that have a certain item)

I know this is a lot, and I'm not trying to make it so people make the mod for me, but I'm pretty new to modding this game, and it's been rather difficult finding the necessary data/variables needed in order to make what I want. If I was more familiar with the game and other mids, I would use other mods as a reference to figure out what I want.

unique sigil
# normal trout Are you serious??? That's AWFUL.

Yes, there was a bug report on my older maps (which I rotated tiles for) breaking. I thought it was an unrelated issue, until someone showed me a draft map that has weird tiles in winter but looked normal in spring (and in Tiled), and it turned out they used rotated tiles too. So... don't.

pine wedge
brittle pasture
#

parsnip is 472

normal trout
calm nebula
#

like, what

unique sigil
#

well,, it happened

dire canopy
# reef kiln So is the rabbit foot deluxeproducecaredivisor is 5000? Am I reading that wiki p...

Actually - You'd calculate: (1000 + (255 *1,5))/5000
1000: (Max Friendship points: 5 Hearts)
255: (Best Mood - eat outisde, heater during winter)
1,5: (Mood Modifier - If Mood is more than 200, it will be multiplied by 1.5 - a negativa value if it's below 100 and 0 if 100 to 200)
5000 - the divisor
Which would result in 27,65% - if you add daily lucky (12,5) - you get the near 40% chance

brittle pasture
ivory plume
#

Tile rotation is implemented by SMAPI, so I'd be interested in a repro content pack if it's an issue.

brittle pasture
#

(I also recommend unpacking the game to see what cropData is actually like instead of just guessing)

unique sigil
#

The circled tiles are rotated tiles, when I reopened the .tmx in tiled to check.

calm nebula
#

which map is that and does it happen without a recolor

unique sigil
#

That was ages ago, and the mod has been retired, so I need to re-test the files again. not on my laptop right now so,, later!

reef kiln
dire canopy
#

If you use a number higher than 5000 you'd get a percentage lower than that - remember, that is when you have maximum luck - average luck is 0,05 - or 5%

reef kiln
#

OK

calm nebula
dire canopy
unique sigil
vernal crest
brave fable
#

are tile flips also reset on season changed, or just rotations?

shadow pagoda
# brittle pasture (I also recommend unpacking the game to see what cropData is actually like inste...

fair, I did do that, and really didn't find any variable names that resembled to what I'm doing, but I was unsure of where else to look. Crop didn't seem to have it. Item and ISalable do have sellToStorePrice and salePrice both seem to be promising, but I'm not fully sure. Plus from what I'm looking at the header of both of the Crop and Item classes, neither of them seem to be a child of the other.

unique sigil
vernal crest
#

I use rotated and flipped tiles heavily in my map and the last time I edited it was 1.6.8 and it was fine changing seasons. I could check it now and see if that's different in 1.6.15.

brittle pasture
velvet narwhal
normal trout
#

I would like to say, I know that sometime in the pre 1.4 days (when I was learning map modding), rotations and flips were a no-no explicitely, and I assume this was the reason why. Perhaps what Pathos mentioned, the rotations/flips being handled by SMAPI, came after the issue with Kisaa's map? Or perhaps that happened on a version of SMAPI before it was implemented? I hope? (Because I do not have the mental energy to go do that amount of testing on this map today, I have only enough spoons to sit here and place pretty tiles and hope the dopamine gods bless me tomorrow).

vernal crest
# calm nebula do you know of a specific mod?

No, I think she just said "her maps" without specifying, unfortunately. But if she's around hopefully she can narrow it down. Or I'll see if I can find a comment on one of her mod pages.

brittle pasture
#

Also I'd get the sell price from object data, not either of those places (they need an item to be created and can be affected by professions and mods)

unique sigil
normal trout
unique sigil
#

If what aba said is true, that tracks.

ivory plume
velvet narwhal
calm nebula
ivory plume
#

(There's no hurry, the next SMAPI update won't be for a while.)

tight bough
#

I wish there was a mod that automatically replants crops when you harvest them. That would be so helpful.

normal trout
#

When this rotating tile issue all gets figured out for sure as either "it works we're fine!" or "DO NOT ROTATE" can someone please @ me? SDVpufferheart

#

I try to read back, but this is a v busy channel

vernal crest
calm nebula
#

they need to update smapi to latest

reef kiln
calm nebula
#

the way the map render override was implemented changed in stardew 1.6.9, they need to have smapi updated

unique sigil
#

Avi's map should be the latest known case I've seen

calm nebula
tight bough
# reef kiln I was thinking of making a mod that made all crop muli harvest. For that very re...

