#making-mods-general
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(google says the half life is 7500 years for one isotope and just over 470 for another)
...I should probably check wolfram for questions like that rather than google
.wolfram what is the half-life of Americium-241?
433 years (432 to 433.2 yr)
(Value and uncertainty are estimates based on systematic trends.)
ty uber
i definitively hope i'll have something ready before that, not sure if i'll really got time for one after
There's also two Leilanis, which you'd think would be unique enough, but nope
Maybe we just gotta start giving npc last names
If someone else calls their NPC JortsCat though I'm calling shenanigans
isn't Leilani a fairly common Hawaiian name?
I haven't seen one, but that's why Jean is JeanCat
(^)
just realized i gotta download all these mods that i might not have room for to test -gulp- uninstall install uninstall install lol
Anyway Anaira, there's also an NPC name list on the modding wiki. It hasn't been updated in forever but it'd be a start with the un-namespaced ones.
Also when I make my mod involving a Jessie that ALSO works at Joja, I absolutely will play off that for laughs
do npcs like jorts and jean count as standalone npcs
naming my npc Juliette lol
they are standtogether npcs
they aren't standalone, they're together. a very small expansion

(jk, i have enough names for now)
but otherwise, yes, they are
I consider them standalones rather than an expansion, yes.
Someone said scientific elements π
To me an expansion should have at least one extra map + at least five NPCs
What if a mod has several new area but 0 new NPCs
Then it's just a map mod, like Nooks and Crannies or LNH's New Areas.
Aren't there some mods like that already? 
(Do they have to be full NPCs, or are non-social NPCs fine? Does Central Station count as an expansion now?)
dont mind checking myself but just wanted to have a list down before I start this for easier access
Always has been
yes, I think it does
(I usually count socials, I'd say it could be a mini expansion tho
)
In fact it's sort of a meta expansion, the mad libs expansion where everyone can toss their pieces into the soop
Inb4 we scope creep Pathos into social NPCs
Oh no, the whole what is an expansion discussion
an expansion that almost creates a frame that allows other mods to work
there should be a name for that
IIRC You need at least 10 marriagable NPCs to be an expansion /s
i think an expansion is something that expands on the vanilla game 
Can't believe you just disqualified my expansion, Acearo Town 
...according to your definition, ao3 fics are expansions, button
why shouldn't they be
fair enough
It's not an expansion unless it's at least as big as the vanilla content
Real question: how much testing do you guys all do before releasing to beta? Every branch of every event? Every line of dialogue? Every day of every schedule?
That varies per person. I'm uh kinda lazy about testing so I usually do all the main bits
every branch of every event, dialogue and schedule not too closely
typos and event shenanigans is what a beta is for
depends what kind of mod, but no matter what just remember that players will find new and creative ways to break it (as is the rule with all software)
events used to fcked up the game "permanently" so you had to close and restart it, now its much better sooo I wouldnt worry too much there, either
if i was making a mod with a bunch of events and dialogue I'd be testing them as I added them, not after doing a bunch at once
hey before you scope creep pathos in whole expansion i kinda hoped i could scope creep him in getting custom trains and be able to have trains passing in custom locations
I try to test every piece of new content (every event branch, dialogue, etc). I won't retest everything when making a small change though.
Sticking a couple of additional letters on the end is aboit the extent that my brain can cope with.
you have dialogue mods pathos? π
Yep! Central Station now.
oh havent seen that one yet
Alright. I've got 3 more events to write and test and then I'm going to throw this open to beta. I need feedback
If it's for a beta and not a public Nexus release though you don't have to test too rigorously because that's what the beta testers are for /hj
How do you all find beta testers anyway?
usually for a mod i test several cases to get sure i get the base working, then if possible i playtest
which one of us (dibs not it) is going to make a stardew automated testing framework, like mocha for javascript
like if i got one dialogue working, chance is the others are too
someone did make one iirc
Who gets beta testers 
at iro
Isn't Central Station technically a scope creep from Train Station
Yeah valleyunit/smiteunit
events i do test each of them because they are tricky and it's how i can really judge if the rythm is fine
It's very good for testing split screen coop
ruh roh, there are 2 Barrons on this list lol
I probably over test events xD
(i got alpha testers)
out of all the names, it had to be Barron
It's the year 2 variants plus all of the marriage dialogue and schedule changes that I haven't tested as much as I should yet, I think
central station is available for testing here, right? maybe i should look at it at some point
linkoid? all I can find is nuget packages by them
I think if ur mod doesn't like, delete the game somehow, and has enough content for u to play yourself, then just ship it
It is a nuget package yeah
Yep. I was updating that mod and it was turning into a full rewrite, so I figured at that point I could just write it from scratch which also lets me rethink the approach.
Just YOLO it, eh? xD
does central station have marriage candidates lol 
interesting. I wonder if there's any documentation anywhere
I believe that's the same Barron, Clown moved them out of ES iirc
There's a bunch of setup that I don't remember how to do anymore
PHEW thanks lol
so CS will not be a TS addition but a replcement ?
Maybe u just ask linkoid
I also subscribe to the belief that part of why we got SDV 1.6 was because Pathos temporarily took over the spacechase0 repos
Also Barron's a pretty new character iirc, so their internal ID may be namespaced
Yep, Central Station is a full replacement for the older mods like Bus Locations and Train Station. It does integrate with those though, so if you have those mods installed their stops will appear in Central Station too.
oh cool!
(If it's of general interest to content mod authors, maybe I could pin the Central Station updates for visibility.)
in another universe we might have done all out c# mod dependencies through convoluted nuget packages
it may solve my issue with another project that was "i'd like to offer to go in bus, but bus can be late"
maybe a thread? but a pin can work too
You could host a pinned thread as long as there are enough discussions taking up space in #making-mods-general
i.e. if mod authors are having trouble having their questions get noticed
Yep, Central Station doesn't have that issue. You can always take the bus to Central Station, even if you haven't unlocked the bus to the desert yet.
this is so overkill im done
determined
Sure, a thread could make sense. (Though it'll also reduce visibility to mod authors here.)
and i imagine for VMV i could have fancy stuff like "being able to go from bus on specific days"
(well you can still mention it here, lot of authors with thread are still doing that)
I wish discord has the thing in slack threads
(but at least for people like us with non standard hours, we can catch up faster)
You can post to both thread and parent channel
Then pathos can do that for beta versions of central station
it does have forwarding now, so you could post in the thread and forward releases here? which will link back to the thread automatically
one thing i wonder is hmm
for expansion mods currently the main thing preventing people to have expansion non in valley is dealing with npc warp
will CS offer some solution to that? is it even possible without creating loop hell?
Do you mean like pathfinding loops?
rasmodia will have a different namespace than Magnus in SVE btw right??
yes, pathfinding loops
theoretically, I think npcs aren't going to use cs in their schedules since it has no ordinary warps, so as long as the expansion either only has one warp to/from the main area or it's very careful about its warps it should be fine?
i mean
and then you can have additional access through cs
I have my house on the layer building except the top part which is infront I tried walking onto the porch area and it wouldnt let me. Is there a layer that im suppose to put on for walking on that isnt paths?
the issue arise if a mod is adding a "distant" area that you reach with train/bus whatever
then npcs can't travel to there, they can travel from there because people can add npc warp from their area directly
i was hoping CS could solve this part somehow
like, for VMV my solution was to add a npc warp in town, this works as long as no one else is doing it
I don't think it directly impacts npc travel in any way
but can't npcs be spawned directly in the other area?
Central Station is an upcoming mod which 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, see tourists and pop-up shops from other mods, and more.
See more info:
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.
Join the alpha thread for discussion and previews!
There we go. Separate thread for discussion, and pinned summary here for any mod authors who are interested.
thanks! should i bring the npc warp discussion there or is it too complex/out of scope for that?
