#making-mods-general

1 messages Β· Page 205 of 1

placid juniper
#

shouldn't the cc_begin line play anyway?

uncut viper
#

no, why would it

#

dialogue keys have a priority order to them

uncut viper
#

im also not sure what cc_Begin is even for

lucid iron
#

i think the main issue with this in BETAS is that it does indeed rely on a custom asset to work

uncut viper
#

if its a conversation topic, then the topic needs to be active

wanton pebble
#

Alright, last thing on my C# notes here because I'm not going to try learning late at night.
Most of my C# notes: a few lines, going through several sections previously gave a total of 262 lines in my Visual Studio solution
Dictionary notes: Lines 262-367

uncut viper
#

and not been seen before

lucid iron
#

it does kind of fit in that this is a dialogue-y action

placid juniper
#

I've just been following the website tutorial

wanton pebble
#

I have the beginnings of ideas on how to use dictionaries in Stardew modding code for things that I've previously talked about, but those will have to wait until I've finished the course(s)

uncut viper
#

what website tutorial?

uncut viper
placid juniper
uncut viper
#

i dont see a cc_ anything in that page

lucid iron
#

even the game's $q rely on asset in the back

calm nebula
#

No it's a known convo topic

#

Memo to atra: extract every base game npc's dialogue keyd

uncut viper
#

whether its real or not, its not on that tutorial page, and its not going to activate when someone starts the game

calm nebula
uncut viper
#

im not against custom assets or anything, they just dont really fit in BETAS

placid juniper
calm nebula
#

Cc_begin is when the player first accepts the quest total fix the cc iirc

tropic walrus
#

Editing an existing phone call is basically just like adding a new phone call, except I use the existing one's ID, right? I don't need TargetField or anything?

uncut viper
#

an IncomingPhoneCall?

tropic walrus
#

Yep

uncut viper
#

then yeah you can edit it like any other dictionary asset like editing an existing item

#

since theyre all top level

tropic walrus
#

I see, thanks

uncut viper
#

no targetfield needed

#

if you are only editing one field inside the phone call thouggh be sure to use Fields instead of Entries

#

(or only editing not-all of the fields)

tiny zealot
#

it worrrrrrks thanks again atra SDVpufferheart brilliant

lucid iron
#

it works except for the buy part

brittle ledge
ivory plume
#

Thanks! Just the files on the post should be fine. I'll take a look when I get back to vanilla dev.

echo onyx
#

heya, got another issue on my noob journey, how can I apply a content patch in the same mod that already has ModEntry.cs? I tested and it worked when I made it a separate mod. I think the main issue is the

        "UniqueID": "Pathoschild.ContentPatcher"
    }

as if I use it, it creates a conflict with the dll in compilation but works when it's isolated in a separate mod/folder

lucid iron
#

you cannot

uncut viper
#

a C# mod and a Content Patcher mod must be separate mods

echo onyx
#

oh makes sense

uncut viper
#

but they can both be bundled into one overall folder when you ship it

#

as long as they have their own folders, manifests, uniqueids, etc

echo onyx
#

no wonder I had issue with this, thanks for the quick answer

uncut viper
#

if you're using the modbuildconfig it can bundle em automatically for you

ivory plume
#

You can bundle the two mods together automatically; for example, note the [CP] CentralStation folder in the C# Central Station mod folder, and this build property.

That automatically creates a mod folder + zip with this structure:

CentralStation/
   CentralStation/
   [CP] CentralStation/
vernal crest
# ivory plume You can bundle the two mods together automatically; for example, note the `[CP] ...

Oh Pathos since you are around, do I need to include <Version>1.0.1</Version> in my .csproj to get <ContentPacks Include="[CP] ApollosTrickOrTreat" Version="$(Version)" /> to recognise that 1.0.1 is now the correct version for my bundled CP pack? I kept getting the error that my CP pack had the wrong manifest version when I was trying to update it to 1.0.1. I had already adjusted my C# manifest to 1.0.1.

I couldn't tell from reading the mod build package docs whether I'm meant to manually change to Version="1.0.1". I would've assumed not because Version="$(Version)" looks like it's meant to be something that pulls from somewhere else but the docs don't actually say where it pulls from and I am not knowledgeable enough to know where haha

winter dust
#

Why did JsonAssets have a "ConsumeSecondItem" parameter for clothing recipes? Didn't recipes consume both defined items or am I crazy?

ivory plume
#

(The package doesn't currently support getting the version from the parent mod's manifest, but we could potentially add that in future versions.)

vernal crest
ivory plume
#

Yep, it's one of the default fields that's normally set when you create a project. Ideally it should always be set to your mod version (regardless of whether you bundle content packs), but many mod authors don't follow that .NET best practice.

dusk mulch
#

god mapping is so much easier when you get the hang of it

vernal crest
#

Huh, I wonder what I did wrong that my project was missing that field entirely then.

winter dust
#

I'm wondering if you don't define "ConsumeSecondItem" in JsonAssets it either only consumes the first item by default or none at all?

#

But I'm assuming it would only consume the first item if it gives me that option.

uncut viper
#

unrelated to anything at all, im gonna go update some of my csprojs, i think

lucid iron
#

(why r u in jsonassets)

winter dust
#

I'm converting from JA, but I got curious.

uncut viper
vernal crest
#

I thought I just followed the instructions from the wiki - I certainly don't know enough to try to freestyle.

vernal crest
# uncut viper what does your whole csproj look like out of curiosity? is it like, the older/ot...
<Project Sdk="Microsoft.NET.Sdk">

  <PropertyGroup>
    <TargetFramework>net6.0</TargetFramework>
    <ImplicitUsings>enable</ImplicitUsings>
    <Nullable>enable</Nullable>
    <GameModsPath>E:\Games\Steam\steamapps\common\Stardew Valley\ModDev\AbaStardewMods\built</GameModsPath>
    <ModZipPath>E:\Games\Steam\steamapps\common\Stardew Valley\ModDev\AbaStardewModsPrivate\ReleasedZips\AbaApollo</ModZipPath>
    <Version>1.0.1</Version>
  </PropertyGroup>

  <ItemGroup>
    <None Remove="LICENSE.md" />
  </ItemGroup>

  <ItemGroup>
    <Content Include="LICENSE.md">
      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
    </Content>
  </ItemGroup>

  <ItemGroup>
    <PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.3.2" />
  </ItemGroup>
    
  <ItemGroup>
    <ContentPacks Include="[CP] ApollosTrickOrTreat" Version="$(Version)" />
  </ItemGroup>
</Project>

Sorry for text wall everybody

#

Ooo colours

winter dust
#

My eyes!!!

uncut viper
#

shrugs. ive got nothin then, but thank you for satisfying my curiosity SDVpufferheart

brave fable
vernal crest
#

I had to add <Version>1.0.1</Version> manually last night. It was definitely not there from project creation.

dusk mulch
#

does anybody know where this appears in the game? (im trying to find it for refrence)

calm nebula
#

Khloe's mod manifest builder is SDVpufferheart

#

(You're the best though SDVpufferheart )

tender bloom
dusk mulch
#

does it appear naturally?

tender bloom
#

it may or may not have a version on the maps tilesheets in addition to being a craftable

brittle pasture
#

I'm sure there are others

calm nebula
#

Pam, skipping work smh

vernal crest
#

I looked at the mod manifest builder last night and decided that learning a new thing when I don't know how long it will be before I even make another C# mod was not the best idea right now.

calm nebula
#

It's super easy to set up and makes your life easier!!!!!!!!!

wanton pebble
#

You can make a bunch of signs and Pam uses a sign, yes.

winter dust
#

The CraftingRecipes data is weird, the second parameter of the data string for craftingrecipes in Vanilla SDV is Either Home or Field, what's the deal with that?

brittle pasture
#

unused

dusk mulch
#

now to figure out what tilesheet its in

winter dust
#

I wonder if CA intended for them to be used for something and just deprecated its usage.

brave fable
#

it'd do a better job honestly

winter dust
#

Do I need to define (O) for CraftingRecipes or nah?

brittle pasture
#

I'm sure there's like 5 mods that does that already

brittle pasture
#

(side note but before 1.6.9 you cannot have it in because game forcefully adds it)

echo onyx
ivory plume
#

Welcome!

brittle pasture
winter dust
#

Oh yeah, I love converting old mods. Because now I need to figure out which mod Garden Village had support for that had Easter Egg items in it.

lucid iron
#

why is vscode like this

brave fable
#

surely that's a schema issue, right?

winter dust
#

Apparently Tarniyar made an Easter Egg mod, interesting.

lucid iron
#

i mean vscode clearly picked the right "target locale" token from schema

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Enterprise, with 21 C# mods and 3 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

uncut viper
#

its in your .tsx

dusk mulch
#

.

#

oh.

wanton pebble
#

Alright, so this may have to wait until tomorrow, but I'm attempting to make one of my hacky C# fixes to Flower Dance Fix so I can use it, play through the Flower Dance, then move forward

#

So, first question: What's an overload?

lucid iron
#

an overload is when you have multiple definitions for the same method

winter dust
#

Why do people use .tsx files?

tender bloom
#

when there's two functions that share a name

#

tsx can store animations

winter dust
#

Is it so they don't have mismatched tiledata if they forgot to update every one of their maps?

molten owl
tender bloom
#

like maybe you can do goThere(location X) but also goThere(direction Y, distance Z)

lucid iron
#
public class MeThings
{
  public function DoMyThing(string theThing){}
  public function DoMyThing(int theThing){}
}
tender bloom
#

so they both "go there" but one tells you just where to go and the other is relative to where you are now

wanton pebble
#

Hmmmm. Interesting. getAllCharacters (

List<NPC> charList = new List<NPC>();
Utility.getAllCharacters(charList);

is resulting in an overload error. (This is 1.5.6 code, before you ask.)