You should make a mod that detects the correct seed for the corresponding crop/flower and replants it after harvest. I don't think you understand how long the modding community has been waiting for a mod like that ever since "Replanter" became outdated & broken. And if you think that's too cheaty, people can just choose to not install it. It's not like you'd be forcing them to use it.

vernal crest
calm nebula
#

thank youuu!!!!

tight bough
#

See? Even Froststar agrees.

normal trout
#

LOL

#

I do in fact

tight bough
velvet narwhal
#

with the power of ~Templates~ i cut down my initial timer KEK

normal trout
#

tilerot ๐Ÿ˜‚ //snortlaugh

naive wyvern
#

rot for rotation u.u

reef kiln
vernal crest
# calm nebula thank youuu!!!!

Thank you for the info about it SDVpufferheart I have to admit I wasn't super invested in investigating it at the time (yay fatigue) so I didn't do the basic due diligence I should've there, like making the user update everything. Whoops.

ivory plume
#

Any chance you could a SMAPI bug report with those files? That way I can take a look once I'm done with Central Station and the other mod updates.

vernal crest
#

Okay I shall go test my map now too - after making sure SMAPI is definitely up to date lol

tight bough
naive wyvern
#

!commissions

ocean sailBOT
calm nebula
#

!modideas

ocean sailBOT
#

If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas

However, this does not mean anyone is guaranteed to work on your ideaโ€”modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.

naive wyvern
#

put your money where ur mouth is <3

normal trout
#

Someday I'm going to have to learn C# out of spite just so I can do things like this that I desperately want but are out of my reach as a person who doesn't know how to code anything more advanced than pseudocode json files ๐Ÿฅฒ

pine wedge
#

Trying to do a
patch reload your_mod_id

Is the your_mod_id the UniqueID in the manifest.json?

normal trout
#

Were I not the brokest of broke, I would absolutely do so. Xero, a challenge has been issued! ๐Ÿ˜‰

calm nebula
#

(fwiw, this is easy enough to be baby's first C# project)

vernal crest
#

(Beware when Atra says something is easy!)

lucid iron
#

!anyonecancook

ocean sailBOT
#
pine wedge
#

Thank you. I appreciate the help. Hopefully that solves the issue.

calm nebula
tight bough
lucid iron
#

the hard part about C# mod is not really the part where u make the C# mod

#

but the part where u have to deal with people with 1000 mods coming to you about incompat

calm nebula
tight bough
vernal crest
tight bough
unique sigil
#

As someone already getting grey hairs from making solely content packs and the "compatibility issues" i get, I think I'll just stay in my lane SDVpuffersquee

calm nebula
#

I am, however, deadly serious that's the rate I will charge for if you want the last remaining bits of my non-work time lo;

reef kiln
normal trout
#

tone indicators are so helpful, and I wish more people used them all the time tbh

lucid iron
#

well kisaa u picked the worst genre of content packs to do compat for, maps.

naive wyvern
#

if youre not rich, and you really want something, then clearly the solution is to learn how to make it yourself ๐Ÿซฐ

unique sigil
brittle ledge
lucid iron
normal trout
normal trout
# brittle ledge Isn't that just Better Junimos?