(i will do it after dinner if it is interesting to consider)
Im interested
oh this is so exciting, what a fun mod
I think you'd normally use NPC-only warps with warp rooms for things like that, but feel free to bring it to the thread if you want to discuss an idea for how Central Station could help.
I guess you can't use a $query dialogue key in a map tile action? Was looking at ways to implement a new witch shrine
thanks, i'll see if i can get a suggestion about how it could, the issue for npc warps is that they are great for area > pt, not for pt > area
(I have an idea about this but will send it in the thread)
One of the maib issues with the naming was farmers children npcs which took the same name as antisocial npcs, which wasnt supposed to break things but did. Luckily little npcs has a very namespaced name for their kids now.
I stick an LK on mine now unless its obscure but wont change my old npcs cos thatll mess up pre existing saves.
I'm getting a weird issue; I'm making a new farm map and I'm trying to leave some tips through the Action Message tileproperty, but if I call up the message through the i18n, it adds "(farm map)_" before the message. The only way I can make it not do this is if I use "Action": "MineSign" and then write out my message in the tile property itself, but that means it won't be able to be translated; if I use the i18n even in MineSign it still adds the qualifier before the message. Any ideas?
Farm animals can produce two things right? So i could make a bird that produces eggs that are internally coded as male or female so i can have both types as viable barn animals?
The males will produce feathers, the females eggs.
If you want them to be mutually exclusive then i would fo alternate purchase type
Have 2 actual type of animal that are noted as male and female lorewise
Can you do a conditional check on the animals gender though?
Otherwise what is the gender field for
since it doesnt seem sprite index follows typical x/y coordinates, how do I pinpoint which 16x16 grid gets what index
count (top left is 0. increase left-to-right and top-to-bottom)
The only vanilla animals that are not female are rabbit, and pig, and they ar both coded maleorfemale
if you are making your own spritesheets it can be convenient to make them 10 units wide (160 px for 16x16 items). that way the tens digit is the row index
There is a Player_Gender GSQ, but not an animal one
so I guess I'm just confused on how it differentiates from each row with a single number? like first row is easy but after that, like?
like, this is the first 3 of my top row, left to right it would be 0, 16 and 32, right?
but the following rows, in normal x,y are 0,16, 16,16
If those boxes are 16x16 pixels, then each box is its own index. So it's be 0, 1, 2 for that example
no, it would be 0 1 2 if you're talking about indices
The next row would be 4, 5, 6. The indices keep increasing by 1
I'm determined to never mod again after this lol
I should put a note every time I need to ask a question to explain it like I've never seen this stuff before because I haven't lol
anyway have to go fetch my child
yeah, a mod would need to add the GSQ, and possibly patch the animal code to include the specific animal for context; as-is, it only tells GSQs which location the animal is in
Yeah, I have been looking and it doesn't look like there is a way to do it without C#
Maybe Extra Animal Configs could add it
The gender is only used when you buy the animal at the moment
Button might be up for adding it to BETAS too
(I'd add it for EMP if needed, but swamped enough not to volunteer right away
)
Is it Selph that does Extra Animal Configs?
I decided to move my house out of the way of the spring onions
looks like it, yeah
Remind me in 8 hours child.checkaction
grumbles, mutters some vulgarities about humans...apryllforever in particular... fiiiine. (#6510557) (8h | <t:1738640853>)
@inner harbor you might chat with Selph or Buttons about adding it to one of thier mods, but it doesn't look like it can be done with just CP.
Vulgarities about me is the perfect response!!!
Oftentimes, avoiding the problem is a lot easier than coding around it
yea π
The internal name is the same, the only difference between Rasmodia and Magnus is display name and dialogue changes (for the most part)
Do farm events work when the player moves their farmhouse? I see that most vanilla events start the farmer in front of their door (64 15), but with the player being able to move the house with Robin, it feels like those would break?
Ah you meant just the name, should've read up π
Farmhouse events are near impossible, too many custom farmhouses + every player can have a different furniture layout (unless you don't mind them walking through furniture)
Not events in the farm house, but outside on the porch
Was hoping I could compromise that way
Lots of vanilla events (Clint giving furnace plans, Marnie giving pet) start there
I guess I could just move my house day one and see what happens when a vanilla event triggers
All the net code, was it all invented by CA?
Someone from Chucklefish helped out when it was added, I believe?
Just going on memory, though.
I guess what I mean is, itβs all specific to Stardew (which is why itβs not like System.netcode).
(probably this in the credits)
plus the parts by casey, etc, though I think that was all later
(Mostly, I am trying to figure out that the whatnots behind the wherefores).
Thanks luvs! This explains why I get weird results too if I google netcode.
yeah, the net classes aren't part of .net or anything, it's bespoke stuff wrapped around SDV's classes
Probably all made specially for Stardew, too. Doubt it was an internal Chucklefish thing adapted for it with how Starbound is all C++ and Lua.
Thank you!!
Iβm at work and bored, busy reading through decompiled code in the githubs.
Ok, if you move your farmhouse day one and trigger Clint's event, it still starts you on the porch correctly. I wonder if that means that coordinates are translated somewhere for Farm events
Because the event itself still has the farmer at the default spot of 64 16
(Tom Coxon wrote the original netcode implementation if I remember correctly. We've definitely made changes to it since 1.3 though.)
Maybe it's the "continue" keyword...
Ok. I'm making a very quick, and probably dumb question. Is it possible to have different floor layouts for the cabins and the farmhouse? I mean like... Have it so that say you have a tiny house floorplan on the cabins and a normal floorplan for the farmhouse?
That would be a different interior map, right?
Yep, events on the farm are offset automatically to match the farmhouse position; see the ignoreEventTileOffset event command (and related C# code).
Yea that's what I'm wondering
The farmhouse/cabins use the same map asset, so you'd need to change that first and I'm not sure what the implications of changing that would be. It would likely be a C# and possibly Harmony mod though.
Ok! Thanks. I -assumed- that it wasn't just a "Oh you plunk this in there and tada!" but it's nice to have confirmation.
Beause it is going to bother me, there is no documentation of the "continue" command on the Events modding page, but I see it in vanilla events. What does that do?
that's the MusicID
Omg xD Of course it is
Thank you!
Continue just means w/e was playing keep playing, no?
it's index <0>/<1>/<2>
Excellent. Now my brain can let it go xD
I feel that Kantrip.
i do suggest the excel sheet resource if you do ever want to change the BGM for an event
Ooooh, thank you. Data makes me happy
the bgm spreadsheet gives me... it gives...
im one more bgm not fitting the mood away from just making my own
Is the modding wiki audio page up to date with this?
i have no idea
i also do not remember where i got this excel sheet 
(See the equivalent track list on the wiki. Sadly we can't just move the spreadsheet info to the wiki, since it's unlicensed and proprietary.)
It's def out of date bc it's missing some new 1.6 sounds (wiki is)
!makeevents btw, tia updated it to not be a gigantic list for me 
The modding wiki Events category has multiple tutorials, guides, and tips from event masters like Arknir, Aviroen, SMC and more!
If any more are made, feel free to add them into this command!
ok, now that I'm adding all these seasonal sprites to the objects json, what do I need to add and where to make sure that each of these sprites is correctly assigned with the config'd options (ie if I chose DNER, light option and it's fall, how do I make sure it's assigned to that correct sprite index)
@blissful panther I still don't understand the mail flag thing (nobody explained it)
(Feel free to ask the question here, and someone else will answer if they can.)
So I need to make a condition that removes a patch when a mail flag is set to true. (aka, read/done). I am not sure how to execute that into a when condition though.
So you have a Content Patcher patch, and it should only apply when the mail flag isn't set? That would be:
"When": {
"HasFlag |contains=YourFlagId": false
}
me: yay I am ready with this one outdoor map so I can finally start my library map
Me when said library map needs all new assets made: 
Thank you! I will try this out.