#

Yet, that sort of function normally indicates it's a game function

#

rather than user defined in C#

molten owl
lucid iron
#

isnt it like

molten owl
#

i can help you with that

lucid iron
#

List<NPC> charList = Utility.getAllCharacters(charList);

tender bloom
#

what are all the functions named getAllCharacters? is there ambiguity in which once you're calling?

wanton pebble
#

Let me check

tender bloom
#

like sometimes you have to dig into the overloads a bit mroe

brave fable
#

perhaps you could share the error

lucid iron
#

i dont think this got anything to do with overloads

molten owl
#

yea

lucid iron
#

unless theres a different one in 1.5.6 that got killed

wanton pebble
#

again, hacky fix for another mod, so unsure. I'll nab it, one moment

brave fable
#

honestly I don't think you pass chartist as an argument there

#

that looks wrong

lucid iron
#

yea true

#

List<NPC> allCharacters = Utility.getAllCharacters(); Dokkan

wanton pebble
#

these are the build errors I get. I'll use that code to fix that part

#

MOST of it is Gender to int, so I just need to study how gender changed

molten owl
#

what is that mod do anyways kinda curious

tender bloom
echo onyx
#

Weird question, deleting ConsoleCommands would affect other mods? I need to block all cheats for the specific mod I'm doing (atleast the "obvious" ones, like what ConsoleCommands does)

wanton pebble
#

It allows the Flower Dance to be able to have randomized pairs

tender bloom
#

you can't give "getAllCharacters" that kind of inputs

#

it's wondering if you maybe believe there's an overload (version of the function) that takes those inputs

#

but there isn't one

wanton pebble
#

So instead of forcing the vanilla six, it allows, say, 9 pairs of people, and it can be, say, Flor (RSV) dancing with Victor (SVE)

#

Anyway. Sorry about the side tangent. That fixed the charlist BS once I replaced charList with allCharacters, since thanks to my C# learning I know what the list is referring to. (It's one of those weird things where I know it's probably simple to you vet coders, but I'm still learning how it's all coming together)

#

Anyway. Where do I find how Gender changed between updates?

tender bloom
#

One issue with the whole "delete this mod" thing is that when pathos runs all the mods at once this wreaks havoc

uncut viper
#

also good god dont just go deleting unrelated files on a users system without extremely good reason

echo onyx
#

I can probably check the command line for blocked commands and disable the mod if used hmm

tiny zealot
#

the other approach i recommend is to avoid worrying about whether your users are cheating

echo onyx
wanton pebble
#

In the interim while I hunt for the gender thing - the Migration page indicates:
homeRegion Removed; use npc.GetData()?.HomeRegion instead. Change 0 to "Other" or NPC.region_other, 1 to "Desert" or NPC.region_desert, and 2 to "Town" or NPC.region_town.
The code indicates foreach (NPC character in allCharacters)
And if (character.datable.Equals(true) && !character.homeRegion.Equals(2)), so I need to change that to match, but character.region_town or character.GetData()?.HomeRegion(2)) doesn't work. I assume I'm writing the syntax wrong somehow?

#

(worst case I can disable this check, I'd just rather not have to deal with the touristy NPCs necessarily.)

#

Aha. C# mod authors got a unified Gender Field with possible values of Male, Female, and Unspecified... meaning that a lot of the code after using ints will break.

#

Okay. I can still work with that though. Let's see...

molten owl
uncut viper
echo onyx
#

yep

uncut viper
#

they do require at least an attempt to protect against players trying to cheat

winter dust
#

So, this JA mod I'm converting has boots in it, but there are color.png files alongside each boots.png file, I'm assuming color.png is to allow different shades of colour on the shoes or is that useless now?

#

I don't see any other mods that I have downloaded using it anymore.

uncut viper
#

impossible to fully (or even partially easily) prevent it with stardew however

tiny zealot
#

the vanilla game can turn on access to the debug commands via the chat window with a trivial save edit, is what i assume button is referring to

uncut viper
#

that and itd be easy to write a very very simple mod that just overrules your safety checks

acoustic summit
uncut viper
#

or even just make a non-cheating mod that just gives them, say, infinity weapons right away for the achievement, which you cannot possibly feasibly detect

#

a non obviously cheaty mod*
that can be done with just content patcher

echo onyx
#

all that is true, but it's the rules of the site, to not let the door open for everyone to cheat, the tech savvy would always easily cheat one way or another (and this goes against the spirit of the site, so those discovered are untracked)

molten owl
#

as a c# enjoyer i may do my stuff and skip those restrictions anyway

uncut viper
#

im just saying you will have a difficult time adding cheat protection in general

echo onyx
#

By just having a whitelist of allowed mods, and finding a way to block the consolecommands, I think that would be enough

uncut viper
#

blocking the default debug commands from even working might be doable enough, but like, does the [itemid] exploit count

wanton pebble
#

Alright, bit of a weird thing here.

if (character.datable.Equals(true) && character.Age != 2)
{
    Gender Dancer = character.Gender;

    Monitor.Log($"{character.Name}'s gender is evaluated as {Dancer}.", LogLevel.Trace);
    {
        switch (Dancer)
        {
            case Gender.Male:
                poolLower.Add(character.Name);
                Monitor.Log($"Successfully added {character.Name} to poolLower dancer pool.", LogLevel.Trace);
                break;

            case Gender.Female:
                poolUpper.Add(character.Name);
                Monitor.Log($"Successfully added {character.Name} to poolUpper dancer pool.", LogLevel.Trace);
                break;

This is what I've edited it to, since I know Gender is a type now. The problem is I don't know if Gender.Male properly gets hit over the switch block of "Dancer". Will the switch block properly parse the value of "Dancer" as 0 or 1, or did I screw up?

echo onyx
molten owl
#

or cn lang and then commands stuff that they do in glitch speedruns

uncut viper
#

its not just in their name. its anywhere it might be read to the player

echo onyx
#

hmm

uncut viper
#

or from any CP mod they have installed

molten owl
#

~~cp is black magic to me I can't understand thing send help ~~

echo onyx
#

SDVpufferwaaah for the time being I just want to block commands, I just want it to be good enough for the Retroachievements admins so it gets accepted

uncut viper
#

is the intent for it to still be usable alongside mods? to me that kind of defeats the purpose of an achievement tracker, but its not my site. but if you wanted you could just disable the mod if any other mods are installed

echo onyx
uncut viper
#

how do you plan on picking which mods to whitelist

molten owl
#

is my auto achievement unlock mod count? SDVpufferwow

echo onyx
#

user suggested and then verified, mostly cosmetic or qol stuff would be accepted probably

uncut viper
#

you can maybe just get away with prefix-skipping the DebugCommands constructor then

molten owl
uncut viper
#

though, keep in mind it is also extremely trivially easy to bypass a whitelist

#

like, if you whitelist ContentPatcher, ill just rename my mod to ContentPatcher

molten owl
#

do keep in mind that smapi existed

uncut viper
#

im pretty sure they know SMAPI exists as they are using SMAPI to make their mod

echo onyx
#

but too much work there, im fine with a whitelist

#

again, my goal is it to be good enough to be supported, not unbreakeable

winter dust
#

Can I combine all my color.png sprites into one file? Or does it not work that way.

uncut viper
#

to me not having a whitelist at all is still the best way to do that, in my opinion. but i dont have a stake in this anyway

molten owl
#

yea just let the game be vanilla is the most common

tiny zealot
echo onyx
wanton pebble
#

........ well. that was terrifying

tiny zealot
#

your users will simply have to disable or remove it if they want to use your website

uncut viper
#

ConsoleCommands is just a mod

wanton pebble
#

Who was going to tell me when a C# mod breaks on a try catch that the game just stops. Entirely. Music cuts out. Game freezes. Nothing in game does anything anymore

echo onyx
#

that's why I asked if it doesnt break anything if deleted

#

so I can just instruct users to delete it

uncut viper
#

thats exactly what a try catch is supposed to prevent

wanton pebble
#

Oh I know, it's just SDVpufferfear

#

to be fair. It... partially worked. Here, let me grab my log. (And I know why it completely borked, don't worry. I'm just confused as to why it stopped overall)

uncut viper
#

as in, the game should not stop at all, unless it broke in a very critical spot, but even then, its not exactly common

#

the catch should be handling it in a way to make it not do that

wanton pebble
#

yeah, I disabled part of the catch statement, which is why I was like "yeah this tracks but this is still terrifying"

#

I disabled it because A) it was bugging out and B ) the catch forces vanilla dancing

#

and yes, I'll fix later

uncut viper
#

well, in that case it'd break even if there wasnt a try catch

echo onyx
#

I think I did my initial question wrong, does anything break if the ConsoleCommands mod included with smapi is removed by the user?

wanton pebble
#

nope, brylefi

uncut viper
#

it does not

#

i (and maybe Classical Mathperson too based on their response) thought it sounded like you wanted to delete it at runtime to block it

wanton pebble
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 89 C# mods and 172 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

echo onyx
wanton pebble
#

but I'm curious as to why it died after properly poolUpper and poolLowering

uncut viper
#

"⣇" what in the world is this thing

#

why is this in your log

wanton pebble
#

I.... where is that?

lucid iron
#

braile?

wanton pebble
#

unless

tiny zealot
#

braille dots it looks like

uncut viper
#

in many places

wanton pebble
#

Huh.

uncut viper
#

got some β£Ώ too

#

stardew really said take the ⣇

ivory plume
#

(Open offer: if any mod author wants to migrate a content pack from Bus Locations or Train Station to the newer Central Station, I can prepare the updated code for them. That also applies to generally updating the content pack for newer game versions if needed.)

wanton pebble
brave fable
#

i appreciate the commitment to accessibility but do we really need to have our filepaths in braille

wanton pebble
#

the other one.... so it parsed it as ⣇, but it was a question mark on the log. That's a Polyamory bug I'll have to figure out later

#

And by later I mean before the Flower Dance because it broke my acceptance dialogue

#

but regardless!

