#making-mods-general
1 messages · Page 201 of 1
new vs old main page. notice how you can't even see the entire hot mods section from the top of the page
Some implementations even allow you to write HTML and just sanitize it. Those crazy 2012-era devs!
It would make me so happy if they'd just implement markdown
my main quibble with this is that there is way too much dead space
Where did they put 🔔
Is top bar same
White space is the best thing ever now, haven't you heard
yeah top bar is the same, sorry, didn't mean to crop it out
Your UI needs to breathe like your skin needs to breathe
it looks like a website designed specifically for old square monitors with no scaling for wider screens
Hello
i don't like the new page for viewing your own mods/a users mods either because unless I missed an option I can't see my UDLs at a glance anymore, just total DLs
yeah exactly. the game banner there makes it obvious what game you're looking at, but it takes up so much real estate, and the top bar already says what game you're on, sooooo
I think if they got rid of that and tightened up the margins a little, it would look a lot better
still there on mod pages
Or ig thats also old now, making what i use old old reddit
I meant like when you click your profile on the top right and go to My Mods
the big grid of your own mods
oh right, the little cards would list it, wouldn't they
not anymore 
they list just the total DLs
Unless they changed it literally while I slept
I'm not at my desktop right now so I can't check again
unique and total downloads are grouped together like they were before, at the bottom of the card, separated with a /
yeah when I looked last night it was just the total
huh, weird
oh! it looks like they added a button for the new analytics page finally
it shows total and unique downloads across all of your mods, month-by-month and overall
Is it possible to have a When condition for percentage chance? I'm trying to have like
"When": {
"DayOfWeek": "Sunday",
"Random:": "10"
}
But obviously that doesn't work. Anyone know any way?
I have a cart which I want to have a low chance to appear on a vanilla map so I'm using mapedit
Ok when is correct, you need to do it with a query i think
alright, dont know if they actually did swap it back or what but my mod page in the beta is indeed back to normal-ish. but last night it was for sure different bc the thumbnails were all much larger and showed 4 per row instead of 3 and didnt show UDLs. dunno what happened to that version of the page
@hallow prism: remember to do the github thing you forgot about, uber pls (30h ago)
I'm not sure on there where I would make a percentage chance
"query: {{Random:{{Range:1,10}}}} = 10"
I think
The attempt here is "pick 1 number from 1 to 10, and check if it equals 10"
ChatGPT was trying to do that too but it couldn't get the formatting correct lol I'll give it a shot
!chatgptcode
Please stop trying to get ChatGPT to write your C# mods for you, especially if you don't know how to write C#. It won't work without heavy editing, and it wastes everyone's time.
Large language models fundamentally are reguritating something from their input—which is roughly speaking, the written output of humanity up until 2021 or so, for ChatGPT. For specific, niche topics like "is this framework going to do what I want" or "which things does Game1.cs have access to", it probably has no idea! But it's good at detecting that people in the past have....said things about frameworks and written things in C#, so it does its best to assemble words and symbols into a nice order for you. Sometimes it tells you true things, and sometimes it tells you false things, and if you can't detect when, you're in trouble. When you're writing code, this usually produces garbage, because you can't be "sort of similar", you have to be exactly correct or it won't work.
Need this for content too tbh chatgpt doesn't know shit
Sdv modding is just too niche for llm atm
It honeslty helps me a lot with modding just couldn't get this one. That's definitely true for stardew stuff speicifcally but I tend to use it for general stuff more. I actually found Claude to be better for code and modding in general tho
You can simplify and optimize a bit:
// choose a random number between 1 and 10 inclusively, and check if the chosen number is 10
"Random: 1, 10": 10
You can also check multiple numbers to have different percentages, like...
// choose a random number between 1 and 10 inclusively, and check if the chosen number is 9 or 10
"Random: 1, 10": "9, 10"
Oh hm is 2 number args to random a special case
I was under impression that it'd pick 1 OR 10
Nope. You can use any token arguments in a When; basically it's the same format as a token but without the {{}}.
Oh wow, Pathos himself answering my stupid question lol. Thank you!!!!!
Yeah i understand that bit, it is just that with string random on docs it is like Random: hood, jacket, raincoat to pick one of 3 strings
So i thought i needed the Range
The new layout looks like it puts more emphasis on Collections. It's got some prime real estate on the screen that loads for me based on my monitor resolution.
Oops, yeah. So it should be:
// choose a random number between 1 and 10 inclusively, and check if the chosen number is 10
"Random: {{Range:1, 10}}": 10
Can you specify a range for the value as well or just the key?
(as a reminder in case you were unaware, if you do continue to try and use it for Stardew modding, the mods you create with it are not allowed to be posted or promoted in this server, as per the rules pinned in #modded-stardew)
You can use Range anywhere tokens are valid, including When values. So you could do this:
// choose a random number between 1 and 10 inclusively, and check if the chosen number is between 1 and 5
"Random: {{Range:1, 10}}": "{{Range: 1, 5}}"
Gotcha, I mean yeah I just ask basic questions to figure how to do stuff like json formatting and stuff but I'll figure something else out sure
yeah they've cut us one less hotmod spot and i am not happy with this 
Sweet, thank you for the help 
does someone has an example of how alex adress/name his grandpa in dialogue/event?
i did a quick search and found the one for evelyn, but not george
(according to reddit this means that alex hates george or something)
i think Gramps was said once? I can recheck.
"Fri4": "Hey, @. I'm glad you stopped by.#$e#I'm not ashamed to say that I love my grandma!#$e#Now Grandpa, on the other hand...#$e#Just kidding.$h",
thanks 😄 i found grams for his grandma in another line
(Random fun fact: you can arbitrarily nest token arguments.)
// choose two random numbers, then choose a random number between those, then check if the chosen number is 42
"Random: {{Range: {{Random: {{Range:1, 40}}}}, {{Random: {{Range: 40, 100}}}}}}": 42
That's cursed 😂
Reimplementing fish rng in cp tokens
i feel like sinz explained this arcane nesting to me and i've forgotten the core of what it did
(this is what i meant the other day with me not always searching the right word, i tried various variations of grandpa, and apparently missed grandpa somehow)
Okay, yeah, it's just Grandpa in the line I was remembering
he does say grams 
He does use Grams for Evelyn though
Just noticed you said that earlier when I was looking LOL
that's ok 😄
Does anyone know if there's a way to tie a message like "The Bookseller is in town!" to these When conditions? So like if my cart edit happens, it would also display a message to the player? It doesn't seem like there's a particularly easy way to do it but I'm still learning how to dig through the docs properly
avi told you spacecore can do that earlier
Gotcha I'm assuming that's gonna be beyond my skill level so maybe I wait for that haha
No spacecore just has a trigger action for it
spacecore just adds a trigger action action for a hud message
Yah it was just super late, wanted to see if anyone else had other ideas as I couldn't figure out spacecore
It not above your skill level cus u just need to put some letters in the right places
You do need to use a key'd random tho
i don't think it's above your skill level, maybe your current focus/ability to process
or a locationchanged conditional patch
but i don't think asking again will provide an illumination, it's ok to wait and return to stuff later
I mean I know some basica JS but that's about it haha
Well, good news
i don't 😄
You need zero Javascript or C# experience
Spacecore has docs on how to use in content patcher
Yeah, that's my bad it was like 4am when I asked that so I just wanted to see if there was more options cuz I've had it happen before
I'll dig through spacecore again for a bit and see if I can find the right part
Just remember not to look at the code and instead look at the docs
Casey's stuff is pretty well doc'd, and you can ask us questions
Seems like I need this spacechase0.SpaceCore_ShowHudMessage "message goes here" optionalQualifiedItemIdForIcon I just need to figure out how to tie it to my content patcher event
(i don't think they'll see what is DNR out of context)
Date Night Redux
thanks 😄 i was searching what it could be and was like "not the breakfast one, there's no B"
You're saying that mod does the same thing?
it has examples for you to look at
It uses the hud message system to give date reminders
It doesn't do whatever you're doing unless what you're doing is exactly that. But it uses that and as Lumi said gives examples
Sweet Ill give it a download and see if I can find something relavent
thanks for the help yall appreciate it
Np
Getting a collection modified error with this:
for (int i = farmhouse.characters.Count - 1; i >= 0; i--)
{
if (farmhouse.characters[i] == __instance)
{
farmhouse.characters.RemoveAt(i);
}
}
This is the game's vanilla code for doving kids, am trying to make it so you can give an item to a kid to dove exactly one kid.