I was actualling thinking that, I know Better Junimos does technically have a replanting capability to some degree, but I'm not sure it's as surefire and fast as 'replant upon harvest if you have the seeds in your inventory'

naive wyvern
tight bough
lucid iron
#

are you the mod author of that?

reef kiln
tight bough
lucid iron
normal trout
velvet narwhal
lucid iron
tight bough
calm nebula
#

Avi, I'm pretty sure you might just be falling into the simple trap of winter tiles

vernal crest
#

Either my tile rotations are fine or I was wrong and I have none lol

lucid iron
#

i dont think you understand what my original comment is about then, i was talking from mod author perspective on things

normal trout
calm nebula
#

Winter tiles don't quite look like tiles in other seasons

#

It's just a thing

vernal crest
#

I do have some beautiful winter tile awkwardness though

gentle pebble
#

Im trying to get my npc house to load in and I cant seen to get it to work I have the tilted files done and script complete. I put it through the SNAPI checker and it seemed fine. Any ideas as to what im doing wrong

tight bough
ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didnโ€™t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

vernal crest
brittle ledge
#

!json use this to post your JSON!

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

velvet narwhal
#

kisaa was just asking because ig i live rent free in her head of my crimes SBVMischief

vernal crest
#

I make my maps in winter because of how bad winter tiles are for transitions compared to the other seasons

#

Too bad the glare from the white causes headaches

reef kiln
vernal crest
#

Okay I found a rotated tile in the map and it's working just fine in game

latent mauve
#

one day I'll get bored enough to tweak the vanilla winter tiles (the path ones) so they line up right.

vernal crest
#

Well, it's a flipped tile but that's probably same diff right

tight bough
lucid iron
#

i thought that one's semi broken (can't extend range) and the author never accepted my PR

lucid iron
#

which should work yes

gentle pebble
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 3 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

gentle pebble
tight bough
#

I'M INSTALLING THIS RIGHT FREAKING NOW!

vernal crest
gentle pebble
#

The issue is the house just isnt loading or anything

#

No errors im unsure if its really reading the json

#

So its the interior and exterior

tight bough
reef kiln
naive wyvern
#

i think this convo is better suited for #modded-stardew at this point if its mostly about how to best use chu's mod

tight bough
reef kiln
#

True

lucid iron
#

say aside from wear more rings, is there any other mod that let you equip more than 1 trinket

velvet narwhal
#

probably spacecore

tight bough
reef kiln
#

I didn't know wear more rings let you equip more trinkets

lucid iron
#

thats not a trinket though

vernal crest
gentle pebble
#

yea I can try and do that

normal trout
#

So... I am very amused rn and had to share. This feels like accidental polyamory, except in reverse - because I legit designed the map with room for four spouse areas back here (there's a mod for that). And when I was like "Okay but what are non polyam players gonna do with that space? I discovered that this fits PERFECTLY and it's just so satisfying chef's kiss

gentle pebble
#

@vernal crest sorry just say ur name says to ping u when replying

#

Issue is def its not reading it

#

and Idk why

vernal crest
gentle pebble
ocean sailBOT
#

Oops, couldn't parse that file. Make sure you share a valid SMAPI log.

vernal crest
gentle pebble
#

no I made it seperate

#

Like I made a json in my maps

vernal crest
shut edge
#

i'm updating a mod and want to do some optional mod support, will i need a separate editdata per file AND mod or can i combine them somehow?

vernal crest
# gentle pebble Like I made a json in my maps

Okay, you've formatted it like it's a content.json file, which won't work if it's actually an Include file. Can you please share your content.json so I can check your Include code block?

shut edge
#

like do i need mod1 object and tree or can i do like mod1 mod2 mod3 object, etc

#

i guess it doesn't matter much since it's just in code but yknow

gentle pebble
#

This is my content @vernal crest

pine wedge
#

Tried the
patch reload your_mod_id
and it didn't help. Will advise if I figure it out.

vernal crest
gentle pebble
#

Ohhhh

vernal crest
gentle pebble
#

๐Ÿ’€

#

It just wasnt loading in

vernal crest
gentle pebble
#

{
"Format": "2.5.0",
"Changes": [
{
"Action": "Include",
"FromFile": "assets/John NPC.json, assets/Jane NPC.json"
},
]
}

pine wedge
gentle pebble
#

using this one? then change it up?