Okay, it doesn't work. This is the JSON. https://smapi.io/json/content-patcher/aa27c83712f844cba5ac15267a47e1ba
There's a lot going on there
I don't think conditions is a patch field for that type of patch
I am using PEEM (An extension of MEEP)
Yeah, the only relevant part here is the mailflag MoreSecretNotes.Artifact.ArtifactGot, and the map patch part!
Oh I see
Remind me in 4 hours to look at MEEP/PEEM stuff so I don't get caught unawares again
Ugh I suppose, agentlyoko (#6510639) (4h | <t:1738630110>)
damn sassy bot
(PEEM here is just a one-off offcut of MEEP to be distributed alongside this mod only, just to be clear!)
(Properties Extra and Extensions Mapping?)
(Exactly!)
So what do I need to change?
It is going of the refresh.
I'm not getting any console errors either.
(apart from tilesheets but thats normal)
You can license the file on the wiki as the same license the files have.
That's what Wikipedia and others do.
(what does this mean?)
(but the files have no license if i get it right?)
The mod is still refrencing "DaysToRefresh" instead of the When condition.
In this case with the mailflag, the days to refresh will be... mostly useless. Just set it to something high for safety!
i am missing context
The only part needing to be solved now is the When condition for the map patch, which I've learned approximately 5% of the syntax of. 
What is the bit integer?
Can someone link me to the page that lists what you can make things do when you click on them? like warp/kitchen/stuff like that?
Where can I find the wiki page for it?
That is to do with mapping, (tiledata)
We want this map patch to (and correct me if I'm wrong, @dusk mulch) apply the patch when the player has a certain secret note, but remove the patch when a certain mail flag is set.
Correct
Known Tile Properties for maps if that's what you were asking 
The wiki has a license, but the comprehensive spreadsheet that was linked above doesn't. So we just can't upload or copy that (unlicensed) spreadsheet to the (licensed) wiki.
it's deeper in there but it should have all of it, should be on the Object layer with the square named TileData (either in Tiled or you can CP format it)
the format looks correct, i'm not sure what is adding the mail flag but "artifacts" may need a more solid naming convention
if it's the correct name, it may need an update rate
if it needs to be refreshed same day
I have a condition to do the first part, Can I just do
"Conditions": "PLAYER_HAS_MAIL <player> <mail id> [type]"```?
Yes, Thank you both @velvet narwhal @dusk mulch
Yeah, that part is wrong. It should be MoreSecretNotes.Artifact.ArtifactGot to correspond to the actual mailflag's name.
you can do conditions but i have no idea how they refresh
"when" stuff i know the possible refresh rates
You don't always have to follow the wikis license, it's just there as a general license to the wikis content, doesn't mean it has to be that license.
I think they refresh once every day. (not sure)
Every day is sufficient for the purposes here, yeah.
Be right back
then maybe you don't need a when then
Yep, I'm aware. But the spreadsheet doesn't have any license at all so far as I know; it's fully proprietary / unlicensed / non-open which means we can't redistribute it.
Speaking of the Wiki, they really need to update it, it's severely out of date now with many security issues live.
so. quick-ish question? for rsv? what characters mention mayor lewis outside of lenny? i wanna make a lil compatibilty for mayor louise but idk how to outside of editing the dialogue for each npc
try searching for "mayor" or "lewis" in the whole RSV folder
back
"Conditions": "PLAYER_HAS_SECRET_NOTE Host SecretNote24", isn't a thing, is it?
it's not a question people can really answer, no one will know this by heart
(It's being worked on by a third party, but I've given up on asking for status updates.)
Including a few XSS vulnerabilities, I've asked about them updating it a few times now, and they said they were updating it and then no response.
i don't know the GSQ by heart either but the wiki has them
That is, it checks if a player has a secret note set by their ID.
Yeah, they're taking literal years.
I would've had it done by now if I was allowed to help.
I mean the "Conditions" field itself? I can't see it in the CP docs.
yay! this'll be fun n long ;w;
not really
"Conditions" does work. It is under https://stardewvalleywiki.com/Modding:Game_state_queries#Player_info_.26_progress (this is the things you can use to define conditions)
wait really??
let me introduce you to "search in the whole folder" feature
in french here, exists in other languages
notepad++ here, exists in other programs
I will try the mail condition, hold on.
oh wait really? so fire up notepad plus plus then open the rsv files and search for lewis
yes
probably all of it will be in the i18n folder -> default.json
i apologize if i sound dumb af i went to school i swear lol
here in SDV folder unpacked, with a filter to exclude translations
no it's ok to not know about all stuff making searching easier, i don't know all of them either
I'm not sure if MEEP/PEEM adds it? But if not, Conditions isn't a Content Patcher field. You can use it in game data fields that specifically support it (e.g. NPC appearance data), but you can't just stick a Conditions field anywhere.
Oh...
MEEP/PEEM does not, yeah. I'm just working on whipping up a CP conditional for what we need here... and learning the syntax as I go. 
(i had people telling me about some of the useful ways to search for things)
lowkey coding and moding makes me feel like someone reading hieroglyphs for the first time ;w; no offense! it's just very confusing for me
("PEEM"?)
it's ok, there's definitively a bit of learning curve
Properties Extra and Extensions Mapping
once you get the first hieroglyphs decrypted it'll be easier
(A dumb five second name, because I ripped some framework stuff out of MEEP to get this working a little faster.)
These acronyms sure are getting confusing... and a bit silly.
(I feel like we need an !acronyms command about not using acronyms in discussions without defining them.)
(i should probably ask button about the json syntax toy if they're okay with touting it around
)
!TLA
We had one though, didn't we?
(!tma (too many acronyms))
true true!
π
Hmm, so I'm not seeing a CP condition that allows for checking if the player has a certain (I believe custom?) secret note?
maybe whenever i return to school i should take up classes on coding ;w;
In all seriousness, I'd love to see a !define or !wtf command that takes the acronym as an argument.
i know it's not required but it might help!
And have mod authors be able to add their names/links.
if yes then this is the best way to proceed i feel, associate a flag to the note
i THINK i did that in VMV
so i can have Cool Effects (tm) once a note is read
(as flags are pretty generic and can be used in various places)
What wiki page are you using?
Person, there is a difference between a CP condition and a GSQ condition
is there a way to simply add compatibilty without replacing the files? i am 50/50 with messing with internal files incase i find a way to mess up and honestly i like the idea of making unistalling easy by just deleting it rather than reinstalling ridgeside
DecidedlyFestive is searching the first, you are speaking about the second
since ridgeside is a rather large mod
I am still trying to get used to it. Sorry
which can't be directly used as a when condition without another mod
it's ok!
it's why i explain
The CP docs. Keep in mind that GSQs are very different to CP conditions, yeah.
it's not obvious to know what "condition" means in a context
it's like when we say "action" or "events", there's like 3 different meaning for each
what's GSQ?
you can edit specific dialogues by editdata and targeting the right keys
(i have no context to what you're doing, were you changing lewis in some way? because you'd probably have to change out specific dialogue keys according to the npc's Character/Dialogue/<NPC> to re-route to whichever you need)
Game state queries!
a TLA /j
(game state query)
these, the system used in "Condition" fields and such
https://stardewvalleywiki.com/Modding:Game_state_queries
ty
(for context, TLA in this context means two/three letters acronym)
(Joking aside though, that acronym command is a good idea!)
Fun... So what now?
it's like people that know a place a lot speaking about shortcut when you don't even know when the train station is, you just feel lost
Bummer i thought it must be possible cos ducks and rabbits both produce multiple items. Hmm....
I would do it but I don't think any of the existing bots are capable of that, it sounds like programming.
This was me initially when trying to learn C# anywhere - it assumed a base level of knowledge that I didn't particularly have
You can just reach the CS from the BS/TS/BT and then use the TC to reach SVE/RSV.
It either that or have eggs hatch into one of two different things.
mainly just trying to change lewis to louise and his pronouns to her to match the mayor louise mod
On the bright side, courses I'm currently on have gone knowledge start point level so I'm good now
ok! i'll try to do that! i'll likely upload a screenshot to see if i am doin it right
I'm fairly sure it wouldn't be too much work. It could probably just function like the existing command defining command, but requiring a prefix to run one of them.