You don't need a loop for that do you
Of note, even if I take it out of the loop, and just do farmhouse.characters.Remove(__instance), it still makes the collection error
Is this because I am in the farmhouse?
[game] An error occurred in the base update loop: InvalidOperationException: Collection was modified; enumeration operation may not execute.
at StardewValley.GameLocation.checkAction(Location tileLocation, Rectangle viewport, Farmer who) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Locations\GameLocation.cs:line 8035
at StardewValley.Locations.FarmHouse.checkAction_PatchedBy<ApryllForever.PolyamorySweetRooms>(FarmHouse this, Location tileLocation, Rectangle viewport, Farmer who)
at StardewValley.Game1.<>c__DisplayClass925_0.<tryToCheckAt>b__0()
at StardewValley.Game1.tryToCheckAt(Vector2 grabTile, Farmer who)
at StardewValley.Game1.pressActionButton(KeyboardState currentKBState, MouseState currentMouseState, GamePadState currentPadState)
at StardewValley.Game1.<>c__DisplayClass978_0.<UpdateControlInput>b__0()
at StardewValley.Game1.UpdateControlInput(GameTime time)
at StardewValley.Game1._update(GameTime gameTime)
at StardewValley.Game1.Update(GameTime gameTime)
at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)
in some langs you can't remove elements from something ur currently iterating thru
i'd guess C# is the sme
althought you aren't using a foreach loop or anything which is where i'd expect that error
what's your whole harmony patch?
With most of my NPC woes out of the way I should be able to continue updating Garden Village and get a working version ready for my next WTDR update. Who knows.
At least NPC creation is slightly easier than back in SDV 1.4.
Even this causes the error, no loops:
FarmHouse farmhouse = Utility.getHomeOfFarmer(who);
farmhouse.characters.Remove(__instance);
The whole patch works fine without this, lemme put the whole patch in a code paste site, hold on'
is this literally all you have? or is it inside some kind of loop
it says ur patching gamelocation, so wouldn't __instance be a GameLocation? you can't remove that from a list of characters
If you put your sprites in his location you can just reuse his sprites
Instance is Child, the patch is patching Child.CheckAction
ok cause the error is at GameLocation.checkAction
Check Action is doing. The iteration
ohhh and then the Child.CheckAction gets called in the iteration of the farmhouse characters?
so it is concurrent modification
that's a niche bug
Okay I see they're adding their reminder like this
{
"LogName": "Date Reminders (Needs SpaceCore installed)",
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
//Saloon Date Reminder
"{{ModId}}_SaloonReminder": {
"Id": "{{ModId}}_SaloonReminder",
"Trigger": "Manual",
"Condition": "PLAYER_HAS_MAIL Current saloonDateAgree, !LOCATION_NAME Here Saloon, !IS_EVENT 1116010",
"HostOnly": false,
"Action": "spacechase0.SpaceCore_ShowHudMessage \"{{i18n:SaloonReminder |Date={{Date}} }}\" (O)206",
},
}
But I'm not finding how to add a trigger like their "saloonDateAgree" to a content patcher edit to actually use in the Conditional key
(I wouldn't consider it a niche bug)
Kick the Ticks, here we go!!!!!!!!!!
Just part of the awareness you need for harmony to not kick you
Pathos what say you about a CP ternary
The more I use LocalTokens the more.....
YES!!!!!!!!! Thank you Dr MathPerson!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
What's your edit you want to trigger it off of
What was the reason for not changing mod unique IDs again, even after a major version update? I'm sure it was a good reason, just can't remember it.
You'd make another trigger action that sets the mailFlag "yourFlagName". Then you can check that mailflag later
You could also set a conversation topic with a specific number of days, if you instead want to use it as a fuse or timer
"Id": "{{ModId}}_Flag2",
"Trigger": "DayStarted",
"Condition": "PLAYER_HAS_MAIL Current {{ModId}}_Flag1, !PLAYER_HAS_CONVERSATION_TOPIC Current {{ModId}}_Timer_Flag2",
"HostOnly": false,
"Actions": [
"AddMail Current {{ModId}}_Flag2 Received",
],
"MarkActionApplied": true
},```
This is a trigger that checks for the existence of one mail flag AND the expiration of a conversation topic before setting a new mail flag
anything with {{ModId}} in it will break old items/things in a CP pack, otherwise for C# mods i believe hte primary worry is when people set a dependency on you
if i set a dependency on focustense.ModName but you change it to focustense.NewMod then my shit breaks
or if im looking for that modid in code etc
It's something I've considered, but it'd be a bit messy syntax-wise so I just never looked into further.
How about CP switch-case?
Hm. Seems inapplicable with a major version update though, since it's all going to break anyway.
(You can use Content Patcher's built-in MigrateIds feature to solve that.)
not if you're really just relying on load order to do things (like maybe harmony patching or some other examples im sure)
Hmm... if Harmony patchers are already going to break, and API clients are already going to break...
true, so long as you also remember to change all the uses in location names too, NPC data, your i18n, mail, convo flags....
when i say it breaks them i mean "they will be broken if you dont fix them and if you have a lot, why go thru the trouble when you can just not"
Hm it would be nice to have smapi previous mod unique id
harmony patches dont always break!
(i know locations and NPCs also have FormerName things too)
In general, of course. If somebody Harmony-patched the old Radial Menu 0.2, though, those patches definitely will break in 1.0, it's almost a complete rewrite.
Personally i think if u r gonna just bump ur mod major version up then changing the mod id is fair game
What would that field do?
Breaking change and all
Let mods that are content pack for say BAGI load with EBAGI
I realize it's probably cursed to implement
And usually ppl just keep the unique id bc it's not a big deal
Yeah, I've almost convinced myself that this is the case. I can think of a dozen reasons why it's a terrible idea when you're only updating the minor version, or if you're not following true semver and a major update is just "added a whole lot of new stuff and really wanted to bump the major". But if it's major as in "yes this is literally 100% incompatible with the old version of the mod in every way", then I'm wondering what I gain by preserving the old unique ID.
But i did have to check for 2 different mod id of Better Sprinkler at one point
also this still wont work for some things anyway, right? like Community Center bundles?
if you started the game with an item in them that uses the old uniqueid in its id
It's an editmap with that random chance i was asking about earlier
It's true that the unique ID isn't really that important for branding or whatever, but it's going to annoy me because of all the UI sprite references and such.
I was thinking I could make a Condition with EditData and then compare both to that possibly? I just don't know if I can use Random in it
if there is one more thing i have in favour of keeping the old id for dependency reasons, its that it does also change the error and might make it more clear why suddenly a mod depending on it is erroring (i.e. shit broke vs "you dont have the mod installed" "but i do??")
I partly think "maybe I should just publish a new mod" but then that rubs people the wrong way for a bunch of other reasons, and leads to neverending questions of "why aren't you updating <old version of mod that isn't maintained anymore>"?
could just turn off nexus comments 
Haha, well, in this case Nexus comments did alert me to the fact that it was broken in the first place, so I guess they're not always totally useless...
i guess you could turn off comments but keep bug reports open
Nexus bug reports are always closed. I do not want bug reports there.