#

gotcha

#

thank you so much SDVpuffersquee

vernal crest
pine wedge
rigid musk
#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

rigid musk
#

can you show what you're doing for your patch?

shut edge
#

sometimes i get that and need to reload the game for changes to happen

rigid musk
#

it could also be that

shut edge
#

animal / barn stuff does that a lot

rigid musk
#

if you're loading it into an i18n you also have to reload specifically that

pine wedge
#

Each time I edit, I save, close the file, start game, test, exit and close game, re-edit, rinse and repeat. I never have one open while the other is running.

rigid musk
#

I mean its fine to keep the files open

shut edge
#

patch reload works well for like json edits

#

but graphics it seems troublesome in my experience

rigid musk
#

if its not working after you've reloaded can you send the json for the patches you're making with the link I sent

#

otherwise there's not much we can do to help troubleshoot

vernal crest
#

Nope I do graphics and map changes all the time with patch reload

pine wedge
#

GOT IT!!!
I noticed a slight difference in the actual dialogue of the event taking place and the content.json file I was editing (an A was used during the dialogue instead of an O). So I went through every folder and content.json file and finally found the event duplicated in another folder, with the A instead of the O. Changed the portrait number in that file and IT WORKED!!!
I can't believe I didn't notice it sooner.

shut edge
#

sometimes it's fine! just seems inconsistant for me

vernal crest
rigid musk
shut edge
#

probably

rigid musk
#

that and the barn thing you were doing with the... raptors? i think

shut edge
#

lol yeah, and every time i do new barns, and animals..

#

animals i usually even have to buy new ones to see changes happen

#

maybe some other mod i run is doing something with cache i dunno

vernal crest
#

I wonder if animals have the same issue as items where you have to spawn a new instance because the data gets cached once the item is created

shut edge
#

that is probably what is happening yeah

#

often have to rebuild barns too

#

i wonder if someone out there has a test save with like 20 iterations of mod updates all living together...

tiny zealot
#

one thing that happens to me every time i test a translation with my mods is i load up the game and switch to the language i'm testing. when i load into the save, the stuff from the mod is not translated and appears in english. i panic for 3.2 seconds until i remember the thing i have forgotten: i have to exit to title to reload all the content, then load the save again and it's fine, phew

#

i will never remember this in advance. i will forget every time /lh

shut edge
#

patch reload still is very useful i just wouldn't like, count on it being perfect

reef kiln
#

Does anyone else watch vanilla youtube let's play videos and listen to there ideas for what needs to be changed. Most ideas are already mods but still fun to see what people want.

uncut viper
#

if patch reload doesnt work the answer is always "caching"

#

things that are cached will be consistently cached and vice versa

gentle pebble
#

I used custom locations in my script and it is outdated and wont load because of it does anyone know how I can fix my script

#

This is the script

latent mauve
#

[[modding:Location data]]

latent mauve
#

That should be the wiki page you'd want for an example if you did want to move to the new method

uncut viper
#

to be clear it is outdated but it DOES still work. if its not loading, the issue is elsewhere

#

but you should still use Data/Locations regardless for a new mod

gentle pebble
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:,)yea it wasnt loading

uncut viper
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right, im just saying its not bc its an outdated method

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your customlocation name doesnt start with "Custom_" or a uniqueid, so its probably bc of that

gentle pebble
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oh ok

rigid musk
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Is there something special you have to do to register events with Event Lookup?

gentle pebble
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do I do that infromnt of all of my files in the script

rigid musk
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I can't actually see why they wouldn't be showing up... unless it's unhappy with me using the new format for event preconditions

tiny zealot
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event lookup does not support the new precondition format, sorry

rigid musk
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That makes so much sense

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I switched to the new format just because the wiki was saying to use said new format since the other ones are technically.. i cant spell the word im looking for - depricated? something like that

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(I know they still work but its technically better to use the others I suppose)

tiny zealot
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(i wrote that piece of the wiki SDVkrobusnaughty)

rigid musk
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Evil

tiny zealot
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to be fair, the only one it says you shouldn't use is SendMail/x

rigid musk
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getting rid of my precious event lookup .... now I have to rely on hopes and prayers /silly