#

So given it did properly parse all the characters to upper and lower, I know that part is fine. What's the best way to debug values in a C# mod while the game is open?

#

annnnd also is there an easy line of code to add to the catch statement that - instead of forcing vanilla dancing - can just skip the event?

#

essentially like using debug endEvent, just in C# code

brave fable
#

typically you want to place a πŸ”΄ Breakpoint on whatever line of code you want the program execution to pause at, by clicking in the left gutter:

wanton pebble
#

well uhm

brave fable
#

in this case, the breakpoint will be hit immediately before the game tries to draw the current tool, and will be hit again whenever i allow it to continue

wanton pebble
#

It worked!

#

But also uhm

#

My farmer is incredibly cursed right now

#

(The blank spots make sense, some of them should be barred.)

#

Gotta figure why he teleported, then my hacky fix can go ahead

brave fable
#

so anyway from there when the breakpoint's hit you can either view the game state from the Locals or Watch panels

#

alternatively you can do other tricks like defining a SMAPI console command that includes a breakpoint to be able to break at any time

#

or, with Console Code installed, write valid and fully-qualified C# in the SMAPI console prefixed with cs, e.g. cs return Game1.player.Name;

wanton pebble
#

Definitely using those tricks later - for my hacky fix it's probably overkill, but tomorrow I plan on learning more C# (so I need to go to bed soon so I don't screw my brain over sleep wise) so fingers crossed

#

I found out why I'm cursed though. Looks like FDF built in some logic for teleporting people to their spots, which makes sense.... right up until:
pause 500/playMusic none/pause 500/globalFade/viewport -1000 -1000/loadActors MainEvent/warp farmer1 5 21/warp farmer2 11 21/warp farmer3 23 21/warp farmer4 12 21/faceDirection farmer1 2/faceDirection farmer3 2/faceDirection farmer4 2/faceDirection farmer 2/warp Maddie 14 24/warp farmer1 14 27/warp Penny 16 24/warp farmer-1 16 27/warp Blair 12 24/warp farmer-1 12 27/warp Quinn 18 24/warp Victor 18 27/warp Daia 10 24/warp Elliott 10 27/warp farmer-1 20 24/warp Sean 20 27/warp farmer-1 8 24/warp farmer-1 8 27/
If you look.... the farmer got warped like 10 times

#

so I'm gonna have to figure out how to fix that particular stuff

next plaza
wanton pebble
#

(Yes, I know farmer1, farmer2, farmer3, and farmer4 is multiplayer... but farmer-1 appears a bunch XD )

rocky copper
#

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, either as a string or in MineSign, it still adds the qualifier before the message. Any ideas?

latent mauve
#

Question: what are you saving your string as for the messages?

#

If it's adding something to the i18n that isn't there when you write it out, you may need to look at a) your string and b) your i18n again

latent mauve
wanton pebble
#

facepalm
Me for several minutes: "Alright, now how do I fix this math so that I can dance in the right spot with my config?"
Smart me, locked in the back of my brain for some reason: "....This is a hacky fix and it's late. Don't start mathing, just warp the farmer to 14 27 and be done with it"

#

(Also known as hacky fix to make Flower Dance Fix work has successfully worked, though I need to tweak the force warp! Just need to squash the Poly bug and I can get past the Flower Dance SDVpufferparty )

rocky copper
#

I feel like I had a similar issue on a farm map I made, like, five years ago, but I don't remember what solved it; I wasn't using i18n or .tmx back then

#

Nope, nevermind. I still had the MineSign from Content Patcher still in; when I remove that it's still not reading the tile objects from the map itself

#

...Nevermind on the nevermind; it still won't read the tileobjects from the map, but now that the file is a .tmx, when I patch in "Action": "Message Farm.2" the game is reading it properly.

#

I'm going to try the others and see if they all still work

rocky copper
#

Yeah, no, it's all working now. Changing to .tmx seems to have done it.

winter dust
#

Are clothes in SDV gendered? JA has a parameter called "HasFemaleVariant"?

hard fern
#

I think it might be to fit the farmer body

#

So

brave fable
#

yes, shirts can have male-female variants

#

i believe that's just a JA convention though, but you can still achieve the same effect with tokens in CP

ivory plume
#

In older game versions, shirts could have a different appearance when worn by a male vs female player. Stardew Valley 1.6 mostly removed that system, but there's still some remainders of the old system (e.g. some tailoring recipes have different outputs for male vs female players, and some shirts have separate (F) and (M) items).

hard fern
#

(stardew clothing trivia time)

winter dust
#

Oooh, interesting stuff.

#

I have to say, it's so much easier having almost everything possible with CP now and not needing ten mods for certain things.

#

Of course those ten mods were very vital back then, can't forget how important they were and how dedicated those people were.

#

In the future, CP will just turn into Stardew Valley itself and then we come full circle.

gentle rose
#

1.7 will just be for removing every remaining piece of gender hardcoding in the game /lh

brittle pasture
#

1.7's purpose will actually be to add a second type of moss to the game

#

it will be named Moss 2

brave fable
#

finally. float gender;.

hard fern
#

1.7 moss update where there's a whole moss museum on moss island and you have to Find Moss

#

Mossdew valley

#

Oh no im getting ideas

gentle rose
hard fern
#

Sigh.

#

Remind me in 8 hours to contemplate adding forageable moss into my maps

patent lanceBOT
#

i think that reminder is set for past my bedtime... but I think you're special forsythia so I'll do it, for you (#6519865) (8h | <t:1739110568>)

brittle pasture
#

can my gender be Ξ΅ where Ξ΅^2=0 and Ξ΅ != 0

rigid musk
#

Making comprehensive mod pages is actually agony

#

thank you for coming to my ted talk

gentle rose
#

what if my gender is NaN, yours is -Inf

next plaza
next plaza
# brave fable finally. `float gender;`.

Gender may be a spectrum but that’s way too simple, there’s no way gender is one dimensional. We need a multidimensional vector like Vector2 at minimum, maybe even outright using complex numbers instead.

β€œBut complex numbers have imaginary components?”
Why yes, gender is largely a social construct and therefore imaginary in a sense. It certainly isn’t controlled by the laws of physics, I’ll tell you that much. For the sake of the joke let’s ignore that sometimes we use complex numbers for physics too And something being imaginary (whether wholly or in part) doesn’t mean it isn’t important to some people - just look at how much many (most?) people love fiction. For a more extreme example in the same vein, look at shipping wars.

#

…man I’m so bored being sick like this. Also I really should go to bed πŸ˜›

gentle rose
#

so what you're saying is that gender should be a string with no further limitations

#

if gender.Length == 5 && gender.StartsWith("j")

next plaza
#

Why not, as long as you don’t get mad if people don’t understand how yours is encoded (assuming they are still putting forth effort towards it and being respectful, of course)

#

Of course, what if someone’s gender transcends data types…

gentle rose
#

PinTail to the rescue? SDVpuffersquee

next plaza
#

I guess you can technically store binary data (and therefore any data type) in strings even if it it’s inconvenient for anyone to figure out if they don’t already know that that’s what you did, but to be fair, a lot of people already act that way when someone doesn’t conform to or otherwise fit in their view of the supposed gender binary, so that kinda checks out

devout otter
#

Is there a GSQ for movie theater being complete?

next plaza
# devout otter Is there a GSQ for movie theater being complete?

I lean towards yes but I can’t recall for sure what it is if so. It’s probably on the wiki GSQ page, I think it has all the vanilla ones. (At least now that updates have slowed down and we aren’t getting a new one or two every other update to fix bugs or add small things)

proud wyvern
#

Isn’t there a GSQ for mail flags? And that one probably is a mail flag

devout otter
#

Yar, I couldn't findthe GSQ on the wiki and was hoping for some arcane knowledge.

#

Yeah, mail flag is ccMovieTheaterJoja.

dusk mulch
#

What are these for?

devout otter
#

So... PLAYER_HAS_MAIL Any ccMovieTheaterJoja Received?

hard fern
#

Mp cabin?

#

Is there a setting for "close" vs "far" cabin layout

#

M

gentle rose
dusk mulch
#

ohh

#

alright

#

ty!

gentle rose
hard fern
#

Haha, see i never play mp so i took a guess based on my few memories

gentle rose
#

some people add them to use as built-in sheds haha

unique sigil
#

cabins-as-sheds is a valid strategy kyuuchan_nod2

#

especially if you have PIF. much space from the get go

next plaza
#

…I really should go to sleep, especially with how long it takes me to wind down and actually fall asleep. I guess that’s enough silliness about comparing gender to CS data types for now.
disappears

dusk mulch
#

What tilesheet are the sprinklers stored in?

brittle pasture
#

maps/springobjects

dusk mulch
#

Thank you

devout otter
#

Dynamic token in a Condition field seems to apply a day too late (if I dynamically call for the Clerk value on Wed, the change only appears on Thursday), unless you reload the save. Is this intended behavior / is there anything I'm missing? "Action": "EditData", "Target": "Mods/Pathoschild.CentralStation/Tourists", "Entries": { "DolphINaF.VendorPortraits": { "FromMap": "{{InternalAssetKey: assets/LooseSprites/CentralStation.tmx}}", "Tourists": { "Naufal": { "Index": 0, "Condition": "!{{Clerk|contains=Naufal}}", "Dialogue": [ "{{i18n: CentralStation.Naufal.1}}", "{{i18n: CentralStation.Naufal.2}}", "{{i18n: CentralStation.Naufal.3}}" ] }, } } },

winter dust
#

How is TintColors with Data/Crops formatted? The documentation page for Modding:Crop_data has a broken/wrong link on it for color format.

brittle pasture
#

finally got a PC, just fixed it

winter dust
#

I assume it's formatted as a model with values inside, like this?