Worst of both worlds IMO. Still "Nexus quality" but you can't justifiably say "I only watch GitHub regularly" because you've enabled that section on Nexus.
I lock bug reports solely so that I can manually move bug reports in the comments over to them
ymmv i suppose, ive gotten pretty much only helpful bug reports on my nexus pages that i dont otherwise get in here
Anyhoo... I'm now thinking back to career API dev work where a major version bump would also entail a new URL/URI, new RPC endpoint name, and so on.
That way the posts is more discussions about the mod rather than everyone piling in on the same issues
ultimately the uniqueid decision is up to you ofc, i was just providin the reasons why its not recommended
I think I could technically get away with a mod id change almost whenever I want because I've diversified my update keys across different sites, and as long as I update the version on one, I can lead people to a new key on the others
That's an interesting strategy. Though I don't think I get enough legitimate bug reports in the comments to justify it for my own self.
Sounds like you haven't tried hard enough to break your mods /s
Surprisingly, I've only ever really had helpful bug reports on Nexus.
The update key is the Nexus ID though, I'm talking about the mod's Unique ID (SMAPI ID)
So what will u call radial menu 2.0 
Apart from like... one or two "mod doesn't work... oh wait, I didn't extract the assembly".
Technically 1.0, since the previous versions were 0.x. The new name is.... whisper whisper
(You can see it on GitHub right now, but I'm not announcing it until either (a) it's released or (b) it has a cool logo)
I did a soft bridge between an old/new mod once where the old one had one last update that detected the presence of the new one and disabled itself if that was installed
It's where I moved some functionality into a framework that had outgrown the original mod's intention
That's not a bad idea actually - since I know that despite my large-font instructions to "PLEASE COMPLETELY REMOVE THE OLD VERSION BEFORE INSTALLING NEW VERSION", a bunch of users ain't gonna.
This means u do new page then?
I dunno, still seems like too much work. I mean, I do have to redo the entire Nexus page, but I just don't want the old mod hanging around looking abandoned.
I have not even thought about documentation, that's going to be a chore and a half.
Ig it depends on whether u think the user experience is sufficiently different
Are you 2 cakes yourself
cant nexusmods let you hide a mod page with a custom reason why? or is it just preset reasons
it would solve the old mod hanging around lookin abandoned
Sort of... now the old mod is hanging around looking abandoned and hidden out of embarrassment.
well it wont look like anything bc itll be hidden
and if a user goes to the page directly it'll saay "This mod is obsolete. Use this one instead: [link]"
Nearly sent my coworkers an email about a merged spritesheet
I don'
How are you guys doing
argh, enter key
I'm wondering what the advantage is in that case over just renaming both the mod and unique ID. Seems like the only difference is, SMAPI won't report it as an update, which is a disadvantage.
I don't think Nexus lets you do custom reasons anymore, does it? I remember that bothering me
i simply lay the cards out on the table and have no thoughts on their value it is up to you to decide their value in your hand
Fair enough.
Nope but if you ask staff really nicely you can
yeah i just checked and there is no custom reason by default but the obsolete one lets you fill in a reason/mod link why its obsolete now
That's how I got this
I think I'll stick with the "breaking update". That still makes it possible for users to revert if 1.x isn't stable for a while, all the comment history is still there, etc. The outcome is roughly the same either way.
It is but what if someone goes off nexus and then no more money!!
thats the same wording/template it seems like they use now for the "Mod is obsolete" reason so i dont think you have to ask for that one anymore
But can u put link
You do, you only get to put in a nexus id
Ig that's fine for this usecase
oh you are correct, i just saw the text box and didnt see the bit asking for a mod name
Here is what Nexus allows you to do to obsolete a mod. Example given from this random small mod I made.
No open text field, just searching Nexus for a mod name
just make a mod page with the name of the reason you want and link to it 
im sure nexus staff would love you using that workaround
Please use this instead "visit ModDrop for all future updates to my mods" /s
lgtm
I wonder how quickly I'd get the banhammer for that
"My mods will be distributed on media fire from now on"
i would genuinely take you up on that
Please visit my IRC channel and run
/msg ModBot download <mod_name>to have the mod sent to you.
posting in #1272025932932055121 "hey im having trouble installing SMAPI off my floppy disk, can someone help me?"
StardewUI still fits on a floppy, though it is definitely getting up there.
Hello ! I would like to modify an animal sprite for my mod after 10 days in the coop, how could i do this ?
the 10 days might be a bit tricky unless you just want it to happen when they grow up and not specifically 10 days
I think the docs compress like 90%. The DLL itself is 1.3 MB.
Smaller when compressed, both together are 900 KB. It's big for a C# mod though. There are a few PNGs, take them all out and maybe it's 800.
im sure theyll come out with a higher capacity floppy soon
I miss the pretty 3.5 floppies!!! I got them in so many colors!!!
I don't think there's a content patcher way to do a 2nd "grow up"
Not specific to individual anyways
they made them up to like 200mb right
200 MB floppy disk? What is it, the size of a school bus?
Arf, do you know if a framework could do that ?
Every few days I see a post here trying to do things that Sprite Patcher was intended to help with, and it makes me wonder...
In the end my suggestion of "USB stick delivered via carrier pigeon" doesn't sound so absurd
the LS-240 3.5in SuperDisk released in 1997 could apparently do 240mb
Convince selph to do it 
isnt selph still touching grass
Only the "carrier pigeon" part is absurd. We always used to say, at least before fiber optics became ubiquitous, that if you wanted bandwidth and didn't care about latency then your best option was a truck.
What I'd do instead for the time being is to offer skins
So you don't get grow up but u do get both middle form and last form in ur barn
Im assuming this is pokemans
Does anyone know if I can create a Condition in Data/Conditions and then check that in When? I'm trying to use this to create a Condition called CartSpawn and then use that in When and Condition keys
{
"LogName": "Define Cart Spawn Condition",
"Action": "EditData",
"Target": "Data/Conditions",
"Entries": {
"CartSpawn": "Random:{{Range:1,10} == {{Range:1,9}}"
}
},
Whats is a data conditions
no you can't
i would do stuff like mail flag or something if you can't sync stuff
no it wouldn't work either
It's still true
I was trying to use that but yeah it was erroring
I think you wanted a map patch
okay I'll look at mail flags docs
You can't use things that don't exist in the game
I worked for a place that would mail you your data in a hdd
Yes i am ! ChatGPT told me to do EditImage and When Frienship >=250 but it doesn't work 🤣
(and they want the message to sync with when the patch is applied)
!chatgptcode
Please stop trying to get ChatGPT to write your C# mods for you, especially if you don't know how to write C#. It won't work without heavy editing, and it wastes everyone's time.
Large language models fundamentally are reguritating something from their input—which is roughly speaking, the written output of humanity up until 2021 or so, for ChatGPT. For specific, niche topics like "is this framework going to do what I want" or "which things does Game1.cs have access to", it probably has no idea! But it's good at detecting that people in the past have....said things about frameworks and written things in C#, so it does its best to assemble words and symbols into a nice order for you. Sometimes it tells you true things, and sometimes it tells you false things, and if you can't detect when, you're in trouble. When you're writing code, this usually produces garbage, because you can't be "sort of similar", you have to be exactly correct or it won't work.
this applies to CP mods too
the thing is, CP can edit image of all the animals of one kind at once
I wish you could just assign an ID or something to an edit and then reference that in When would be so much easier
or you can have skins, but animals will not change skins
That's two chatgpts in the span of an hour... they're multiplying.
Yeah i try to learn, i don't copy paste ChatGPT
trying to learn with ChatGPT will take you in a backwards direction
It's quite challenging for me, I'm using it rarely
While you might be able to get some semi-useful information from it on hyper common tasks, like "hey, tell me how to build a RESTful API"... something more niche like Stardew is so much more likely to end with you going down rabbit holes that don't exist.