(use the json uploader please
)
the only one(s) I don't know (for sure) here are TC and BT
otherwise I understood this entire thing
Is there an easy way to tokenize pronouns based on an NPC's gender?
central station bus station train station boat... tomething .... tomething cable?
For instance, a NPC talking about another NPC in dialogue
Boat Terminal?
Nope. I needed a mod for this
Bus Stop, Train Station, Boat Terminal
You can just reach the Central Station (CS) from the Bus Stop (BS) / Train Station (TS) / Boat Tunnel (BT) and then use the Ticket Counter (TC) to reach Stardew Valley Expanded (SVE) / Ridgeside Village (RSV).
I did it for Date Night Redux
honestly that'd be nice ;w; would make stuff like genderbend mods easier to add compatibilty\
Oh, Tunnel. Well, close enough.
thanks π
this one would have eluded me
Central Station Hard mode would be having actual schedules you have to follow to reach specific destinations to/from stations.
people can do that with Game State Queries
Oh, sorry the train was on time today and you just missed it. Have to wait another hour.
@blissful panther I think the best I can do is just set the refresh to the bit integer. (Any normal playing person wouldn't play for that long.)
Yeeeaaah, that sounds like a lot of fun.
for @latent mauve since it's not vanilla, you can use this as a dependency if you'd like: https://www.nexusmods.com/stardewvalley/mods/23637
i mean there's plenty of realism mods out there, what's another one? /lh
That'd be kind of fun. The train car is an actual location that transits from location to location, and you need to make sure you actually get off at the right stop. (Way out of scope though.)
Virtual Commute 3.7, now with Rush Hour Traffic!
sorry, took me a moment to nab
ahah π
I gtfg anyway
Now approaching, Ridgeside Village, watch your step
srry, bye
Thanks! I'm trying to limit dependencies but with how big this mod is becoming anyway, that might not be possible at some point xD
We could do it as a second command, but the way the custom commands work now, we'd have to completely change how they're implemented/how the database is laid out
That would genuinely probably work as a very hackish solution!
Gender's generally static in vanilla, so I don't see it happening
True
Yeah that's sort of why I figured "another bot" and probably a slash command.
(I'm sorry for dragging you here, Aquo.
)
I kinda like the idea of a wtf command tho, although it honstly could just be a slash command with a single acronym as a parameter
then I think maybe we could get the autocorrect to show a list of them as you search?
(honestly i've given up on thinking i have too many dependencies for all of my chaos at this point
)
who knew we gave mod authors their own channel
Slash commands have the ability to present info just to the calling user, right?
!wtf wtf inception incoming
Weekly Terrific Farms (2018-2019) was a semi-regular showcase of server members' farm designs! You can find an index of all W.T.F. posts here:
#governors-mansion message
And you can view all of the, dare I say, terrific art created for the series here: https://imgur.com/a/I9VOTmv
I think a command like that would just encourage people to use acronyms more, since others could just !wtf them. So I'd rather a single command that just discourages using acronyms without defining them, and optionally links to a wiki page with a list of common ones.
@woeful lintel I haven't heard anything from you in a while. How do? I know you were working on a rework a while back. mostly just curious how that was going ^_^
ok i didn't expect a command already existing π
Yes, but I'm unsure if the info it presents is customizable, I'll have to play around
"Wtf wtf already exists??" XD
lol, Pathos really thinks we're going to get people to stop using acronyms. Such an optimist.
(Pathos's idea is significantly less work, and probably better in the long run...)
We can hope!
Honestly a train car map with revolving Warp patches every hour would be funny but I worry about the number of update checks it would need to function.
(Or we can just interrupt discussions to ask for definitions until people do it automatically. "CP? Canada Pacific railways?")
yeah minus the discourage acronyms thing I think Pathos's idea would work
Well since it is the simplest I will go with it
we can use SVE/RSV/common acronyms, and if anyone goes "Whaaaaaa?" we hit em with the acronym command
Personally, I like the idea of it being public, because then everyone else who's confused but too timid to ask will see the definition. And people will actually get used to the acronyms.
whabam
(does this mean i can call it SUI?)
something like "remember there's a lot of acronym and this can be overwhelming and confusing for people not familiar. Take the time to avoid them to help people to understand what's going on. Here's a list of some common one."
I mean, it's just automating the process of some rando jumping in every 3rd conversation going "what does XYZ mean"?
I guess that's the first question we should answer. Do we want to educate people on the various acrynoyms, or discourage their use altogether lol
(Daylight Saving Time)
i don't think their use is a problem in context of people knowing what's going on
We haven't even begun to delve into shorthands that borrow letters from the middle of words. Looking at you LGTM where the M stands for proMetheus.
Look, my acronyms are the only reason I ever get a post out from my phone xD
Ed-u-cate! Ed-u-cate! Ed-u-cate!
why would we replace let's get this merged/looks good to me /lh
TT conTent paTcher
....what?
I think acronyms are fine mid-discussion, but the first time you bring up an acronym in a discussion you should ideally define it.
Like:
So I'm looking at the Central Station (CS) format, and I was wondering if we can do X with CS tourists?
Yes but people are people and won't do that.
I always feel kinda iffy on what to call stardewui in short
I guess technically it stood for Mimir, but people are reusing LGTM to mean Prometheus now
SUI 
I don't shorten it, personally, I think Stardew UI is short enough.
Rather than just starting straight off with "So I'm looking at the CS format with the SVE CP pack and I was wondering how it works with TS?" and most of the people in the channel have no idea what you're talking about.
The "UI" part is already shortened.
i do generally fully type out stardewui tbh, if the acronym isn't in the mod's page, i type it out
Yeah
You're right of course, it's just that we can't reprogram people. And bullying them to always define their acronyms every time they start a new conversation doesn't seem like the best way to go.
the only exception is GMCM 
it just clicked that the Metheus puzzle in Don't Starve Together was maybe a reference to Prometheus then
Although sometimes i mentally think of "sml" ui vs "vanilla" ui
(I'll still push the acronym for FTM because the full name is deceptively obsolete
)
(and I can't think of a retcon that makes sense)
(The number of times I've typed out the full "Generic Mod Config Menu" name in Nexus comments when people ask about config...)
Feed The Maps
Just release an update to lock it to farms only, problem solved.
i don't think it's about bullying, it's about giving context of "some people in discussion don't have all the clues, pls provide them"
Well, that too has an official abbreviation (StarML) although admittedly no one who hasn't used Stardew UI is going to have any idea what that is.
You spawn things on map, feeding them
Umm... actually it's Generic Modification Configuration Menu
i honestly just type generic and casey is first on the dock from the dropdown 
if i ask pathos "can i do this in CP" i don't think he will answer "in Content Patcher (CP) you can" unless some people active need the info about what CP is
Yes, so we are going to be nudging people several times a day about this, which just takes up more space.
i don't have this feeling
(Often I will actually include "Content Patcher" in my response for clarity, plus it lets it appear in searches when someone is looking for info.)
It's silly, why not have anyone able to type /wtf vmv to get the definition for themselves?
but also are we limited in space?
i think it'd be more for brevity and when the chat is going super fast 
Come on now, don't be overly literal about this - it's about conversation flow, we are interrupting a natural conversation with a "policy thing".
/defineing an acronym doesn't interrupt the flow, bugging people to define their acronym themselves does interrupt the flow.
Clearly you need to join forces with hardware designers
(Also Atra because I see you typing, spring onion patch is a fun idea!)
I don't think it's really all that serious. Ideally we should define acronyms the first time we bring it up, so the discussion is accessible and searchable for anyone in the channel. But we're not going to be enforcing policies about it or something.
I'm supposed to remember what svt means
(If I were to do that though, it would probably just be generic crop patch with the crop specified, though.)