"TintColors": [
    "255, 255, 255, 255"
],
brittle pasture
#

no commas I think

blissful apex
#

I'm trying to record how much energy is used by end of day by parsing the save file xml. I see <stamina> and <maxStamina>, but these always seem to be equal. I guess it gets restored right before save. Is there another way? Maybe #-times each tool is used is saved somewhere?

dusk mulch
#

Is there any easy way to build something on my farm then export the farm to tiled?

hard fern
winter dust
#

that's what I'd do.

dusk mulch
winter dust
#

Well Layers are easy to figure out, if you can't run through it, it's on the Buildings layer, if it overlays it's either on Front or AlwaysFront etc.

#

Positioning is never an issue for me, what issues do you have?

dusk mulch
#

They are always off by 1 or 2 tiles and I don't figure it out until hours later when everything is almost done. (The screenshots are low quality sometimes)

winter dust
#

You can mass move tiles on all layers

lusty elm
#

rooThink I'm realizing I have no idea how i'm supposed to use Spacecore's Vanilla Asset Expansions.

hard fern
#

πŸ€”

dusk mulch
#

,,,

#

...

#

i forgot to save.

#

and i closed tiled.

winter dust
#

Yeah, I've done that before.

lusty elm
#

Objects - These are in the asset spacechase0.SpaceCore/ObjectExtensionData, which is a dictionary with the key being an object's unqualified item ID, and the value being an object containing the following fields:

TotemWarp - allow a custom object to act as a warp totem, an object containing the following properties:
Location - string, the location to warp to - ex. "CommunityCenter"
Position - Vector2, the tile to warp to - ex. "25, 15"
Color - Color, the color the screen should flash - ex. { "R": 0, "G": 0, "B": 255, "A": 255 }
ConsumedOnUse - bool, default true

Is what I want to use, but I have no idea how i'm supposed to use it.
Does spacecore just base add those as options and i can just add them to my object with Content Patcher as I add the item?
Am I trying to target the listed Spacecore asset to add bonus data onto a named item?

brittle pasture
#

yes to that last question
do you know how you want to add a new object you target Data/Objects?
same deal here, but you target that custom asset named above

lusty elm
#

Can I use Content Patcher To target it?

brittle pasture
#

yes

#

SC basically adds a new asset for the game to load in the same vein as Data/Objects or Data/Crops

lusty elm
#

Oh, okay, that makes sense for me now

brittle pasture
#

that's what most framework mods do nowadays

lusty elm
#

I've been out of the loop for a while now, so I very much appreciate the help.

wide flint
#

How do I grab a string from the game's content/translation files again (in c#)? e.g. Strings\\UI:Confirm

#

nvm, Game1.content.LoadString

dusk mulch
winter dust
#

Good luck with that ig.

dusk mulch
rigid musk
hard fern
#

Sucklet...

uncut viper
#

(i have two of those...)

dusk mulch
hard fern
#

I should get my hands on a sucklet one day

dusk mulch
hard fern
#

The emote

#

It's.. a thing

#

I can't even explain it

rigid musk
#

Its a very good thing I think

#

I like those creatures

#

Can you add strings/tiledata descriptions to tiles in spouse rooms ?

#

I can't remember if I've seen people do it before pondering

blissful panther
#

In the end, I think it's essentially just a kind of map patch, so I... think you probably could?

lusty elm
#

time to see how much red text i generate

rigid musk
#

vibincat very good thank you

#

also blue child

mellow orchid
#

Hello, is it the right place to ask for help making a patch?

vernal crest
#

It sure is :)

mellow orchid
#

Thank you, so I've got a lot of mods, notably Ridgeside and WAG
There are edible flowers in Ridgeside that do not have the "edible flower" context tag (I think) so I can't put them in the Tea Processor (even though we can eat them), and I tried to make a patch to add the edible_flower_item to all the flowers that are edible but it doesn't work (the mod loads in the SMAPI log), I still can't put them in the Tea Processer

vernal crest
#

Hmm okay this is not stuff I have experience with but I can help with basic troubleshooting at least. Have you verified that your context tag is definitely being applied to the flowers? You can do that with Lookup Anything or by exporting the Objects.json Data/Objects asset (if that's the one that's relevant for this).

lusty elm
#

Tea Processor? Is that another mod?

winter dust
mellow orchid
#

I don't think it is being applied because I've went inside the Objects.json of Ridgeside after making the patch and it didn't show

mellow orchid
vernal crest
#

The Objects.json of RSV won't change regardless because you can't affect another mod's files with your mod.

lusty elm
#

you'd need to target what they load, after they've loaded it into the game files. if they do that

#

I assume so, as RSV is a giant mod expansion and i highly expect them to aim for compatability

vernal crest
#

What happens is that RSV changes the vanilla Data/Objects to add their flowers and then you will edit it afterwards to add the context tag to the flowers.

#

RSV wouldn't be Loading them I don't think Draylon because they'd need to edit Data/Objects to get the data about the flowers in game

#

Drat I obviously deleted my copy of RSV when I decided to wait for next playthrough to play it

mellow orchid
#

Wait, in my Content.json, I was told to type
"Target": "Data/ObjectContextTags",
And not "Data/Object", do you think it could be the problem?

lusty elm
#

well, when i say load i mean adding them to the game files, so other people can target them. not actually using the Load Command. rooC

vernal crest
#

Yes that will be part of the problem because there is no asset called ObjectContextTags

mellow orchid
#

May I show you the Content.json and you tell me if there's another problem?

vernal crest
#

!json Yup but please upload it to the json validator website and send us the link instead of sending us your whole file in here

ocean sailBOT
#

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

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

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

uncut viper
#

(what/who told you to type that?)

mellow orchid
#

(ChatGPT because I don't have any idea how to code)

vernal crest
#

Ohhhh yeah do not use ChatGPT

uncut viper
#

do not use chatgpt for literally anything because it will make things a thousand times worse

mellow orchid
#

That's why I'm here πŸ₯Ί

vernal crest
#

It has no way of knowing what it's telling you and therefore whether it's correct or complete rubbish

#

That's okay, now you're here we can help you get it working

brave fable
#

ObjectContextTags is a legacy asset from SDV1.5, it doesn't exist in the game anymore. obviously the chatbot isn't working with info even from the last year

vernal crest
#

Ugh 17 minutes to download RSV

mellow orchid
#

My game takes 16 minutes to load itself 😭

gentle rose
mellow orchid
#

"Format": "1.6.0",
"Changes": [
{
"Action": "EditData",
"Target": "Data/Object",
"Entries": {
"Rafseazz.RSVCP_Mountain_Mistbloom": "edible_flower_item, flower_item",

So that's what's in the content.json for the moment

brave fable
#

that checks out, my love of cooking commit for objectcontexttags is from 2021 haha

#

format 1.6.0...

vernal crest
uncut viper
#

1.6.0 is 2018's format haha

lusty elm
#

I'm just going to ask, How do I target my sprites for a custom item? I've tried like half a dozen ways.
I have the sprites in my assets folder in my mod.
Should I be Loading them into the files seperately?
Can I even target them in assets folder?

vernal crest
#

Oh but there are more knowledgeable people than me around now so I will bow out so you don't get overwhelmed feeling like we're piling on to you. Good luck!

mellow orchid
uncut viper
#

(im on mobile in bed procrastinating sleep I can't help much)

lusty elm
#

Last time I added items was using JA like 2-3 years ago rooBlank

vernal crest
brave fable
#

simply create an Edit action targeting the asset you Load

vernal crest
#

Oh I read that as asking how you use the custom sprite for the item, not how to edit the sprite after you'd Loaded it, sorry.

lusty elm
#

I see it now in the example... the Load is on the bottom of the like 5 things in the example SDVpufferchickcry

#

Thanks, I am tired.

#

Once I get this working, and the basic Mapping errors hashed out, I plan to sleep, cuz after that all thats left is populating the maps with debris.

brave fable
#

word to the wise: leave the errors until after the sleep

vernal crest
#

Is Luna going to have to use TextOperations to avoid overwriting the existing context tags for each flower?

lusty elm
#

I mean, its mapping errors so its like walking over and going, did the FTM spawning populate? no? why not, why can i walk into the water here, why is this waterfall behind me drawn over my head.

brave fable
#

ooh err

#

i shouldn't think so, contexttags is a list

#

let's see

unique sigil
uncut viper
#

entries can add to a list of strings

vernal crest
#

Ooh nice thanks bluebs!

brave fable
#

so in this case, our code may look like```json
{
"Format": "2.5.0",
"Changes": [
{
"Action": "EditData",
"Target": "Data/Objects",
"TargetField": [ "Rafseazz.RSVCP_Mountain_Mistbloom", "ContextTags" ],
"Entries": {
"edible_flower_item": "edible_flower_item",
"flower_item": "flower_item"
}
}
]
}

lusty elm
brave fable
#

it's a rather unintuitive syntax, editing a list like this, but it does give us complete control over the list

unique sigil
mellow orchid
#

Thank you a lot I'll try

brave fable
#

probably read them anyway

mellow orchid
#

I'm reading it already aha

lusty elm
#

hmm, checked my TODO list, guess i do have more to do besides debris, I also need a way to get the Farm Wand, Add tiledata to protect warp in areas, and npc blockers to prevent animals from walking off maps. SDVpufferchicksweatsip gonna do that tommorow i think

#

Also by making the warp room a downsized scale of the map, I know people are going to ask if it can show their farm, so it reflects their current farm's state rather than a static image. rooBlank

#

and my answer is going to be "no"

rigid musk
#

woah thats really cool

mellow orchid
#

Sorry to bother again but how can I add flowers? I tried some things but I couldn't find the right way, in the link you sent there's informations for one item only and I don't know how

vernal crest
#

What do you mean by add flowers?