Has anyone seen the new facelift for nexus?
You don't want collections to be right beneath hot mods?
Other than that, it's actually not bad!
oh
facelift of nexus, not a facelift mod on nexus
i was like "what is so terrible about that mod?"
Can someone point me to the docs for setting a mail flag? I found this https://stardewvalleywiki.com/Modding:Mail_data but it doesn't actually say how to set one, just how to check for one
search trigger action
probably
That seems to allow me to set one for the player but not create the flag itself
Why is nexus blue now
They finally made some text and buttons lot easier to read
ngl seeing that squished font on mod titles sometimes messed with my dyslexia
Setting flag is basically setting it for the player. You can set whether the flag would apply to all players or not.
The term is confusing but a mail flag is just a mail that gets used as a boolean
This usually mean they use no letter but that's not strictly required if u did want a real mail
Yeah i see the game uses them as regular flags without the mail, I just can't find the docs to create a new one lol
AddMail is the action you want
okay sweet and the target is Data/Mail right?
No
Simply doing AddMail lets you check it with a variety of other things
Like content patcher HasFlag
I'm confused I think. I thought every edit needed a Target? Do I just not add the Target key?
Actions work in many places but your usecase is a Data/TriggerActions thing
Refer to doc u found on that
Ohhh okay gotcha
(Chu, can you quickly sum what they're trying to do overall?)
I did but it says Data/Mail haha
(I've used the notification thing with spacecore before and I could probably give more step-by-step stuff if I know the start to end points)
They are trying to do an EditMap that spawns a cart 10% of the time every Sunday
This is what i understood thus far
Yep and I want a hud message to appear when that happens from space core
the cart part works
I actually think u don't need all this
A key on the Random would be enough
It basically just makes 2 randoms give u same results everytime
Another option here is dynamic tokens (a content patcher thing)
Basically I need this to happen
{
"LogName": "Desert Merchant Reminder (Needs SpaceCore installed)",
"Action": "EditData",
"Target": "Data/TriggerActions",
"Entries": {
"{{ModId}}_CartReminder": {
"Id": "{{ModId}}_CartReminder",
"Trigger": "Manual",
"Condition": "CartSpawn",
"HostOnly": false,
"Action": "spacechase0.SpaceCore_ShowHudMessage \"The Cart has arrived somewhere in town!\""
}
}
}
when the cart spawns which happens likethis
{
"Action": "EditMap",
"Target": "Maps/Desert",
"FromFile": "assets/Locations/Cart.tmx",
"FromArea": { "X": 0, "Y": 0, "Width": 6, "Height": 5 },
"ToArea": { "X": 28, "Y": 41, "Width": 6, "Height": 5 },
"PatchMode": "Overlay",
"When": {
"DayOfWeek": "Thursday, Friday, Saturday",
"Random: {{Range:1, 100}}": "{{Range: 1, 5}}"
}
},
So on day started, we'll say a dynamic token is picked due to the random that results in the map patch. It also, when it is that value, runs a trigger action on DayStarted which loads the mailflag right into the host player's mailbox. Then SpaceCore reminder that morning can run at 6:10 AM so they can get the player a notification that it's there
That one might be closest to your intuition of wanting a place to store the cond you hot
it won't happen on day start, but it will happen within 10 minutes of day start
sound right?
Additionally, you make sure that MarkActionApplied is false and that you have a reset on the mailflag so it can keep triggering.
just put the triggeractions edit and the map edit in an Include and put the random on that
Wait I can do that?
yeah, that's actually even simpler
That's genius
that MIGHT not work but if it doesnt, i dont think a keyed random will help either
bc if it doesnt work it'll be because trigger actions happen before CP does its edits
(im not sure the order)
I think it's fine yeah
So I just have both those changes in an include, then put the include in my content.json with the When Random thing? is that right?
Heck yeah thanks Button that's incredible lol
make sure you do the MarkActionApplied false as said here (but you dont need to worry about the mail)
That's just a key-value I need to put in both changes, right?
its a field on a trigger action
Like
"MarkActionApplied": "false"
I have to open up notepad because Little Red Schoolhouse updated with a bigger map and I have to fix that for myself anyway
buuut if you see it you gucci
All good I think I got it
thank you tho!
@gentle rose earlier I was asking about the "NOT spring 16" case which you gave me some advice on... I realized that I could maybe use DayEvent, since it's DesertFestival_2 specifically. Am I writing this wrong, though? It doesn't seem to be working. "When":{ "DayEvent|contains=DesertFestival_2": "false" }
I found the "Workday/Weekend Day" example on the wiki to be really helpful for setting flags that pingpong back and forth. Opened my eyes to a lot of possibilities. I'd highly recommend just copying that pair of triggers into your mod and obvserving what they do
Bottom of the trigger actions page on the wiki: https://stardewvalleywiki.com/Modding:Trigger_actions
Oo that sounds promising I'll give it a look thank you!
One thing I'm wondering is the Trigger field. It's currently set to Manual but I feel like that means it's not going to fire but I'm having trouble finding the options for it
I use "DayStarted" for the vast majority of my triggers, though I've also used "OnLocationChanged" or something like that
Basically, that determines when the trigger condidtions are going to be checked
Oh true that should make it always fire and then the When conditions will actually do the calculation thanks!
"DayStarted" means that your trigger action will be chekced when the new day starts, and applied if the conditions are met
No problem. The thing that confused me most at first was the difference between "Received" and "Now", and also when to use "MarkActionApplied"
**Received: **the flag is set
Now: the flag is set and the mailbox is triggered to look like mail is there. You mostly use "Now" if you are actually sending a real letter.
MarkActionApplied: false -- this TriggerAction can happen again. Otherwise, they are just one and done
It looks to me like "Manual" is a custom value for the Trigger field, added by some mod. The default options are "DayStarted", "DayEnding" and "LocationChanged"
If you need more trigger types and stuff, you can look at BETAS: https://stardew.button.gay/docs/betas
yah I just found the Manual option looking at how Date Night Redux does it. But this method with the includes works!!!
Thanks for the help everyone!
like I said then, I'm not really the person to ask about specific syntax because I don't actually write content packs.. Also, if you have a brand new issue, you can ask everyone rather than tagging the last person who helped, you'll get help quicker that way
Manual is a vanilla trigger type it's just unused by vanilla
OK, I understand. I wouldn't have @'d you if your name didn't specifically have "@me" which I took to mean you didn't mind.
In this channel it's most efficient to just throw ur question out and see if any nerds are around
I would assume that's mostly for if you want to handle it yourself and not have any game logic intervening yeah?
If it doesn't work the first time there's no issue reposting later
I already bumped my earlier question once when I wasn't getting responses so I wanted to avoid rebumping it my second time around. I know people are under no obligation to answer my questions so I was trying not to be a bother and failing
passive festivals have data models with start and end dates being changeable
We can drop it, I ended up doing it another way entirely. Thanks everyone who weighed in though
As a refresher, how do I use double quotes in dialogue in 1.6?