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and by hopes and prayers i mean i am not testing to see if the preconditions work im just going to let the beta testers do that

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event run good = good enough for me

tiny zealot
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about the new format, i tried to gently encourage by preferring that form and referring to the old short names as aliases (which they are, truthfully)

rigid musk
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Honestly the longer form names are helpful when you're trying to figure out errors

tiny zealot
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there's no technical harm in using the short aliases, but they are less capable (some preconditions aren't possible using them) and more difficult to understand

rigid musk
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looking at the other ones and trying to figure out what the heck its referencing is a pain

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unless you memorize all that

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Id prefer to keep my stuff up to date rather than using older methods anyways

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although I hate that, in my program, certain strings/lines of code show up as blue, but because of how long it is it becomes white

tiny zealot
rigid musk
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I liked that they were blue titles :( it was neat

vernal crest
rigid musk
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example of that (ignore the broken warp command i forgot half way through doing this that you weren't supposed to include directional stuff... but this is what i mean)

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lonk code

teal bridge
#

Hey folks, here's a draft of the replacement Harmony command. Any thoughts before I submit it?

Harmony is a framework for patching .NET code, allowing you to take any portion of the game's logic and insert or substitute your own. This gives you more flexibility and control than SMAPI helpers and events, at the cost of being typically more complex and difficult to use safely and correctly, and more likely to break with a future update of the game and/or SMAPI.

If you are trying to do something that isn't possible with SMAPI's public APIs, then Harmony is usually the solution. There is no documentation for Stardew Valley's internal logic, so before attempting anything with Harmony, you will want to decompile the game, find out where the logic you're concerned with is happening, and decide on what kind of patch is required. Postfixes (recommended) run after the target and tend to be the most reliable; prefixes run before; and transpilers can make any arbitrary changes in any location but must be written using CIL, AKA MSIL, the Intermediate Language that C# compiles to.

For more information, refer to the following:

uncut viper
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i worry that its too lengthy and some of the stuff could just be on the pages its linking to instead

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esp since governor command embeds are like half the width of a normal message

tiny zealot
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inclined to agree

lucid iron
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i like the first paragraph and the guide links but the middle paragraph is too technical

uncut viper
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on my current monitor at a rough guess it'd push i think every other message in chat up out of view

gentle rose
lucid iron
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but hm, maybe it'd be good to introduce Prefix/Postfix/Transpiler in a quick bullet point form?

uncut viper
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tbh i would just say keep the first paragraph and the last three lines

rigid musk
lucid iron
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  • Postfix: Run code after the method
  • Prefix: Run code before the method, can skip original method
  • Transpiler: Change code within the method
tiny zealot
lucid iron
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maybe bolbthinking

uncut viper
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i dont think you even really need that if you ask me

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the pages linked already would cover it

gentle rose
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I think that the summaries aren't that necessary here because you have to go look at the links anyway

rigid musk
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I tried a few different fonts but none of them worked for me cause I really struggle with seeing the difference between I i and l with basic fonts, as well as O and 0

uncut viper
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the startmodding command doesnt explain bulleted point forms of CP patch types, for instance

lucid iron
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yea true

rigid musk
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comic sans just happened to be the one that worked really well with those kekw

vernal crest
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I am going to screenshot the message for my own use though because it is well-written and useful for someone like me who doesn't know what Harmony is.

gentle rose
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๐Ÿ˜ญ I am typing slow rn, sorry if I repeat anyone's points

lucid iron
uncut viper
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repeating points is how to reach consensus

teal bridge
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Hm, I'll try to edit. The main thing is, I really don't want that Modder Guide page to be the first thing people read after the short intro paragraph, because, and I'm saying this as gently as possible, the Modder Guide page is 90% unnecessarily repetitive warnings and 10% really useful information on "how to actually set up Harmony in a mod" which is the important thing.

lucid iron
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it's got better since the time i learned harmony blobcatgooglyblep

uncut viper
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without that you have just one of each viewpoint and no discussion