Thankfully, no one has attempted to make CB a thing
I love you
but platonically
honestly i don't think i will change all my habits all the time, but if i can remember to do it when needed, it's also ok for me. I don't have a feeling about this as strong as yours, focustense, but maybe it can work in small amount
....super... violet... trees...?
Content Batcher
No. It doesn't have meaninf
science et vie de la terre
(i hate it here)
sorry it does atra!!
It's just threw randomly choosen letters by Texas instruments
When you make a Content Patcher adjacent mod, I don't think you're allowed to have your own abbreviation
Wait, you mean it's not Stardew Valley Time? 
ok maybe french doesn't count
(unrelated: Junimos and Folklore being a key defined as 'science' made me laugh for central station
)
I actually know SVT as Software Verification Testing, which is a very silly acronym compared to QA, but people use it.
Everytime someone mentions SVE, I think about a YouTube channel called Sous Vide Everything.
no, that's SD 
(hm, I think there was a more relevant code thing I meant to joke about, but I've lost track)
"do you have compatibility with Sous Vide Everything?" "???"
I mean, when they say everything, they mean everything
(i love the random french in some english stuff)
@dusk mulch So if we want the hackish solution, set that item pickup cooldown to 4000000000. Not quite the highest we can do, but that's still over 35 million Stardew years.
Amazing, ty!
And I feel like if someone plays for that long, they deserve to get a one-time-only item twice.
(i been hearing about this mystery PEEM feature but i have no idea what it do)
/wtf peem
It's just a one-off little mod! Interact with tile, get item with a specified cooldown.
(apparently, confusing people it's what PEEM do π )
machines on da map....
My next acronym's going to be SC, but I probably won't abbreviate it.
(i wonder if tia fixed the little library FTM machine thing
)
(It's in a conlang, and SC is a perfectly valid word?)
secret corn
The skull kavern
It's... not released yet, so it's none of those things of course. But thank you for illustrating how confusing I can make it.
(Also, SC stands for So Confusing)
I've tried making an abbreviation happen twice, and older me thinks it was unecessary to begin with.
First was CC, then XS.
Should be
i like having nice acronyms, not sorry
(I'll need to create a new mod with the acronym CP just to be confusing.)
(Corn Prowess?)
it needs to be a framework with content packs, so we can say "can i use CP to edit CP?"
(My new mods, Crop Patcher and Content Preconditions.)
a crop patch mod to replace the feature of TMXL
Tmxl sure has 9001 features
Just make a new mod also called Content Patcher, but it does a different thing
(if we do, the Abbreviations page on the modding wiki should be up to date.)
I haven't heard of this one
new and improved content patcher than can only ever patch crops
Are you referring to Content Patcher 1915 or Content Patcher 20025?
Croptent Patcher, you mean
9001 features and no documentation
lol, all this talk of abbreviations makes me have to think about my own again
it has a feature allowing you to have real crops in locations not the farm, including optionally harvestable
Oh so like springonionzone x y w h
in fact i have no idea what im even going to name my mod 
Isn't it an NPC mod?
checks notes
at least one of them, yeah
Honestly simple is usually best because Nexus's search sucks.
Hence why Jorts and Jean are just "Jorts and Jean, new custom NPCs"
Oh man, do I need to consider SEO when naming mods now
"lumisteria present : a new complex title because it works so well on nexus" is my future title
(or maybe not)
I'm acronyming my mod SDV now, for teh traffic.
(Fun fact: Nexus search results are sorted by newest by default. So if you search Content Patcher, the actual mod is on page 18.)
I heard Nexus likes it when you re-release major version of the same mod as new mod pages /s
I sometimes google content patcher in hopes of reaching the github docs
And then i click on this playable ocarina - content patcher mod like a fool
quick english question : decision to make, or to take, or both?
Make
yeah, pretty much always "make"
thanks
Decisions to make, steps to take
english make them so french can take them
And yeah, especially if you're doing a C# mod i feel, put the things people would search for in it.
I have too much pride to seo
There was an experience mod the other day that just had "Exp" in its title and I only discovered it from comments in a different mod.
You don't have to include every synonym ever but
yeah i feel for the children mods the word they use may give a big part in them being visible
depending of what the user will search
I'll name my next mod Nexus so that it's basically not able to be googled
"Nexus" nope "Nexus Mod" "Nexus Stardew Valley Mod"
my mod titles sound like SEO sometimes, but it's always just "i like this backronym and i'm going to force it to work"
sometimes it's hard for me to find stuff (or be visible) because my "default" word isn't always in phase with the default of native english speakers
(not only on nexus, but also on stuff like wiki)
(And Matt, Rider is still refusing to play nicely with hot reload for me with Stardew.
)
I gave up awhile ago. Have mostly gotten used to the VS workflow now.
The craziest part?
There's a quest chain in SVE called "nexus"
I know if I was ever able to get back to Rider, I would pick it right back up in a heartbeat because it was so pleasant to work with
[ENC2014] Changes made in project require restarting the application: Could not found output assembly for mvid
https://youtrack.jetbrains.com/issue/RIDER-91177/Blazor-hot-reload-and-apply-changes-does-not-work
This specific error only ever seems to crop up in Blazor projects.
Name makes sense in context but...
You joke, but if you want to rename a mod or change its ID...
I've been hunting down this issue on and off for years now
Let me know how that goes, I'm willing to try anything
Absolutely trying that now.
Not that VS has been bad, just not as nice
My only major gripe in VS at the moment is their Git experience is suboptimal
Still?
I have to exit the tool to do anything useful
Yeah, I'd just use any number of external tools for the VCS stuff if I had to use Visual Studio.
Git has gotten pretty good in VS to me... it even autocompletes issue numbers and such.
When the issue first arose, I was so stubborn that I ran Rider and VS side-by-side
Rider for development, and VS specfically for debugging/hot-reloading
I'm sure VS is perfectly acceptable for its git integration, in the same way that I'd never miss out on Kobe Beef if I had never tried it.
It definitely works just fine, it's just the experience.
Which is pretty much the entire reason I prefer Rider.
...Matt.
Don't tell me that worked
No friggin way
In debug mode.
Alright, time to reinstall
I was such a Rider stan that I prepaid for 3 years of Ultimate to lock in the lower price, only for them to make it free
@ivory plume, I do recall there was a good reason you changed ModBuildConfig to embed debug symbols, though?
I'll just have them only be separate when building for release to be safe, but still, this working now in debug is fantastic.
They're embedded for Linux/macOS compatibility, and to reduce issues caused by adding/removing/replacing PDB files (e.g. SMAPI needing to try..catch errors when loading a mod if the PDB and DLL don't match).
Then embed for release, separate files for development. Easy enough, and sounds good to me!
Trivially, yeah.
<DebugType Condition="$(Configuration) != 'Release'">pdbonly</DebugType>```
Yup, that!
Of course, if you have that cool ModManifestBuilder someone made, it makes absolutely sure you'll notice if you build your plugin in the wrong configuration by appending non-Release configs to your version string...
But if you want to be extra careful you could also make sure not to make a .zip of a Debug build by tossing in a xml <EnableModZip Condition="$(Configuration) != 'Release'">false</EnableModZip>
I suspect it's still not going to work on Mac, because hot reload is broken there for other reasons - like having to be on .NET 8+.
Ah, fair, it might be a different issue for Matt.
Mac seems like a pretty hostile place to do dev work, honestly.
Not really. Better than Linux for me - I mean, for the specific genre of mod work.
Just kind of slow because of the emulation stuff.
How can you put a newline in a location message? \r\n didn't seem to work
- You don't have to pay for a license to release software for Linux.
- See also the whole ordeal recently with SMAPI getting flagged by Apple's anti-malware stuff.
- Pretty much every development tool has to work on Linux if for no other reason than servers and CI stuff. This is not true of Mac.
(I'm exceptionally mad at Apple for that SMAPI issue.)