I know it's something to do with escapes
and I want to write something to the effect of It's "this name", not "this name" here
Nope, in messages/dialogue
Ahh
It's the same anywhere in json
o
but thank you forest, that's what I was looking for
Sorry yeah discord does something with backslashes so i had to add a code block
you can also use single quotes for the outer ones and not escape the double quotes, but then you need to escape the single ones
could be handy if the sentence you need em in doesn't have single quotes
ironically the reason discord does that with the backslashes is for the exact same reason
it's escaping the quotes
so you need to escape the slashes
ohhh that make sense lol
\" \"
My first solution was adding and it worked haha
Or rather ` `
Which I needed backslashes to write lol
I don't mind, it's just not the best way to get help really. I went to sleep like half an hour before you messaged so if I didn't happen to wake up you wouldn't have heard from me until tomorrow
Is tiakall around? I've gotten a custom butterfly sprite loaded in as a temporaryActor, but I can either animate it to flap its wings OR I can make it follow an advancedMove. The minute the advancedMove starts, the flapping stops
@brittle ledge: give Atra a list of mouhraha mods (4h ago)
I know!! xD
Thanks for the assist, MaruBot
This is what I'm doing, in case it helps:
/hideShadow {{ModId}}_fly1 true
/advancedMove {{ModId}}_fly1 true 1 0 2 500 -1 0 1 500
/animate {{ModId}}_fly1 false true 100 0 1 2 1```
I've tried it both directions: animate first then advancedMove, and advancedMove then animate. Changing the order doesn't seem to help, so I'm definitely missing something
You could maybe try making it move with positionOffset instead of advancedMove
Good idea. As long as it doesn't quash the flapping animation, that could work
If you're using move you'll want it to have the same positioning for sprites that vanilla NPCs do, so like the first row should be four sprites of downward-facing movement, second row should be right facing, etc.
half alive cat noise
I will say, slurry (aka instant coffee in brewed coffee) is bitter as fuck
So yeah, you can either put in the frames for the direction(s) of move you need, or use positionOffset/showFrame 
I did send the repo earlier btw I think, idk if you saw that though atra
this sounds comparable to my code decisions which isn't something you want to consume tbh
can discord stop bouncing me around
can’t do anything like this
https://github.com/mouahrara/aedenthorn/releases/tag/main-files here is the full list of mouahrara unofficial updates
I'll enter them in eventually!!!!
Ok, I'll try positionOffset witchery and report back later. Thank you!
It's unfortunate but people just stop updating mods for various reasons, life, lost interest, etc.
It's nice that there is a group of us that continues updating mods.
I have a ton of respect for people like mouaharara who take on massive projects like these and update this many mods! Unfortunately, aedenthorn had 647 published stardew mods when they left, many of which were pretty popular, so their mods are taking a decent amount of collective effort for people to slowly update and port to 1.6.
I'm still fighting atra's repo whenever I have the energy to (not much these past few days) so hey, maybe one day I'll actually be able to finish updating one of those and release it lmao
Most of them being SMAPI mods I assume?
A lot are, yeah
I don't know the actual breakdown because, you know, there's 647 of them
I think all of them are either SMAPI or content packs for her mods
well thats fun
my fence is being placed as the object sprite... and not from the tilesheet
How come they left?
she, and I don't know, it was before my time but regardless I try not to pry about these things, people have their personal lives
it was really nice of them to license everything such that the community could take on updating the projects
That pace was obviously unsustainable, when you have hundreds of mods there's no possible way you're keeping them all up to date. But I guess Stardew itself was on a very slow update timeline back then, and maybe people thought there'd never be another game update.
yup! and kind of annoying when the community decides to ignore what little requirements that license had 💀 mouahrara obeys it though so they're in my good books
(that was meant at barley, sorry)
(Many of the mods were very tiny, mind you - but still, too many to manage)
i remember doing the maths and they released on average 0.4 mods a week
not sure whats going on here, the fence json pulls from the tilesheet, and the only thing referencing the object is the object json and a little bit in the content for seasonal changes... no errors in the log so im not sure what to send on that front
fence json: https://smapi.io/json/content-patcher/44bd292737d24794a3285a7ab46b7568
object json: https://smapi.io/json/content-patcher/a41d51421afb46b4bbb075a17f858a61
content json: https://smapi.io/json/content-patcher/25c57cd82b25457aaa72ddf01665ee5c
Oh? Maybe that was long term, I saw more like 1 new mod every 1-2 days.
the method was based on time span of post date between last mod - first mod
no bc all you have to do is include the license and license your updates the same... it's so little effort
it's so permissive
hm was it a week or like
one of the really cool thing to see when we were cleaning up the mod ideas repo was how many ideas from there they took on and released! definitely a lot more than anyone else
0.4 a day 
Yeah, my assessment was based on quasi-random sampling.
Boo, you can't do varied, pretty textures like this without EBAGI.
half of them don't open source it at all...
Like I said, a lot of them were very tiny little utility mods, or even joke mods, but nevertheless, yes it's insane.
C# is confusing. I can read the code (have enough experiance to understand it a little) but don't get how it knows what to do...... it seems to be referring to thing not in the actual github directory. I assume that is stardew or SMAPI. OK, back to the basic videos explaining stuff. I think I skipped to much as I found the intro stuff boring and easy. Teaches me not to be impatient when learning 😢
I have 7 now - total - logistics might eventually be an 8th, cannot even imagine trying to support more than 10.
100+ is definitely "fire and forget" haha.
Well you're not writing a game from scratch, most of the actual methods you'll be calling are in SMAPI or SDV.
Is there a list of CP mods that need updating or is it mainly just updating SMAPI mods with unofficial fixes etc.
CP mods kinda never need updating except in rare circumstances.
your mods are pretty big though, especially stardewui - I think aedenthorn mods for the most part don't come close to that
The nice thing is that with 1.6, you should not have to maintain them after they are working. As it was suppose to fix breaking mods every update
I'm pretty sure 1.6 promised no such thing.
1.6.9 wasn't a modpocalypse but it was eventful.
It didn't promise it, but say it was trying to be better for modding.
1.6 forward should probably gracefully handle content update more easily, especially as long as CP can port whatever changes may come
What 1.6 did was pull more things into game data, so rather fewer mods have to be doing insane things with Harmony and fewer "framework" mods are needed for basic things.
did you forget what happened in 1.6.9 lol
But things are still going to break with every game update, because an update entails changing stuff. and there's always going to be some portion of mods depending on the old code.
("Things" meaning "some things", not "all things")
what 1.6 does promise is easier time at mod compat thanks to string id on most things
being better for modding is not the same as preventing updates from breaking mods because it's impossible to promise that tbh
I know that the move to 1.6 broke a lot of things with warp commands
Yeah. Definitely seems like the breakages were less severe for 1.6.8 -> 1.6.9 than they were for 1.5 -> 1.6. Authors still had to update, but the updates were often minor things like "switch to a new method" or "literally just rebuild binary against new game version".
But I don't think there is a good list
from what I was seeing, a lot of 1.6 was about moving large amounts of hardcoded things into data models, making them more consistent, and just generally making things more accessible to modders to modify (which is noticeable for sure and is part of the reason so many frameworks died)
Pretty much.
Many things are still hardcoded, so there may be a 1.7 that de-hardcodes a lot of that stuff, and it'll be a panic again.
but I stopped playing a week after 1.6 came out and came back around 1.6.14
so I don't know the 1.6.9 stuff
if u look at pins theres like 2 junimo msg about 1.6.9 chaos
CP mods need updating would generally be those that are dependent on obsolete frameworks.
and NPC
We do have people trying to update Shiko every once in a while.
if u look even harder at pins u will find a gif of me feeding pathos a mushroom
shiko-unofficial mod that's not actually an update of shiko, instead it's fanfiction about her ghost haunting us
I never know what's about to happen when the blueberry is typing... message pops up
/pos
Can we do that without permission? 
On an unrelated note, do any of the Sword & Sorcery C# contributors other than Casey lurk here? Since the latter is on hiatus.
well, it wouldn't be very polite probably
let noone know ur next move 
but if it's all new assets then technically it's fair use
endertedi is handling it
r u concern about the adventure bar thing 
Adventure... bar? I don't know anything about the mod except that out of nowhere 2 Nexus users reported issues related to the integration which I didn't know existed/was released. (We'd talked about it, but it never showed up as a dependency.)
(I think they didn't expect how much chaos)
a lot of the chaos was bc of smapi bugs too tbf
So I need to add them into the "plz update" list with Matt.
yea there's integration i remember seeing it last time i had S&S
for a bunch of skill button type things i believe
Right, it was a whole conversation so I knew it could have been done, just not that it ever was done.
it also got iconic framework integration recently but theres something strange about it
whenever i go back to main menu it gib red error
This sounds like a fun 3-way love triangle of APIs... Iconic has a component for Mod Formerly Known As Radial Menu, and so does S&S, and S&S also has an Iconic component, and...