#

You mean edit more than one of the RSV flowers?

mellow orchid
#

More than just this flower "Rafseazz.RSVCP_Mountain_Mistbloom"

#

Sorry I'm really bad at that

#

I tried adding them after commas but then none of them worked

vernal crest
#

Like this:

{
    "Format": "2.5.0",
    "Changes": [
        {
            "Action": "EditData",
            "Target": "Data/Objects",
            "TargetField": [ "Rafseazz.RSVCP_Mountain_Mistbloom", "ContextTags" ],
            "Entries": {
                "edible_flower_item": "edible_flower_item",
                "flower_item": "flower_item"
            }
        },
        {
            "Action": "EditData",
            "Target": "Data/Objects",
            "TargetField": [ "Rafseazz.RSVCP_Lava_Lily", "ContextTags" ],
            "Entries": {
                "edible_flower_item": "edible_flower_item",
                "flower_item": "flower_item"
            }
        }
    ]
}

and so on for each flower you want to edit. I don't know of a more efficient way.

mellow orchid
#

Oh thanks a lot!!

#

I tried that but with the format and changes things

vernal crest
#

Understandable to think that way, but you only actually need one Format and one Changes field for the whole file.

mellow orchid
#

You're really efficient and nice, thank you

vernal crest
#

You're welcome :) We help a lot of people new to modding in here. Including me when I joined last year - I joined the server specifically to ask for help because I got stuck trying on my own lol

#

And then I enjoyed myself so I stuck around.

mellow orchid
#

It gives me hope to make better and bigger things (once I understand the basics)

pine elbow
#

So i want to make a mod with all the crafting recipes from the game and easy modify them but i'm not good at coding can someone help me how to prase the .json document and what do i need in the mod folder

lucid iron
pine elbow
#

i want to modify the vanila crafting recipes (ex wood floor) to make them for example cost nothing to craft

pallid yoke
#

I've been waiting for the HD Portraits mode to be updated for a long time. Does anyone have information about this?

lucid iron
#

Im not sure if that's gonna fly to be honest, but you can give it a shot

#

You will be making a content patcher mod

#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

gentle rose
lucid iron
gentle rose
lucid iron
pallid yoke
#

I need HD portrait mode for this and AeroCore mode for this mode to work. The problem is that the HD portraits mode is not compatible with AeroCore because it has not been updated, and the HD Anime portraits mode I want to use this time is not working.

lucid iron
#

you have to convert it to one of the two mods i mentioned

brittle pasture
#

the other option is learn C# and update AeroCore/HD Portrait yourself

patent lanceBOT
remote radish
#

I am looking into creating menu, and I saw this code
drawTextureBox(b, Game1.menuTexture, new Rectangle(0, 256, 60, 60), xPositionOnScreen, yPositionOnScreen, width, height, Color.White, 1f, false);
What is the Game1.menuTexture and new Rectangle(0, 256, 60, 60)?

#

And where can I get more info about them?

brittle pasture
#

Game1.menuTexture = Game1.content.Load<Texture2D>("Maps\\MenuTiles");

#

in Game1.GetLoadContentEnumerator

reef kiln
#

So I made a new craftable scarecrow. It works fine except it appear in the "misc" category in the better crafting menu instead of with the vanilla scarecrow. Does anyone know how do I fix this?

brittle pasture
calm nebula
#

mod idea: a scarecrow that hops around every day

reef kiln
brittle pasture
#

I think so, not sure though. You can try patch exporting the asset to check for yourself

reef kiln
#

Ok, I will try and see.

#

I wish it had an example for adding a category via CP. I am still at the need examples mod making level. Hmm, I may just leave it as I don't want to make better crafting a dependency.

calm nebula
#

it wouldn't be a hard (required) dependency

#

it would just...exist for Better CRafting to read if it exists

#

and be harmless out of the way if it's not installed

vernal crest
wanton pebble
#

Okay, running into a very weird bug that I can suppress to an extent but I'm trying to figure out what's happening.
In short: Trying to use "Hugs and Kisses Continued", which tends to output a lot visibly to the player's log. For my own purposes, I'm trying to suppress that. The problem is lines like this:
Monitor.Log($"Checking action failed, {__instance.Name} has dialogue available.", LogLevel.Debug);
This, somehow, gets outputted to the SMAPI console, despite being debug level. Is there a specific setting normally in C# mods when defining "Monitor" (since I see where it's defined) where I can specify "do not output this"?

#

In the worst case scenario, I can just strip all the output messages, so if the answer isn't "yes" or if it's "it's complicated", you can leave it at that and I'll just go ham on killing monitor code

lucid iron
#

You want LogLevel.Trace

#

As for other people's mods, i believe there's some config on smapi side

wanton pebble
#

I'll take the trace solution - I'm just doing some quick and dirty fixes

#

Thank you SDVpufferheart

hard fern
patent lanceBOT
#

k

flat sluice
#

Hi,
sorry for the late response. I am testing (not only) the schedules one more time and even though the tile is indeed near its spawning point and would be able to get there in time, it starts walking at 6:10AM, so I guess I can delete the a610 etc. and replace it with normal 610 etc.

fathom hound
#

im so excited IM WORKING ON MY FIRST ARTISAN MACHINE MOD SDVpufferwow

flat sluice
wanton pebble
#

I will preface what I'm about to ask and say I am not doing save editing. However, I need to find the exact experience in a skill on all farmers on a save file, so I do need to open the file. Am I looking for, if fishing, <fishingLevel> in the save code?

#

(my own I can output in the SMAPI console, but I need the values for three farmhands.)

lucid iron
#

There's a debug command for that iirc

wanton pebble
#

for all farmhands?

#

note I need to grab these without them connected.

lucid iron
#

I guess u can also use that GSQ?

wanton pebble
#

If they were connected, this would be much easier and yes I could use debug commands

#

But I need the values without them connected, hence why save file is cracked open presently

calm nebula
#

it's a fucking pain

lucid iron
#

Dokkan well what if u just coop urself

#

Start a second smapi

wanton pebble
#

I need those specific farmers though chu, and they're associated with different steam IDs

lucid iron
#

Looking through save file sucks

calm nebula
#

you need to find experiencePoints and look at indx 1

wanton pebble
#

can I steal their characters?

lucid iron
#

Yea if u coop with lan (leave ip empty)

#

U can join urself

wanton pebble
#

I know I can join myself, but IIRC that doesn't let me take over the other characters

lucid iron
#

Sadness, then do what atra said ig

royal stump
gentle rose
#

that's very fair! yeah, it doesn't seem like something a third-party mod can really do

fathom hound
#

where would cloth sprite be? cant find <_>

gentle rose
#

or it can but it would be easier and better to do it through FTM

latent mauve
wanton pebble
#

Okay. So likely for my own benefit here, but:

  • Farmer (host): 8338
  • One of the farmhands: 4950
  • Another of the farmhands: 7261
  • Last of the farmhands definitely had a glitch happen because they don't know console commands yet somehow have 426601 XP in Luck Skill
royal stump
#

yeah, a third party would need to reflect into a few things, and probably cache FTM's content files just to swap them in at the right time SDVpufferdizzy
the loading process isn't very clean

wanton pebble
#

so now the secondary question

#

How do I determine which farmhand has which value

fathom hound
gentle rose
#

Do you mind if I comment on the issue basically summarising what you said? ("I've spoken to the author of FTM and they confirmed that this would most likely need to be done through FTM and not a third-party mod, and that GMCM support may be possible in the future but is not currently being worked on." or something like that)

wanton pebble
#

Alternatively, is there a command in any mod which allows outputting of everyone's skill levels?

royal stump
#

SDVpufferheart Yeah, that pretty much covers it. I've made notes to look into GMCM support after some other FTM overhaul stuff is finished.

#

(in practice, I might just let people put FTM files somewhere as a CP asset, but it'll have the same effect)

gentle rose
#

I was just thinking whether a custom assets version of ftm may be easier for you actually! but I'll leave that to you to know what's most effective and simple haha

royal stump
#

yeah, the easiest thing for now is side-stepping it entirely and adding trigger action support SDVkrobusgiggle
kinda halfway done with that

#

then putting the old content packs in assets and/or cleaning up some of the weird old format stuff

wanton pebble
#

fuck. Technically lookup anything DOES output the skill XP... but only for the vanilla 5 skills

#

But wait

#

I can still use this. Anyway. No longer on making mods for me, so I'll roll out of it

calm nebula
#

oh if it's a spacecore skill does spacecore have a command for that

wanton pebble
#

see that's the thing Atra

#

SpaceCore does. the 1.5.6 file has Luck Skill, I'm trying to transition it to SpaceCore Luck

gentle rose
wanton pebble
#

to do so, I need to custom-give a console command for each player to reset their experience to exactly what it was prior to the swap

wanton pebble
gentle rose
#

are you making a mod with this info or trying to fix a specific save? just so we know what kind of advice to give

wanton pebble
#

Fix a save, essentially. Once I figure it out, I can use SpaceCore's commands to fix everyone's luck level and make it viable to swap to SpaceCore luck without any loss in skill

#

no advice necessary at this juncture, just explaining to Atra what I figured out

gentle rose
#

I need to double check, but there's a chance that throughout my entire journey playing mods I've never had spacecore installed

#

no, I did apparently SDVpuffersquee I haven't installed it post-1.6 yet though

royal stump
wanton pebble
#

For my own records:
Married to Many (Me): 8338
Went for Victor for some reason: 4950
Seb-Loving Gal: 7261
Mining Guy: Level 10, so just make it 15000, no need to match the glitched XP

#

Thanks for the help guys

gentle rose
#

nothing stopping them except for common sense and all of our collective wills

#

I'm looking at my list of mods from 1.5 and every time I see a stupid name it's one of my own tester mods pffft why did I have like 5?