Can someone possibly point in the right direction to the docs for adding crops with content patcher? I've been converting an old mod I was working on years ago and I'm gonna try to tackle the JSON Assets stuff now. I tried using the converter but I can't seem to get it to work
https://stardewvalleywiki.com/Modding:Crop_data is the main one I believe for crop data
ty! I'm always bouncing between looking on the content patcher github and the wiki and the modding wiki lol i can never find anything
(that's probably needed in the wiki.gg, a full rundown of what's necessary for crops, cause i feel like this comes up and it's usually a convoluted mess)
None of this has applied to me. Not even the SMAPI malware thing.
Yes. Panic when I first tried to run SMAPI after months away
If we're generalizing about every single kind of development, building software for users of MacOS or iOS then sure, the licensing thing is an issue, but not for Stardew modding.
Fair. I was generalizing about building for Mac in general.
Though on the topic of Stardew modding, I can't test anything on macOS without spending hundreds of dollars on an additional machine. That's definitely a situation.
(Damn it, you're not allowed to be civil when discussing development and OS choice on the Internet. /j)
(It's one of my favourite things about discussions like that here, though. Never seen things go bad yet if I recall correctly!)
In the context of game modding/hobby code it's like "well im not gonna change my os just for this"
I'm going to be real though
We had a whole discussion about open source licensing the other day that didn't go south
if you changed your OS just for a modding thing
What's the process for converting the sprites? In JSON assets I just have folders for each crop and then crop.png in each folder, but for content patcher it seems like you need to add the crop to TileSheets/crops and then load it. Can someone elaborate a bit more on how to do this cleanly? I have a good few crops that need to be converted
I don't know whether to be impressed or terrified
Wow. I feel like that's more impressive.
It was good and educational!
~~ I still dislike closed source stuff though ~~
First time I've ever seen everyone stay so respectful and civilized
I also miss having Safari builds for Windows. Even if they weren't parity to the macOS Safari at least it was closer than just kind of running things on Chrome and assuming "meh it probably works"
I know I've been pushing for MPL for frameworks, and MIT for general mods here recently-ish.
But that is definitely not stardew modding related, lol. Just me being stuck in web development purgatory forever.
MPL?
Oh why MPL over MIT for framework specifically
GPL-like protections without being too... Gnu-associated.
Mozilla Public License
I'd still be on MIT if Curseforge didn't think that was shorthand for "Steal my build artifacts"
For data only mods as well? I haven't put a license on mine yet. Not quite sure how to. But I figured it didn't matter too much since it's just (just) CP stuff with no custom code
For mods like that, some Creative Commons version might be a decent choice.
Sadly, this doesn't seem to fix my mysterious issue
I don't have any religion about this since I use all the platforms.
All I'll say is that Windows is much, much faster for debugging Stardew stuff, everything else is painful.
MPL means any offshoots needs to also be MPL licensed, keeping the source available. MIT doesn't require the source remain available.
Which I feel is most important for frameworks, but less so for general code mods.
MIT is pretty much do anything you want, with barely any guardrails
Naruhodo, so it's less "general mods should be MIT" and more "MPL better but MIT is ok"
I'll stick with MIT, just don't want any entanglements with mod stuff.
You know businesses won't touch the WTFPL, right?
It's equivalent to no license at all.
It's worse, agruably.
I completely agree with the idea behind the WTFPL, but it also demonstrates that typical tech geek lack of awareness about how the real world operates.
I'm trying to decide what to add to this map, as I have 1 or 2 more cave sections I can do. I have 2 Large quarry areas on the surface already, I have an area for Mushrooms, fiddleheads and probably other forage, a greenhouse like area, and a sauna. Any Suggestions?
I'm almost thinking turn one of them into a "Bat cave" where its just a cave that spawns fruit using FTM.
(The /j there was important! It's not actually good, I'm just entertained by it.)
(I saw the /j, don't worry)
Maybe an area specifically for getting trash from crab pots? Very niche, but it could take up very little space.
I use GPL2 afair.
valid
Of course WTD wasn't my mod originally so I try to keep the license as open as possible.
Aww, man. Did you definitely delete the old assembly and force a rebuild and confirm a PDB is generated?
GPL2 is not an open license.
Also technically one of the caves is leading towards a map edge, so i could just have it be a "through" area and lead to another surface area, That Might be nice.
Not saying you shouldn't use it - as DH/DF said, that's a personal choice. But it's not open.
Oh, yeah, MPL2 is open.
I'll do some more tests later. Hoping there's a way to make it work.
Confused the M for G.
That one character makes a big difference!
I'm going to hope it might be possible because it is the exact same error I was getting.
What exactly does embedding a tilesheet into a map do? Does it make it so you don't need to include the tilesheet with the map?
Quick question, if I export a tilesheet from a vanilla map to a .tsx and its named "untitled tile sheet.tmx" do I need to change the name back to the original sheets name before importing it to my map?
yes
Awesome thank you
well, kinda.
Does anyone embed tilesheets anymore? I don't see a reason to unless it's small.
Technically it will store the animation data into the map, but it still needs access to the sheet, but can pull from base vanilla, but can apply the animations to a base sheet, if its a custom sheet, you still need to insert it into the files.
in my experience looking at mods and people making them, most people embed them
I do, but its more because thats how I learned and it used to break things if you didnt.
Makes sense
If you're talking about TileData then sure I do that too.
Okay, @dusk mulch. I need to go sleep now, but here's a release candidate version of PEEM. The JSON you currently have (extremely long cooldown/refresh time) should work as-is. If there are no issues, I'll send over a final version tomorrow you can include with your mod on release!
So I'm assuming I can just embed it without renaming it to the original and it wont pose any issues?
personally, i just have the vanilla map + the map i'm working on, grab whatever tile i needed from vanilla + paste it somewhere into the new, just so i'm not fiddling with tsx
wait that works..... XD
save, close and reopen, and the tilesheet should be there in your new map
The name of the tileset in Tiled just organizes them in loading order, kind of like a "Nickname", but the actual filenames they pull from, should be the same as the base vanilla files.
this with a caveat of: all of my tilesheets are default embedded because that's just common to avoid tilesheet climbing as per the modding maps suggestion
and being honest, I learned Modding 5 years ago, and we've made leaps in progress, understandability, documentation, knowledge, and making things not break.
A lot of what I say is probably way out of date, it will still work, but there is likely an easier way that I'm not aware of.
as I have a tendancy of Vanishing for 4-8 Months and coming back for 2-4, then Vanishing Again.
secondary caveat: i work strictly in my unpacked maps folder, not my mods folder
but yeah, it's, uh... a mess in here 
You should see my notepad++ tabs
or worse... my chrome tabs
oh i'm a religious closer-of-tabs 
A Minor Note for anyone who uses Tiled, The colors, Shades W/e of the Entire Interface is customizable, and I always recommend customizing it to something that is easier on your eyes, as the Default when i first installed... wasn't. Especially cuz maps are going to be hours and hours of screen staring.
Meanwhile me, with light mode Rider.
i think button uses light mode ilspy
So what does PEEM do differently to MEEP?
i have brightness sensitivity so even my monitors are at like, 50% brightness 
(I use light mode on everything but my phone because it's just legitimately miles easier on my astigmatism.)
As it was yesterday, and the day before, and the month before, dark mode objectively reduces reading comprehension.
As a non-"religious closer-of-tabs" (... a tab athiest?), this is just
Why do you have a photo of my house
You will have twenty tabs open and you will like it.
PEEM is technically more of a C# component I made for their mod, not something that will be released on its own for general consumption.
it's not a real house is there's no random piles of stuff on the floor!
So what does it do exactly?
Please, I have a five deep stack of tabs on VS
If I saw that and they had apologized about their house, I would be like "alright friend, no further talking, we're taking a break" and if they ask, I'm going "because this is WAY cleaner than my place, so you're probably exhausted from cleaning" XD
i can't help it, if i see the tab i'll think i still need to work on it 
If I have more than 10 Tabs Open I am only doing 1 thing, Looking at Art; Either as Terrain References, Landscaping for inspiration, or looking at dozens of portraits to choose one to represent a Character for a TabletopRPG or something.