I'm not sure what that's supposed to look like when they're all together, but I guess I'm about to find out.
first time downloading content mod i see
I do have content mods, just not expansions.
What would be nice is if we could depend on the same unique id so that duplicate functionality can just arbitrarily pick one of them
(I'm so braindead I read that as "the negation of the signal known as adventure")
Active low adventure?
How is... how did you get that?
bar
I wish there was tex support in discord, I could communicate so many bizarre things
i.e. if SwordAndSorcery.DoSomething is registered to Radial Menu, and Iconic Framework also registers SwordAndSorcery.DoSomething you can just choose to ignore one of them
Ie, in the form of q and qbar
(well, latex specifically, not just tex)
Ah, I see.
what if im a weird person who use both mouse and keyboard
At least in Iconic Framework every action is associated with a ModId.ActionName
*mouse and gamepad
Weirdo
sorry im also brainderp
I use almost entirely keyboard
Well, technically, if Iconic registers individual items into the library, and S&S registers entire pages, then they're off in different worlds and won't conflict unless users make them conflict.
people keep "discovering" keyboard shortcuts I use in the game all the time and meanwhile I can't remember which mouse button does what when I do use it 
I suppose also if they did conflict, users could disable the S&S integration and just use Iconic for that.
True, my intention is for Iconic to immediately switch to registering actions instead of pages as soon as that's available
Depending on your definition of available - it's in dev branch now and it is actually tested and working, I'm using it for AFS and also a set of internal items used to help with button remapping.
Especially since that'll work more nicely for anyone who can only target 8 direction and may have more than 8 icons
hm i need opinion
I meannn
(soon tm)
Decompiler
do u think "Entries" and "Fields" have specific meaning in context of content patcher
y-yes?
Who can only target 8 directions?
Controllers exist that can only do U+D+L+R or combinations of those
i wouldnt use fields in the same place i would use entry even outside of content patcher
Controllers with analog sticks? Like d-pads that pretend to be sticks?
Yes
That sounds slightly horrifying, but good to know.
im not sure what this means
im not sure what the premise of the question is so we're matchies
in my defense, I both am already allergic to using a mouse on computers when I can help it and also did most of my stardew playing with a keyboard on an ipad or using a laptop 
then it goes on to use fields in the conventional json meaning
i was thinking maybe i just dont translate the content patcher kind of "entries" and "fields"
I meannnn
idk language hard
i think thats the same case though its just the target data in the Action case is kinda invisible
bc its a PatchData
I'm not sure I understand the question either, but there is no such thing as an "entry" in JSON itself. JSON has fields, values, arrays, objects, etc. There's no conventional JSON meaning of "entry".
but Action is still a field in the un-keyed patchdata block
hmmm
i do intuitively think i should translate "list" "dictionary" "model" also mentioned in this document
or rather, luo did it and i agree
i think you would know the answers here on how best to localize than a lot of people in here
That would provide excellent security against anyone ever trying to modify or maintain one of your mods, as I've experienced out in the work world.
Nice, I'll start obfuscating my code by having ChatGPT translate it to latin before every push
i am sort of a designated "hey read this chinese comment in the code for me" person
for my also dev job friends
I'm used to having to try to make sense of comments written half in French, Polish, Spanish, etc... but when I see CJK in the source code I run away screaming.
Cjk?
cjk breaks half the things I look at code on
chinese japanese korean
Cyrillic does not make me happy either, but I haven't seen it very often.
the east asian square characters gang
what's that one buckwild character that is impossible to write in pixel 
biang
some korean characters look so much like hebrew it genuinely catches me off guard
that's two spiderwebs and a normal letter
𰻞𰻞麵
58 strokes. That's impressive.
i cant tell if you're making a joke or if Discord just isnt displaying them properly
I just see three boxes.
two spiderwebs and an actual unicode
I'm guessing you need certain fonts or font support packs installed.
yea 
Two balls of dryer lint and a helicopter.
is this biang biang mian
how do i unlock the secret unicodes in my discord
why are they withheld from me
if you're on the discord desktop app I think it has bad font support 
I'm gathering the sanity to go to a home depot
oh its the ultra character i cant read
I'm on browser and it works fine here though
you only have 40 min before they close
i can see the whole noodles
i'm on desktop app
but i updated my os in the last year
it might have to do with your downloaded languages idk?
Web looks the same, FYI. I ☐ Unicode.
I'm sure it has to do with which fonts are installed on the OS.
ok i do get a box on that last one 
copying it into google lets me see the very last letter at least
same
did you put the box character in
That's because it's actually a box.
nice i guessed it
i have simplified chinese downloade to my key board and i see thm fine
Oh, look, actual modding content
are you on win11 elizabeth? I hear the font issues might be a win10 thing
no
Or maybe nog
i'm on macos
this is modded content, chue's translating cp docs 
fair enough
I'm on browser because I'm currently on linux
i have traditional intalled
and i guess simplified handwriting? i don't remember why
maybe a discord thing then?
i mean i assume in my case it's using the unicode version macos ~1 yr ago released with
which apparently includes biang
It probably looks fine on my Mac then. But I'd have to walk almost 20 steps to check that.
hold on what keyboards do i even have installed
My dear mathperson, do macs come with biang biang noodles
sadly no
at their prices they easily could
the supply chain logistics would be terrible
so how do we add 𰻝𰻝面 to the game
You have to do a minigame
Please
Chue
I want to fail at pulling noodles in stardew

you have my permission to add it to fireworks festival if you want 😛
i put in changshoumian for the lunar new year mod
unrelated to noodles but related to modding/nexus, i didnt realize that alongside the new UI beta they also released their Bonus Rewards system for highly important mod authors
i wonder if Pathos got a chunk of that
id be very surprised if not
not physical ones
If I ever step into doing C# mods, I'm going to add a lockpicking minigame. For no reason
Though that's probably just the Skyrim player in me
For content patcher, is there a way to remove dialogue? e.g. Emily has 0 and 4 heart dialogue for mondays in the summer. Can I remove the 4 heart and have 0, 2, and 6 heart dialogue instead?
yes, EditData and replace them with null
Awesome ty
The "nuke it" option
just remember it might not work if something else overrides that
As in, other dialogue mods?
Yeah, testing feels like it's going to be a headache lol. Luckily I'm not at that point yet
About a week ago I asked the chat about a problem I was encountering in Junimatic where Junimos would very happily walk through walls. I got a super-helpful reply from @brave fable who had the same problem and pointed out some game code that seemed to be solid proof that it should be working fine... But it wasn't. At long last, I think I sorted it. Basically, if you do this:
npc.controller = new PathFindingController(npc, ...)
It'll work correctly IF npc.controller is null already. If it already has a value (like, it's still set to whatever controller got the npc to its current position), then the resulting controller will path through walls. So what you always need to do when updating the controller is:
npc.controller = null; // Because reasons.
npc.controller = new PathFindingController(npc, ...)
I stared at the implementation of PathFindingController and I haven't yet spied why this should be so. (I see some conditionals on the controller, but it seems to have something to do with doors, so I don't think that's the culprit).
@wicked shore regarding your question, have you compiled the C# portion of the mod?
Yes, I have tried a few iterations without success before resorting to using the debugger in visual studio to alter values at the code execution point to more rapidly test if changes do anything.