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 33 C# mods and 34 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

lucid iron
#

i dont see anything that could cause this though, but ig i'll ask for a patch export furniture to check esca's theory

calm nebula
west nymph
#

Hiiii guys, I'm new to this modding part and I would really like to learn how to create mods, anyone to teach me? C# is a little bit confusing to me SDVkrobussad

royal stump
wanton pebble
#

Mining Guy doesn't care for marriage and only married once on the 10 player file to Maru, and that was just for the bombs and because our Luau basically jumped her from no hearts to 8, then a birthday gift jumped her to 10

#

so he romanced her in like... a week

charred plover
#

brains exploding trying to figure out how to properly create separate dialogue when speaking in a row lmao

wanton pebble
#

otherwise he wouldn't care for relationships. The Sebastian lover is aggressively only Sebastian, and the Victor person swaps romance interests every single save file

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

lucid iron
#

man they got like

#

<20 packs

#

what if i just install all their cp mods until it explodes

calm nebula
#

(that said, you're unlikely to find a tutor tbh)

charred plover
#

this is very self taught i noticed myself

#

but even then the guides provided are so in depth its hardly necessary for a tutor

west nymph
#

I'll look at the guides, thanks guys

charred plover
#

good luck

lucid iron
calm nebula
#

because that's a patch on that function, a complete rewrite

lucid iron
#

oh urite

#

what if i just

#

give them this mod...

calm nebula
#

haha that works too!

gentle rose
#

what are we trying to explode?

lucid iron
gentle rose
#

oh the thing atra was looking at yesterday

#

inchresting

light bramble
#

you know a mod is gaining traction when youtubers make videos on them. The law and order SDV mod has at least two videos done by youtubers XD

lucid iron
#

i think some mod is just more conductive to youtube content though

#

i'd click on a video that says "mod that let you put pierre in JAIL"

calm nebula
#

I wouldn't, but my youtube history is 1/2 hot people doing that pushup challenge and 1/2 knitting

light bramble
#

the video I am watching rn is called "The Stardew Mod Where Pierre Goes to Prison"

lucid iron
#

well i have basically every one of their item adding mods

#

still nop seriousblep

wooden hornet
#

mod idea: use scarecrows as training dummies to practice combat skill, and rarecrows have extra properties to them when used for combat practice.

#

anyone feel free to take that idea and make it a reality ^^

latent mauve
#

!modideas

ocean sailBOT
#

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

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

teal bridge
gentle rose
#

Is ItemId qualified or not SDVpufferthinkblob

brittle pasture
#

no

gentle rose
#

I should just check that but I have uninstalled rider on this machine pffft

brittle pasture
#

QualifiedItemId is the field for qualified

gentle rose
#

that will show items being equal even when they aren't, but shouldn't cause inconsistent sorting SDVpufferthinkblob

#

time to dig through code

#

why isn't github search showing me results for that method suslysella am I looking in the wrong place

royal stump
#

github search is Not Great, I just download repos and search locally SDVpufferflat

teal bridge
#

It really is astoundingly bad.

#

Imagine how bad you have to make your search if it is actually faster to clone the repo, load it in Visual Studio and do a Ctrl-Shift-F.

royal stump
#

also I see at least one mod where i18n is used for object names, so a translator could set those lines to "" and mess it up, but I don't think that's the case here
(as in the internal Name field)

gentle rose
#

I'm guessing their issue is indexing, but that excuse only gets you so far

blissful panther
#

That's what github.dev/user/repo is for, though!

gentle rose
gentle rose
#

nope, still nothing through that SDVpufferthinkblob

brittle pasture
#

which given the size of classes like Game1, GameLocation, etc. means a good 60% of the repo or so

gentle rose
#

...I may have realised the issue now pffft thanks selph

hard fern
#

Where exactly is engaged0 used..? Bc i tried it and all it showed was engaged1 dialogue

gentle rose
#

what about (F)1226 and (F)1308? as far as I can tell, comparing them in both orders will get you -1

#

uh if atra isn't lurking I will ping in a bit

royal stump
#

SDVpufferthinkblob I'm not sure how it resolves that, but since both those IDs exist in the base game, it'd probably break ALL_ITEMS every single time if that was it

gentle rose
#

my only theory was that in the game it never runs into a scenario where it's comparing both of them for some reason

royal stump
#

unless it's fragile depending on furniture size/order or something

gentle rose
#

what are those and why are they special cases, anyway

lucid iron
#

ALL_ITEMS is used everywhere though

#

this person runs into problem if they even just debug iq ALL_ITEMS

royal stump
#

they're "furniture catalogue" and "catalogue"

gentle rose
#

oh, those are the catalogues-- yeah haha

#

interesting

lucid iron
#

its only report to me cus

royal stump
#

they both sort as low(?) as possible, and it seems like they sort lower than each other, so it's possible they trigger an error if they get moved the wrong way
(or I'm misreading)

lucid iron
#

mcp so very good at finding item query nonsense Dokkan

#

personally i am give up rn maybe atra item sort tweaks will just fix things for them

gentle rose
#

this is my first time finding out about debug iq pffft

vague crag
#

Hello where I can intall smapi for android pls ?

gentle rose
ocean sailBOT
#
Android SMAPI

There is an unofficial port of SMAPI for Stardew 1.6 to Android. Please see the wiki instructions for more information.

IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. We are not able to provide support if you run into trouble or compatibility issues; please use the discord linked on the Android SMAPI github.

Do not harass mod authors to make Android specific compatibility patches.

vague crag
#

Thanks ☺️

lapis wagon
#

Boas malta. Estou a tentar instalar isto mas nΓ£o passa daqui, jΓ‘ aconteceu a alguΓ©m?

gentle rose
#

!androidsmapi

ocean sailBOT
#
Android SMAPI

There is an unofficial port of SMAPI for Stardew 1.6 to Android. Please see the wiki instructions for more information.

IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. We are not able to provide support if you run into trouble or compatibility issues; please use the discord linked on the Android SMAPI github.

Do not harass mod authors to make Android specific compatibility patches.

lapis wagon
vague crag
#

It say is not support the version,i update the game and it’s not work, I hope we will have an escalator one Day in the game on the skull cavern it’s so important... I want to go in the floor 1000 Xd

gentle rose
gentle rose
vague crag
#

Yes I understand, I will see later, have a good Day, and thanks much

rotund elm
#

The Furniture and Wallpaper catalogues are not attached to any quests or achievements etc right?

gentle rose
#

not in vanilla, no

#

they're available at Pierre's/Robin's shops

rotund elm
#

Awesome ty. I am working on something spectacular and I need them to go bye bye

#

Just wasnt sure if that would pose an issue for or being able to do certain things in game.

brittle pasture
#

I'd just remove them from the shop instead of straight up deleting them from the game
If you're not doing that then ignore my post

#

also why are you yeeting them

#

if you just dont want your custom furniture to show up in the catalogue you can set that

rotund elm
# brittle pasture also why are you yeeting them

I am working on a Furniture Store mod. It will remove the catalogues and add a new area to town where a furniture store will be, it will have a new NPC, I will need to make or get help making a way to have rotating inventory, as well as a way to have rotating furniture displays, a pricing system so you can't just waltz in and buy 50 pieces of furniture, quests and dialogue as well as categories to sort furniture into so their is sections in the store that change every few days and so on

#

If anyone would like to join in and help please shoot me a DM because I fear this will be a lot for me alone SDVpufferthumbsup

teal bridge
#

Will it have long snaking lines and a shop at the front to buy rancid meatballs?

royal stump
# gentle rose what about (F)1226 and (F)1308? as far as I can tell, comparing them in both ord...

(cc @lucid iron) Okay, I tested this and it seems correct. If I copy the ALL_ITEMS code and shuffle the furniture list before it sorts, it almost always crashes due to that catalogue problem. SDVpuffersquint I'm guessing this bug might just happen arbitrarily for certain furniture list sizes/orders.