Adds a tile property so that when you interact with the tile, you get whatever item you specify with a cooldown of however many days you need.
I will likely roll it into MEEP at some point. It's effectively finished as is.
Ahhh, cool
I currently have:
- 41 Chrome tabs
- 13 Firefox tabs
- 9 Notepad++ tabs
- 8 Terminal tabs
- 16 Photoshop tabs
- unknowable Visual Studio tabs
Do we count "open" tabs on phones?
i look away respectfully
Yes
Because if so, I don't even think I could count.
well, I have you beat on internet tabs by 10, but I don't have the VS tabs, the Photoshop tabs, or the Terminal tabs
but..... uh
I have like 40 notepad++ tabs open to make up for it?
Oh we aren't counting our phones
my phone can only have 99 tabs open at same time, so i always know my number of tabs on phone +-1
I'd be at 120 tabs without blinking
Are we talking current phone or old phone that I still occasionally use
both
Current phone only has 6 browser tabs, old phone is at like 30 something
I have 5 Tiled Tabs, Because this map has 5 maps. Like 8 Tabs open for Different Novels on my Phone. and 2 on My computer, a Daily Checklist to make sure I do stuff and a Starcraft 2 Professional Vs Video as background noise, thats it.
Everything else I just open as I need it.
sweats in 200 tabs on the phone
-# i'm sorry i've derailed mmg yet again
I occaisionally purge, but I can never get it much under 30 at a time
the only time you need to close tabs is when you're actually out of available ram on your device. but even then it's best to just buy more ram to make sure that doesn't happen again
I love the way you think
That's what your page file is for.
However, I tend to Bookmark instead of keep a tab open, I have 20ish Folders for Bookmarks, with anywhere from 1 to like 20-30 in each.
I only have 14 tabs open because I am ADHD and if I cannot read what the tab is I will forget it's there
my stardew bookmarks folder is starting to get chunky
Bookmarks are great in an actual browser. I don't use them on my phone
Honestly, this is genuinely why I need to get better at not being the way I am with them... and yet it's also the reason I am the way I am with them.
i have and will never use bookmarks and so help me god i'll open more tabs
Does anyone else open up a bunch of tabs in private windows and then get annoyed when it's impossible to get them back after a restart?
I use them on my phone, but i'm a lot pickier about it. many are TabletopRPG links so I can play off my phone at the table or Links to Web Novels I read weekly.
maybe it's the sense of, "i'm done with this, i don't need it at the moment" that makes me religiously close out of it
Bookmarks exist so I can forget about them for years and then go "hmm what's this" and find a 404 page
I just generally never use private tabs unless I need a quick and easy clean cookie slate test window.
But you might need it later!
autocomplete will just solve that for me 
^
sometimes, i write things in new text files in vsc
and then i close them even tho i still need it
A lot of browsers pull up bookmarks as a priority in the autocomplete formula
Nice
So we need a browser extension that adds the page to the internet archive when you bookmark it and bookmarks that instead? Good idea!
Search engines are faster than digging through bookmarks.
i choose to live in 2001 by disabling autocomplete and manually writing out https://www.stardewvalleywiki.com/category:modding every time
or just find the tab. it's in one of these windows i swear
The number of times I've searched for a solution to some problem only to find a post/answer/etc. written by... me.
Going back through the tabs reminds me of all the shit I wanted to do but haven't gotten around to. It's like keeping a notebook
that's what my vs22 checkmarks are for in the solution explorer 
"haven't touched it since last commit? was i finished with it?"
If I need an unmissable bookmark in my mods, I just do int i = "x"; where I need it.
incidentally, can i add non-project folders to the solution explorer in vscommunity? i want to look at my content packs alongside the cs project in the solution, but since removing their csproj files and using the <ContentPacks> sdvmbcngp feature they aren't visible in my solution anymore
My mods are covered with "TODO"
very verbose for what could be covered by a simple !;
i type m into the search bar and it pulls up my bookmark to https://stardewvalleywiki.com/Modding:Maps as a suggestion.
as well as the migrate to 1.6 and my Modding update checklist googlesheets.
i don't specifically remember what i did to pull my content packs into my solution
<ContentPacks Include="[CP] Voidsent" />
<ContentPacks Include="[FTM] Voidsent" />
</ItemGroup>``` this is all i've set
yeah that includes them in the build, but they aren't visible in the solution explorer
I just nest the content packs in the project folder:
my git history
my project folder structure
Tbh same
My tabs are a promise from past atra that future atra will read this
Until my computer crashes and sets me free
less of a promise and more a plea
the neverending cycle
Current atra hates both of them
atra living the spiderman pointing at spiderman meme life, but with rude gestures
You can also show a folder in the project that's not actually in the same folder, if you want. Something like this (not tested):
<ItemGroup>
<Content Include="..\..\content-packs\[CP] SomeContentPack\**" Link="%(RecursiveDir)\%(FileName)%(Extension)" CopyToOutputDirectory="Never" />
</ItemGroup>
Ah yes, each Spider-Man flipping the bird at each other.... XD
And we wonder why I have mental health issuds
i have to ask if the %() parts are actual tokens or an exercise left for the reader
They're actual MSBuild tokens.
I think that's a "yes" though, in practise. 
(I've done that for other projects, so it works in general. I just haven't tested that exact line.)
But everyone else likes all Atras!
thanks, i'll test it after work 
i'll move my other solutions to contentpacks + content include if it works out
Im trying to look it up and figure it out but honestly I cant seem to find anything. Im trying to add a warp for my custom location. Im not sure if its because theres a error in my coding or if its something to do with my tiled. This is my mod for my maps. https://smapi.io/json/none/b001e58028094524b2e0a865b492bc2b
!log
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:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- 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 didnβt occur in your last session, please load the game to the point where the issue occurs, then upload the log.
on its own, I don't see anything in particular wrong
but if you say something's wrong, we need to know what's going wrong
yes
Okay. Then we need to see what's going wrong
I cant seem to warp when I go to the area
Please give the log so we can figure out what it's saying when you try to warp
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 4 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
okay, so you're not trying to walk to it, you just warp to your door tile. I assume you're then trying to "interact" with the door?
yes
sorry for the delay, wanted to open up a map I've edited to make sure
Are you in Sunberry?
I think thats the issue I need to take out is the when command now that im looking the log through
correct
okay let me try that thank you
you do not have sunberry, so that tiledata warp never patches
without the tiledata, you can't enter. (Thanks, atra, everything looked normal and then I forgot to check they had the mod the hasmod needed XD )
(But that's why the log is helpful!)
if I took that out would the scirpt hopefully work?
if you take the when block out, everything should work, yes.
alternatively, you can add Sunberry and it would work
Life savers guys π
(It was just weird b/c if they were in sunberry
They would be in the sunberry server, etc)
"how did you get that uniqueID???" XD
it doesn't looks like this solves my problem. I pulled the project from scratch, and still encounter the same error with <DebugType>pdbonly</DebugType>
hm this part of content patcher docs
### Multiplayer
Content Patcher works fine in multiplayer. It's best if all players have the same content packs,
but not required. Here are the effects if some players don't have a content pack installed:
patch type | effect
---------- | ------
visual | Only visible to players that have it installed.
maps | Only visible to players that have it installed. Players without the custom map will see the normal map and will be subject to the normal bounds (e.g. they may see other players walk through walls, but they won't be able to follow).
data | Only directly affects players that have it installed, but can indirectly affect other players. For example, if a content pack changes `Data/Objects` and you create a new object, other player will see that object's custom values even if their `Data/Objects` doesn't have those changes.
its not strictly true now is it, mostly bc of how "visual" changed in 1.6
i also suspect some data diff would just crash game
I think it's still strictly true, just people no longer believe some stuff is visual only
pet types being one of them
Yes, and its not even that hard.