Fairly new to this but essentially after each change I would rebuild the solution, no errors, load it up and nothing
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 105 C# mods and 53 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I have successfully changed textures, collision, size, animation and configs. The only thing I cannot get to work is that darn X and Y value on ln 691 /// <summary>Get the default Combine tile position in a garage.</summary>
/// <param name="garage">The Combine's home garage.</param>
private Vector2 GetDefaultCombineTile(Stable garage)
{
return new Vector2(garage.tileX.Value + 8, garage.tileY.Value + 6);
}
}
i can't find this code in the tractor mod
Under the ModEntry.cs very bottom ln 691
oops lol sorry 685 on the github file
ok cool, got confused for a sec
well it does look like right change to do 
would recommend testing with less mods
seems to be referenced twice, once for returning the tractor at the end of the day and the other for when the garage changes location
in case strange incompat going on
i dont think it saves the position as far as i can tell, but consider new save just in case
ur mod list has a bunch of outdated stuff 
its prob a good idea to prune at some point, and update versions to latest
but this is a tangent from actually getting ur personal edit to work
lol xD still appreciated, wouldnt surprise me if that would be the root cause
Just glad to get someone else to validate I was atleast looking in the correct spot!
hm actually
suspense building
this is definitely in tiles and not pixel position right
largest value i tried was 50, it would be easy to test though.
Looking through fertilizer code and it's surprisingly permissive. All you really need for custom fertilizers is the right item category (-19) and a transpiler to do custom texture drawing.
ok it is tiles there's a * 64 later
Coming soon eventually to a framework near you
more fertilizers!
why a transpiler even, postfixing hoedirt draw should do it yeah
No because you need to kill the default fertilizer draw as well
atra would probably let you steal More Fertilizers maybe
wait does it fallback to a default
At least I think so? Not sure what source rect it defaults to
i look forward to finally redoing sprinkler attachments where i had been a fool and redid half of the fert logic manually
Hello everyone! I know of frameworks to give multiple skins for animals/objects/etc exist, but which would allow me to add multiple/new sprite sheets for critters in the world? ( like the birds/seagulls/bunnies/squirrels and such in the world?)
A fertilizer that effects regrow speed as well as initial grow speed would be great.
there's nature in the valley that let you add new critter like things
Ultimate Fertilizer adds that effect to speed-gro
Custom companions can do that sort of
Does anything allow critters to pick from multiple sheets? Or is it replacer only?
Oooh man bummer!! But at least I can add more with the other mods!
besides that u can do stuff like
Thank yall for the quick advice 
onlocationchange editimage critters.png
to change seagulls randomly
when u go2 beach
this isnt really framework and it'd change every gull at once lol
Technically you can add custom flavors of theater birds, but you can't spawn them without c#, sooo
Awesome, I'll do my own replacer + additions then!! 
bugs (nature in the valley) is bit newer and the author is 8AwA8 on this seaver
You could look at SH wild animals and see how they added animal. Agian not skins but would let you add variety.
OoOoooh all of those sound perfect. And when I'm ready I 100% wanna make a PKMN pack for 8AwA8's Nature in the Valley 
I've genuinely been considering it, since atra is retired and IMO it's a mod that covers an otherwise overlooked aspect of gameplay
It always draws fertilizer from cursors if any fertilizer is on there, but I don't know what section of cursors it draws if it doesn't match a vanilla fertilizer. In theory I could postfix it to redirect to an empty region of cursors, but I think a transpiler is less hacky in this case
my memories fail me again, I could have sworn it didnt have a default case 
u know looking at atra's mods by endorse
how come GIMA hasnt been updated 
it seems really popular
how come GIMA hasnt been updated, atra
*updated unofficially i mean
its tangled into atracore
It's not that tangled
but more tangled than a lot of people doing unofficial updates care to untangle
Does SaveLoaded fire for co-op players joining? And if not, is there any event that does?
It should fire
well GetFertilizerSourceRect has gotta return something
so as far as I can decipher it defaults to [173, 462, 16, 16] if it doesn't recognize it
which I think is the same as basic fertilizer?
Don't recall ever actually using basic fert but it's the first in the grid so it should be basic.
i really appreciate the ping and i also really hate that the solution to this issue is 'assign to null before reassigning to new' 
of all the stupid interactions
Alas. The SDV code violates at least a dozen "never do that" rules I applied in professional life that usually prevent this sort of odd behavior from cropping up. Funny thing about "bad code" is that it often makes users happy anyway.
i'm fairly sure i was reassigning pathfindcontroller for each new path when i last needed it (my sdvhalloween2024 mod) so it checks out that they were going through walls
i ended up going with a solution that just moved them randomly one tile at a time, which was fine since it checked if the tile was open, so it'd never hit/pass walls
@astral prism Hi! The Train Station mod is deprecated and won't be getting any further updates, besides minimal compatibility fixes. It's getting replaced by Central Station (see [pinned message](#making-mods-general message)), which will be released this week.
If you're interested, the attached Content Patcher patches would fully replace both the [BL] Downtown Zuzu and [TS] Downtown Zuzu content packs. See the attached screenshots, and a zip with Central Station + Downtown Zuzu so you can try it out.
so I got another strange bug report (this time for my greenhouse mod), and I'm not sure how to fix it. it's a CP mod that adds greenhouses of various sizes to Robin's shop, and part of the perks is that it allows giant crops to grow indoors.
the giant crops persist through the seasons, but disappear from the greenhouse after quitting the game and reloading. CP and SMAPI are both updated to their most current release versions. does anyone know what might be causing this?
giant crops persist through seasons and loading on the farm, so I can't imagine they wouldn't do so in the greenhouse
well, theyre meant to be in one place and not the other. sometimes you have to image weird things when a bug report indicates that stardew might just be That Weird
i feel like you as a mere CP mod cant do anything about it either way 
I didn't think I could, but I wanted to see if you guys had a second opinion
i dont see anything immediately in any giant crop code that might lead to it but since its a terrain feature who knows where it might be buried in some terrainfeature enumeration
or if its there at all and not a mod conflict
you'd think that it'd still be okay even if it was a terrain feature since the Tiled data has that flag set
im not saying it being a terrain features has anything todo with it, im saying itd be hard to find code that does things to giant crops specifically bc it might just be looping over a list of "TerrainFeature" and not like a list of "GiantCrop"
ahhh
pretty sure these are the only When conditions, and they relate only to the greenhouses being visible in Robin's build menu
ive got nothn then
here's the full snippet for a greenhouse, if case there's a When condition I missed
this used to be true in the greenhouse pre 1.6 fyi
i am not entirely sure if this was changed
try requiring Giant Crops mod?
casey's one
that one definitely fixed the giant crops disappearing in greenhouse in 1.5
I will definitely offer that up as a suggestion to the person who submitted the bug report, thank you. I don't know why things changed in 1.6.16, but I'm glad to know that there's at least a work-around for it
I have not investigated giant crops at all in 1.6, so there may have been significant changes
Khloe also has a giant crops mod that may or may not be relevant/updated
the weird thing is, the giant crops worked (to my knowledge) in 1.6.15, and I can't imagine what might have changed between now and then
I'm using an entirely different mod set, and I'm getting it on mine as well
I am having difficulties finding the mod you mentioned, the only one by Spacechase that I could find only added additional giant crops to the game if you had the proper artwork for them. do you happen to have a link to the one you were talking about?
nevermind, found it (it didn't advertise the greenhouse fix, so I overlooked it at first), and it is not working for 1.6 :<
actually.... I'm going to try something else real quick nevermind, it did not work
https://www.nexusmods.com/stardewvalley/mods/25310 I was using this mod to force giant crops to grow, and it had a greenhouse option, and enabling that option does not keep the giant crops persisting across quitting and loading
@stone fjord Hey, what happened with your version of Eemie's Recolour mod?
🤔
Not possible, they haven't updated then.
Demand full log, odds are good they have the latest version of the MOD but not the game
I guess direct them to verify their game files.
I wonder why Better Crafting requires specifically 1.6.15 or later?
Yeah, I'm just amused.
Oh, I always set my minimum game version to whatever I compile against.