[TestMod2] Latest SortAllFurnitures call: a = "(F)1226", b = "(F)1308"
[TestMod2] Mod failed handling that command:
ArgumentException: Unable to sort because the IComparer.Compare() method returns inconsistent results. Either a value does not compare equal to itself, or one value repeatedly compared to another value yields different results. IComparer: 'System.Comparison`1[StardewValley.Objects.Furniture]'.
   at System.Collections.Generic.ArraySortHelper`1.Sort(Span`1 keys, Comparison`1 comparer)
   at System.Collections.Generic.List`1.Sort(Comparison`1 comparison)
   at TestMod2.ModEntry.Command_Test(String command, String[] args) in D:\Esca\Stardew\Mods\TestMod2\TestMod2\ModEntry.cs:line 130
   at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/SCore.cs:line 632```
bold marsh
#

Can somebody make a simple mod for me that makes the hammer special attack now crit?

lucid iron
#

but also wow this is vanilla bug then?

rotund elm
royal stump
#

pretty much, yeah, that comparison should be fixed so that the catalogues compare to each other consistently

gentle rose
royal stump
#

so transpiler and/or base game fix

calm nebula
#

!officialbug plz

ocean sailBOT
gentle rose
#

esca I'll let you open since you actually tried it in game SDVpuffersquee

royal stump
#

If I must SDVpufferweary (fr though, I'm on it)

gentle rose
#

damn, when you said it would have had to be a vanilla issue then I was sure I was wrong lmao

lucid iron
#

i wonder why it happens so consistently for them

royal stump
#

for any specific list of furniture, I think the results are the same, so that exact combo of mods might trigger it; not entirely sure, though

gentle rose
#

I wonder if another mod is shuffling the list for some reason?

royal stump
#

e.g. catalogue 1308 always ends up before 1226 in the list if I just sort without shuffling

lucid iron
#

the thing is that they actually removed a pack inebetween reports (i was wondering if the old cp mod migrated wrong)

royal stump
#

the data itself can't be shuffled, it's a dictionary load; the list is created in ALL_ITEMS' code, so it'd pretty much have to be a random result of furniture sets

gentle rose
#

so it's a stable sort SDVpufferthinkblob I wonder if that was intended

royal stump
#

but yeah, still not 100% sure what's triggering it, just that it's almost certainly that comparison bug

rotund elm
#

Goat's Modding Mayhem

gentle rose
#

it's specifically mentioning the assetinvalidated event from mcp, but why SDVpufferthinkblob and why just for them

uncut viper
#

last i checked it happened in several places not just invalidated by mcp

royal stump
#

I'd assume it's just the first thing to trigger an all_items call, given the stack in the log

gentle rose
#

wait, where else did this happen, button?

#

I only saw the one log with the one error

uncut viper
#

i saw in the original log it happened during the shopmenu trygetstock or w/e

royal stump
#

there was a log yesterday iirc with a pile of the same error

uncut viper
#

it was the same error, but multiple times, with different stack traces

gentle rose
#

hmm, interesting

lucid iron
#

the reason why it happens in mcp first is cus mcp tries ALL_ITEMS to build context tags

bold marsh
#

I need somebody to help me create a Mod for hammer special attack being able to crit

turbid forge
#

Hello everyone, I need help (btw i'm french so i might have a bad english), i'm a developper but new to Stardew modding, i want to make simple first mode just create an item thats playing sound on click, i read the documentation on the wiki but i struggle to do things correctly, i want to know how we can create an item and attach custom code to it, should i only use content pack ?

lucid iron
#

you can't really "attach" custom code to an item

#

what you can do is detect that player is holding a specific item while a button is pressed, and play sound when that happens

gentle rose
bold marsh
#

@lucid iron

lucid iron
#

as for adding the item (Data/Objects) in the firt place, there's a few ways

#

bundling a content patcher mod is fine ofc, but you can also use AssetRequested event to directly target and edit Data/Objects

turbid forge
lucid iron
#

this is the relevant page

rotund elm
lusty elm
#

y'know after I make a map, I am often doing a walkaround I test at 10x speed, and when i go back to normal speed it feels like i'm walking in slow motion, and i'm just like, what monster of a map have I created?

rotund elm
#

The bigger the better SDVkrobusgiggle

calm nebula
#

your maps be large

lucid iron
#

have u tried making a smol map

#

those r in fashion lately

bold marsh
lusty elm
#

I think the smallest I've made is normal sized maps, like the 65x80 ones

#

at least for farms

gentle rose
#

I want to make a teeny farm. I wonder what's the minimum size you could get away with without the game breaking or any features missing

calm nebula
#

teeny farm would be fun

flat sluice
rotund elm
#

1 tile infront of the farm house 2 on the side

lucid iron
#

u need to fit greenhouse pet bowl farmhouse in their entirety

lusty elm
#

spouse area too rooThink and Grandpa Shrine

rotund elm
#

Make the greenhouse a side door to the farmhouse

calm nebula
#

greenhouse is optinal

lucid iron
#

but u can cheat if u just make a bunch of tiles not accessable

gentle rose
#

you need a farmhouse, space for the greenhouse, pet stuff, and shipping bin, a clear path to the npc spouse area, and warps

rotund elm
#

Oh yea

#

Put it all into the bare minimum space and give them 3 slots for parsnips

calm nebula
#

😨

rotund elm
gentle rose
#

greenhouse not optional if we're going for no basic features missing SDVpuffersquee

calm nebula
#

I'm really in love with the idea of a teensy map you upgrade later

lusty elm
#

Makes a map that is 15x15, and you can hire someone to blow holes in the earth progressively, Have 12 Levels of farmable caverns below your farm. /j

gentle rose
#

I think some immersive maps are meant to emulate that but i like the idea of the farm either genuinely growing or, instead of getting more farm space, you unlock other places to do things

hybrid talon
#

I think I have a problem

rotund elm
#

Yes that is really nice

#

Why I like the frontier map right now, but honestly their could be more upgrades

flat sluice
lusty elm
#

I Did that with Islands Farm, and Immediately got several requests to add a config for auto-unlock from the start, as completing the CC bundles is "Too Slow" to unlock the islands for them rooC

rotund elm
#

People be rushing their saves

#

I play tell I almost pass out each day

tender bloom
#

It doesn’t have a greenhouse

#

And it barely has enough room for a barn/coop/silo

gentle rose
#

if there's room for a barn/coop/silo we can probably improve on it SDVpufferthinkblob

tender bloom
#

I’ve played up through the endgame on it, so it’s definitely above the limit but idk how far above

rotund elm
#

Damn he was nice and gave them area for a coop

#

I want them to suffer

bold marsh
rotund elm
#

Make it one spot for parsnips now

flat sluice
gentle rose
#

how badly do npc spouses break if not given a clear path to the spouse area? SDVpufferthinkblob or are they just perma annoyed at the farmer

tender bloom
rotund elm
#

That’s a good thing let them be annoyed

tender bloom
#

this is the tiny tiny one

flat sluice
tender bloom
#

the game crashes if the spouse area is out of bounds, otherwise it's fine

rotund elm
#

Call it realistic relationship farm plus one tile for parsnips

tender bloom
#

i think they warp there anyways

rotund elm
lusty elm
# rotund elm People be rushing their saves

One of them was complaining that the Gold Clock wasn't working properly, Day 3 of Mod release and I was just like πŸ‘€ how did you get that far, also my mod doesnt effect that, you have another mod breaking it.

calm nebula
#

lollll

tender bloom
#

it's not like spouses path on the farm

gentle rose
#

did they not use to get upset if their way was blocked?

tender bloom
#

you do need enough space for a barn or I think you can softlock on some bundles, imo

brittle pasture
#

only when they wander randomly inside

tender bloom
#

They get upset indoors

brittle pasture
#

the farmhouse

bold marsh
tender bloom
#

Outdoors is fake so they don't care

brittle pasture
#

if you just stay outside as night comes your spouse will never leave the patio

#

try observing that some tine

gentle rose
#

hmm, bundles be damned, I am giving one foot of real estate and they're gonna like it /lh

tender bloom
#

Like I know it's not true lock if you don't have space for a barn, because theres the cart and such

#

But it feels not really playable, yknow

#

Like the harvz tiny map is totally playable, and it forces you to prioritize in interesting ways

bold marsh
#

Hammers have a default crit chance of 2 but their right click can never trigger critical strike.

gentle rose
#

(this is mostly a thought experiment or a very extreme challenge so I'm not worried too much about playability, but noted!)

tender bloom
#

if the hammers can't do it, then C# can change it

flat sluice
tender bloom
#

but idk how annoying it would be, and I'd guess it might take harmony

bold marsh
brittle pasture
#

because it doesnt
as mentioned that needs c#

gentle rose
#

is the spouse area necessary at all, then? you said it can't be out of bounds but what if there just isn't one SDVpufferthinkblob

flat sluice
lucid iron
#

MeleeWeapon.triggerClubFunction

bold marsh
calm nebula
#

tbh it's an easy enough transpiler

lucid iron
#

need to transpile away the hardcoded consts in there

calm nebula
#

but also like

lusty elm
calm nebula
#

you can't really...teach a transpiler

abstract pine
calm nebula
#

you either got the figure it out to figure it out, or you get to start with IL 101

abstract pine
#

do yall know how to change seasons in game to test seasonal mods?

lucid iron
#

sure u can just read partition iii

gentle rose
lucid iron
#

yea cjb cheats

calm nebula
lucid iron
#

theres a slider for date

brittle pasture
#

heck why even have a farm, just put bus warp immediately outside the door

gentle rose
#

tempting, tempting

#

but I did say all basic features... SDVpufferthinkblob

#

can the farmhouse be moved in 1.6? I can't remember

lusty elm
#

Yes

calm nebula
#

the farm has a nice knitting nook

gentle rose
#

nice

calm nebula
#

that's a basic feature!

lucid iron
#

its time for you to play game

gentle rose
rotund elm
#

lol

lusty elm
#

I had to edit all my maps to remove the blocking layers on the map behind the farmhouse Q.Q

gentle rose
#

I have played game! I just never think of moving the farmhouse SDVpuffersquee

brittle pasture
lusty elm
#

its why the map i'm developing now doesnt have a Warp to the Farmhouse Specifically, cuz they can just move it.

gentle rose
#

"the smallest of farms" and yet I see walking space

tender bloom
lusty elm
#

I think its smallest cuz that might literally be all the tiles, i dont think they even show the full farmhouse or greenhouse

tender bloom
#

I have this theory that I could write a transpiler if I realllllly wanted to now that I've looked over a bunch of them

#

But I don't reallllllly want to

gentle rose
#

it may be the smallest right now, but theoretically...

rotund elm
#

Too much room for parsnips

gentle rose
#

true though, we want a water source of some kind

lusty elm
#

no, you have to leave the farm to get water

tender bloom
#

In my opinion, minimum farm space is just farmhouse + barn + cave + walkability between those

gentle rose
#

no, I'm nice, 1x1 water source

tender bloom
#

You have to destroy the barn to do the coop

#

And destroy everything to do the obelisks

#

acutally is golden clock + obelisks more than a barn?

gentle rose
#

almost definitely

lusty elm
#

yeah i believe so

brittle pasture
#

as in space? dont think so

gentle rose
#

there are four vanilla obelisks

calm nebula
#

farm map in space, got it

#

perfect for Casey

gentle rose
#

a barn is the width of like, two

calm nebula
#

someone should do that.

blissful panther
#

Not individually, but spaced out... definitely.