1.6 at least made it so items wont blow up anymore, but host having Data/Characters entries that are active that farmhand does not have will still blow up, particularly when they enter the same map
i was thinking more animal skin types npc appearance etc
NPC appearance can be different on each, as can animal skin types - though the animal skin types will crash the game if you have someone on the map with an unknown skin IIRC so that I understand.
does having extra npc appearances not crash game
oh nice
so do npc homelocations and appearances work as intended now or
I'm pretty close to being done with the, ahem, "Zelda controls", is there anyone I can persuade to do a few test runs once it's ready in the next day or two?
This mod got stupid huge, it is more than triple the size of the 0.2 beta. There's no conceivable way I can even guess at how users will try to set it up, never mind test them all.
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
Gib 
I'd be down to test, it sounds cool!
What's zelda
what exactly would testers be looking out for? i'd imagined sdv was already very similar to classic zelda controls
I mean, I know she is the cute one and not the main player character
But that is literally all I know
I essentially have the same question as blueberry, in that "what is this mod"
Yeah I was imaginging binded items as what the mod would entail
she's playable in the latest one!
I mean I knew there were more than one of them because Nintendo but like I don't know which game you're talking about
ah right, i was imagining little nes zelda walking around poking things with swords. not a rebindable dpad
good god
not exactly the most iconic part of zelda haha
Yeah i guess it's true that this control is more of a 3d zelda thing
Once I'm done learning C# and start learning modding SDV in C#, can I ask focus for pointers because that config is clean
Cute!
Although iirc minish cap had it and was 2d
like really fucking awesome tier UI
I think it uses his Stardew UI mod, Im guessing?
May i spread the good word of stardewui
hmmmm no i dont think so
The Legend of Zelda: Echoes of Wisdom is a 2024 action-adventure game developed by Nintendo and Grezzo and published by Nintendo for the Nintendo Switch. It is the first mainline The Legend of Zelda game with Princess Zelda as the main playable character.
Players control Zelda on a quest to save Link and the kingdom of Hyrule using the Tri Rod, ...
Remind me in 150 days that, if I'm still on the hunt, to look at Stardew UI for UI options for things
for a moment there I was gonna say no, absolutely not. but agentlyoko? yeah, yeah i will. (#6510959) (150d | <t:1751589523>)
There's some cursed thing needed to like
Hey, July. That's a great time for me to get time off to work on stuff
Get a stardewui to live in GMCM though
The limit of my willingness to do that ended at 1 singular button
For clarity, the last Zelda game I heard about was skyward sword or whatever that was called.
Damn, you haven't heard about Breath of the Wild OR Tears of the Kingdom, Atra?
(Have never played it.)
That's genuinely impressive.
Look, my other hobby is knitting and I'm old
No no I'm not giving you crap, I'm actually impressed
My hobbies are exercising and knitting
atra you're like a decade younger than me π
To put it in perspective, there's a large portion of people who first started with Breath of the Wild and it sold like hotcakes. It's to the point that I know some vets from stuff like Skyward Sword and before get peeved that the series is going in the more BotW/TotK way
Sarah might need actual modding help
Im still having some issues with my warping for my custom map would anyone be willing to help me except I know whats wrong this time and im unsure of how to fix it
It's the equivalent of someone having gone from point A to point B, but in the middle were gigantic explosions XD
Hit us!
ok so my interior "SarahHouse" isnt loading into the game or cant be found
https://smapi.io/log/8c206d1bb1764a83ab515ef316785605 this is the log for it
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 4 C# mods and 1 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
https://smapi.io/json/none/b001e58028094524b2e0a865b492bc2b this is my script
where I know the issue is π
Well
why do you have this?
oh shoot I took that out already
if this is your only code, you never loaded the map Custom_SarahHouse
@wanton pebble: look at MEEP/PEEM stuff so I don't get caught unawares again (4h ago)
OHHH
Where did you copy this code from? So I have a reference as to what you might be missing
I see what I did
I think you need to read how maps work in game
I was getting it from https://stardewmodding.wiki.gg/wiki/Tutorial:_Map_Patches_and_Warps
Tiled is understandably one of the most unintuitive/intimidating programs to use when making maps or patches for your mod. This tutorial aims to break it down into very simple steps with pictures!
Tutorial made by skellady.
Ahhh, that makes sense
I took out the part with custom locations entirely and didnt leave the name and from map file
Okay, that helps
Okay. So. First thing's first. That tutorial is old
It still has a lot correct
But it's old. Content patcher is on 2.5 (I believe) now, and 1.28 was for SDV 1.5.6
Yeaaaa
And I feel like that's unhelpful for newbies
I don't believe so, no. I wasn't sure if that one was updated or not since I don't remember if CustomLocations is 1.5 or 1.6 
If it's just the format, I can fix that
CustomLocations is deprecated, it works but it's 1.5.6
ah, here. Something more useful
[[Modding:Location_data]]
Thank you, migration to 1.6 docs
modding:maps really is more of a technical reference than a tutorial, as it's meant to be
https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6#Custom_locations Where I got it from. I miss having it all on one page, but I get the moving of everything
Which part do they need? I know this exists: https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_a_Custom_Location_(CP)(1.6)
Rokugin here with a quick tutorial on adding a custom location to Data/Locations using Content Patcher.
Github repo can be found here, with the download for the whole mod here.
This tutorial assumes you have SMAPI and Content Patcher installed.
I suggest using VSCode for automatic formatting and real...
Firered you're a gem
@gentle pebble use this
oki thank you
Oh, I was like "I wanted to make a tutorial about that, but haven't had the time", which makes me wonder if I fully finished it
this one is so easy to read its amazing
Also thank you for making it rokugin
that's yours, yeah 
Now the question is do we poke skell to update that one or do we temp put something like "outdated, pls wait for update" on that page
(I was gonna make it if you didn't, roku, but you did it before I could)
You got Further Than I did, I never got past the write down a basic list and scribble a few notes.
I've been saying i was gonna for... years.
Feel free to add to it if you think it could use more info
(would someone like to update the other one too 
Not it, I'm writing Leah's camping date
Maybe after I finish this mod, if my motivation/attention doesn't fly off like a butterfly
I have 0 control over it
Is BetterBeehouses still the only way to have bees indoors?
You can remove the condition from the bee house machine if you want
I don't think it'd work as a temporary patch though
Seeing a Nymph Leaf Insect sway/waddle it's way from under the remnants of fiber is the purest incentive to keep working on my mod
And then there is the uni work waiting on the other monitor 
bug
Im expanding to small mammals, too, like red pandas and such
I guess they aren't that small - but yeah
I got very confused for a minute, I was working on a Content File and somehow it vanished from my desktop, it just wasnt there anymore, but i still had it open, and if i saved it was overwriting something.... turns out somehow I accidentally dragged the file onto monitor 2? 
either simple (left right movement with X frames and a seperate anim for running away) or complex ( anim with x frames for 4 directs, frame for stopped movement in each direction, seperate anim for running)
it'll be useful to do a rotate motion i think
Like animation while turning?
a motion that makes the bug move like the flies monster
i.e. 1 sprite, rotate with Atan2 towards some point
Blueberry!
at least for my own bugs i set a bool for not/flying, where the flying motion gives the critter some cosine y-offset
looks alright for butterflies and wasps
I made an Earthy Recolor for Love of Cooking for my own game, and I wanted to know if I could have your permission to post it on Nexus?
How do I make a locked door warp closed on a certain day?
oh sure, no problem. make sure to list the original mod as a requirement so you show up on the original nexus page
Thank youuuu : )
Thats a pretty good idea! I hadn't made really any top down creatures - but it would make for clean top down anim movement.
i probably won't maintain a bespoke list of recolours/translations on the mod page but you'll still show up under 'mods listing this as a requirement' which hopefully includes as many recolours as do the above
hm never did push any of my bugs. should do that before my drive finally fails