Ah yeah, that's not a bad idea tbh.
Since a lot of 1.6.x patches have made breaking changes.
For my content packs I do the bare minimum version that everything can work on, and go from there.
And it's super easy to do with ModManifestBuilder
Of course, there were several initial 1.6 versions where my mod was broken by the bus mechanic being updated, but that won't happen again, surely.

I have to check out Better Crafting, I've not checked it out yet.
I mean, build for compat with Central Station and you should be good from now on? LOL
That's what I was going to do, look into Central Station, thanks for reminding me.
Oh right, Central Station replaces BusLocations too doesn't it?
Just as a heads up, the current(?) alpha won't show the bus menu until it's unlocked but that should be fixed on the next one it got fixed
Oh wait, I missed a new alpha update earlier today/yesterday, it's probably fixed
This is why the question mark LOL
much appreciated! i’ll transfer it over next chance i have
haha that got fixed like three alphas ago!
oh wait, i just saw you literally have the pack done! what a legend. thank you so much 😮🫶
Gonna be using CentralStation for Garden Village then.
Yeah, I was busy at work and Pathos apparently released a ton of alpha versions while I was gone! Just finished catching up on the updated docs
@ivory plume Heya, so I was wondering if there were gonna be any more UpdateKey entries made available in the future? I know it takes a lot of time to set them up, just wanting to know, thanks.
If you didn't specify a price within STF for items in a store, does it default to what price was defined for each item?
Hey @lucid iron, regarding the invetories. I take it that I can just pass null for methods I don't do custom actions for like highlightFunction? Or is it something necessary
Hiya, I'm doing some troubleshooting to do with my localisation and UI re-colour mods
basically at least one of them has trouble with loading assets and things being replaced (I can't help some of them as it's designed to do that), more importantly small things like the title menu buttons having no text (UI mod provides a custom font)
in-game text works fine and my mod does not modify the base game's title menu buttons or the font
anyone know which file the title buttons' text are located in?
Turns out, yes it does just grab the items base price if you don't define one.
thanks for the help with the absurd dialogue question strings earlier, by the way
@velvet narwhal @gaunt orbit @calm nebula 
somehow it actually turned into some completely functional complete gibberish
&& @vernal crest xo xoxoxo xo
i think it was you three anyway. if not, no refunds
alright I figured out what is happening, not sure how to fix it though without having to copy a file from the other person's UI mod:
UI re-colour mod has the Minigames/TitleButtons assets split out into a "base" TitleButtons.png sprite with the buttons, and a separate base-game-language-specific TitleButtons_{{language}}.png file with transparent background, containing the actual text which is overlaid onto the button
this is in contrast to the base game having the base TitleButtons.png sprite having the English text on by default
as a result, since my language code is en-GB and not en, their mod looks for a non-existent TitleButtons_en-GB.png, fails and fails to overlay any text on their button
i don't recall doing anything
if you mean giving you pep talks, anytime
didn't you write the tutorial on nested dialogue questions 
but the pep talk was also extremely important and i didnt say thank u at the time
no that was aba
well you linked it and that's as good as author credit

you wrote... the url
redirect your love to @vernal crest cause aba did take awhile to write it and i use it myself
is there a way I can report a different language code to these UI re-colour mods, or do I have to create compatibility mods to fix individual cases?
in 99% of cases all I'd need is for the other mod to see en instead of en-GB
and the former is an exponential amount of work to keep up with
Remember how I was so excited and then so crestfallen because you were doing your questions in C# so I couldn't send you my tutorial on chained (nested) questions? Yeah that was the tutorial Avi sent you the link to haha
(Thank you for the love about it Avi you're a sweetheart
)
So, my NPC Shop is accessible regardless if an NPC is nearby, specifically the NPC I designated, would setting it to "AnyOrNone" fix this?
i think the wiki has info about that
Not sure I did anything useful haha
question: is it possible to wipe an NPC's 'memory' of having responded to a conversation topic? So that they can have the same response to that topic on multiple occasions?
basically I want to add an $action trigger to a dialogue when a conversation topic is active, but need that action to be triggered more than just once if the player wishes
@faint ingot You leveled up to Farmer. You're now a prettier shade of blue. Thanks for sticking around!
awesome thank you
I officially have a chicken next to my name now yay 
i'm frankly amazed i managed to cheeto you without also accidentally giving you five other roles
Sdvhead Is now server admin thanks quill 
LYOKO NO DON'T SCARE ME 
watch out i'm going mad with power
I had butterfingers while cheetoing
can i remove a tile data with CP edit?
I believe so
What do I have to do for jukebox junkie
I'm almost certain I used it in part of a saloon breakfast To get rid of SVE's Tile stuff
In the saloon that is
You just null the action Or whatever else the property is
hmmm i'm not sure you did it right then, most mod authors seem to have like 5 orange roles 
make a snackrifice to blueberry or go listen to music for a while in the saloon 
alas, sdvhead only qualified for two 
i have rainbow roles
I technically have a published content pack now, can I get contentsmith
/lh
(the published content pack is boncher)
How many hours am I at?
I technically have a published C# mod ignore that atra wrote it
progress
I have too many unpublished c# mods
Maybe I should do something about it
Ooh I do actually qualify for more Cheeto roles now because I have released a mod with my own art and my own C#! (With a lot of help from Roku haha)

-polite cough- and my own art!
are you willing to put up with all the "did you unretire" comments though 
No
knew it
They get those every time they even express a thought about mods though
publish them under an alias that nobody will recognise
vitaatra,? jatravita,?
DRMP
publish as drmp
MathPerson. Make us all guess which one of you did it.
Ativarta, no one will guess that 
unfortunately the three mathpeople have three different tastes in mods 
We just need to recruit more
I could not be one though because my cover would be blown as soon as I tried doing any maths lol
mathpeople assemble
Need to start a guild of MathsPeople to compete...
i can be NotAMathPerson
To be fair, I couldn't in good conscience call myself a MathsPerson...
I have the certification to say that I am one but the refusal to be a part of any group is strong
oh you're a math person? name every number
what kinda number
Imaginary only.
∞
natural, complex, rational,
isn't that just {iz | z in ℤ}
for all the imaginaries 
oh there's actually a symbol for it directly, 𝕀 lmao
there ya go, all the imaginary numbers
that's a float /hj
you want imaginary numbers? imagine them yourself!
but i don't want to imagine numbers 
would you rather Imagine Dragons
no i want the dragons to be real
fine. FINE.
oh wow.
It's February and you're still festive
You know, maybe I ought to fix that by now...
you went from festive to human? suspicious /j
if i want to have like, a menu with choices and those choices are setting a flag/triggering an action
is there a framework allowing that?
Valentines is a holiday
i bet on spacecore, i hope it does
Oh no, I've corrected too far now.
I think that framework doesn’t exist
gm! I tried a couple of adjustments to see if I could get it in, but perhaps I'm missing a load action of the tilesheet somewhere? sifting through SVE's fence stuff hasn't given me any clues
But people were talking about it
MMAP has that now I think
So it might exist in the future?
I bullied chu into adding it
ok mandatory question of what is MMAP
Chue's more map properties
misc map action properties I think?
thanks 😄
but i may be pulling that out of my ass
i'll look into this
Meep, mmap
i may do a basic version without a question and then a complex with one with MMAP as optional dependncy
we need mipp and mo0p then
and morp
clearly it's meep, mmap, mopp
Mrrp
(Can we get some kind of... centralised mod-added tile property page so I don't accidentally add something that doesn't exist in future?
)
thinking about MMR and MUMPS and once again wondering when MEASLES will be released
Tbh i wouldn't mind if we just combined into captain planet
framework authors feel free to edit and shill endlessly
(i also think it's okay if there's accidental overlap in which mods provide which map properties)
MMAP started as map stuff that i was hoping to PR into other ppl's map thing


where