#

I... think?

bold marsh
#

@lucid iron @calm nebula Do you know who can make a ModEntry.cs and .csproj for me that allows hammers to crit?

lucid iron
#

!commissions

ocean sailBOT
brittle pasture
#

actually it is more, yeah, but nly barely

lucid iron
#

i dont think it's that hard but you gotta stop pinging me medlook

lusty elm
#

Barn is 7x4, Obelisks are 3x2 each, so 6x4, Golden Clock is 3x2, so yeah 2 tiles more

lucid iron
#

i have no intentions of making this mod

tender bloom
#

they just need to exist

#

since for perfection you need all 4 + clock

#

and I claim any farm map ought to allow perfection

calm nebula
wanton pebble
#

Ya gotta either do it yourself or find someone who can and give them the incentive to do so

#

And sometimes, there is no incentive to make someone do so, so respect that too!

tender bloom
#

!modideas exists if you just want to put it out there in the universe

ocean sailBOT
#

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

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

blissful panther
#

Yeah, if you want free code to be done, you either need to find a lot of generosity, or have a problem that's distinctly interesting to solve to get the hooks of the puzzle in the programmer brain.

tender bloom
#

nerdsniping is an art

wanton pebble
#

Also Deci why must you put out a MEEP update RIGHT after I finish updating all my mods for SP and MP XD (/lh)

calm nebula
#

anyways

#

I need to go swimming lol

#

getting old is no fun

blissful panther
#

I still wish I knew just what was causing thatanimal duplication nonsense...

gentle rose
#

tentative solution for a minimal farm:

D...MBbb
....   
       T
WFF C  T

where

D: door
.: porch
M: mailbox
B: pet bowl
T: bus stop warp
W: water
f: cindersap forest warp
b: backwoods warp
C: cave warp

total 8x4 tiles

#

if you're willing to only half-fit things in

lucid iron
#

rip greenhouse

#

what exactly happens anywys

#

if u complete pantry w/o greenhouse

lusty elm
#

rooBlank Booting the Game to test a fix doesnt help if I don't actually move the fixed version into the mod folder

gentle rose
#

good question

lucid iron
#

although

#

what if u just make greenhouse 1x1

#

its just a building...

gentle rose
#

but regardless, this is no fun because half-fitting the farmhouse in feels like cheating

lucid iron
#

make farmhouse 1x2

gentle rose
#

that would be a lot more than a farm map at that point pffft

lucid iron
#

it'll be funny and therefore not cheating

#

u just come out of a tiny house every morning

#

consider

gentle rose
#

add a crawling out animation

lucid iron
#

then u check mail in the normal sized mailbox

blissful panther
#

Make it 1x2, retexture it to be a TARDIS. Problem solved.

lusty elm
#

just replace the outside sprite with a hole in the ground, make it 1x1

gentle rose
#

how does the game calculate blueprint anyway

lucid iron
#

whats a blueprint

gentle rose
#

not blueprint

lusty elm
#

Also you guys have gotten my brain thinking about making a tiny tiny mini-map now

gentle rose
#

uh. footprint

lucid iron
#

(they r gone in 1.6 save for some method names)

#

so theres a rect

#

and then theres a collision map

#

both r building data

tender bloom
#

The cave warp on the bottom might be a little non-intuitive

lucid iron
#

i believe the positional tile is the top left one in the rect

tender bloom
#

since the caves in all the existing maps you enter going the opposite way

gentle rose
#

so I would need to edit the building data for the farmhouse and greenhouse Squint

lucid iron
tender bloom
#

lol

#

non-portable hole xD

gentle rose
#

meadows farm has it bottom right but you do still enter going up pffft

lucid iron
#

hole fixture

lusty elm
#

For the Smallest Farm, are we thinking map size, or farmable size, is out of reach decoration allowed?

lucid iron
#

smallest accessable size

#

it would be very funny if u had detailed ass foilage that u cant get to

#

live in beautiful painting AquaThumbsup

gentle rose
#

anyway I issue two formal challenges to ye:

Version 1:
Make the smallest possible farm map with the following features, without altering the sizes of things or partially cropping them out of the map:
- farmhouse
- cave warp
- bus stop, backwoods and forest warps
- shipping bin
- mailbox
- pet bowl
- spouse area
- water source
-# Subversion 1g:
- greenhouse

Version 2:
Make the smallest possible farm map that can technically survive the entire game without breaking or throwing errors.

lusty elm
#

Is 1 intended to be aesthetically pleasing as well? cuz you can jam stuff together but not have it look nice in configuration.

gentle rose
#

the challenge is smallest while still functional (not practical, but have to be technically able to do it)

#

but you get bonus style points for style

molten charm
brittle pasture
#

add a new field Buffs to your {{ModId}}_Boboberry entry

drowsy pewter
#

You can look through the vanilla Data/Objects file for items with buffs to see how to format it

blissful panther
#

(Oh, hey, funny timing. I finally have the time to get going at the item thing!)

calm nebula
#

Incidentally I have a proof of concept for a dehardcoded player_control

#

It needs testing ofc

gentle rose
#

ooo what needs breaking testing?

#

I like breaking things

calm nebula
#

See quick notes in SMC!

rare orbit
#

hey! where can i find mods to test?

#

if it's not a super big mod, ex a whole new area, i am open to testing

#

i'd test bigger mods but i am already testing my luck with the number of mods i have

lucid iron
#

What is the goal here yggy

drowsy pewter
#

people normally just ask if they need playtesters, that being said the amount of conflicts with 1k other mods installed makes that not very helpful in terms of playtesting a mod

rare orbit
#

ohh ok

#

i just wanna help out where i can :3

#

plus i got time so i am open to it

#

also i tend to switch out mods constantly so if anyone wants me to playtest a mod i am willing to essentially remove my other mods temporarily

#

speaking of play testing? anyone wanna playtest a mod i am working on? it's a shirtless sebastian mod for ginger island

#

i would include the portrait but since it's not mine i only have the sprites which are just edited from vanilla

lucid iron
#

Tbh the only playtest i get is just people installing me mod and complaining it no work

rotund elm
#

lol

spice inlet
#

I'd be quite grateful if you could check what mods straight up crash when quicksaving using the QuickSave mod. Especially the ones not on the compatibility list

#

would make for a great reference SDVpufferheart

rare orbit
#

ooo! so ya mean all of em?

#

any specific mods to test compat for?

#

i'll help where i can

spice inlet
#

just whatever pops up angry in your mega mod collection SDVpuffersquee

rare orbit
#

cool! i might have to disable most of em to narrow down which ones do but i can help with that

lucid iron
#

Say i was wondering

#

How does quicksave handle dayending event

#

I have tendency to use that as "do this just before save" rather than strictly thing to do once a day

spice inlet
#

it doesnt, sort of

lucid iron
#

Is there more compatible event i ought to use

spice inlet
#

theres an api linked on the mod page with the event orders when quicksaving and loading

#

plus some custom events

rare orbit
spice inlet
#

theres quite a few mods that store custom data that needs to be removed before saving and restored afterwards, so establishing compatibility is quite similar, but sometimes requires more nuance

spice inlet
#

the error message is usually enough to tell what mod

rare orbit
#

ahh i wonder should i do this all at once or with a few mods at a time?

#

sorry for the questions just wondering

spice inlet
#

it should be fine to test with all at once, then remove the mod in the error log and try again

rare orbit
#

cool cool

spice inlet
#

would also be really helpful if you kept copies of the logs or error messages inbetween

rare orbit
#

gonna do a quick run of my mods with this mod included

#

so essentially when i start up smapi get in game at least right and use the commands for quick save? then after that put the log in smapi's log parser to see what's goin on?

#

yes i know alot of questions but just am verifying i am doin it right

spice inlet
#

if it crashes/freezes, yes

rare orbit
#

if not then what??

spice inlet
#

we can be surprised if not πŸ˜„

rare orbit
#

i should prob make a document of this too

#

just to back em up

#

and to make sorting easier

spice inlet
#

sounds good

rare orbit
#

kk just waiting for it to load

#

or crash lol

#

it prob will since i have some mods that were proven not to work

#

mainly the pets enhanced mod but i assume it crashes only when you're in game

spice inlet
#

the pets enhanced one shouldnt crash

#

it "just" dupes pets

rare orbit
#

wait i meant polyamory sweet

spice inlet
#

ah

#

idk I didnt get polyamory to crash

#

but it did for some users