#making-mods-general

1 messages · Page 207 of 1

brittle pasture
#

the slime hutch's texture isnt changed to match probably

#

your next step is to load a bigger slime hutch png in your CP mod

#

that'd be a separate entry in your Changes list

fathom hound
#

Okay I’m making another mod today since last night was an epic fail wish me luck yall

fathom hound
#

Is there a mod I can refer to that has NPC’s warping in the farmhouse pls

fathom hound
#

When is it getting released?! SDVpufferwow SDVpufferwow SDVpufferwow

brittle pasture
#

sometime this month hopefully

fathom hound
#

I literally CANNOT thank you enough

#

Omg yayyy please do ping me when u do SDVpufferheart SDVpufferheart SDVpufferheart

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What’s PFM btw? Just so I know for future

hard fern
#

Producer framework mod

rare orbit
#

producer framework mod

#

dis one

fathom hound
#

Thank you <3

rare orbit
#

np :3

brittle pasture
#

yeah unfortunately I'd also need a new version of PFM with the fix released, otherwise those who have both PFM and my mod can't put hats in machines

rocky robin
#

hey, I just had a question about the smapi, is there any event for when the game is closed?
I posted my question in modded-tech-support under the title "In game even for ClosedGame?" where I post my files and also the smapi log

tiny zealot
#

if you're working on a mod, this is the place to post those things

covert river
brittle pasture
#

you prob dont need the When block, or any of the tokens (I assume you copied that from a mod that edits the slime hutch with seasonal settings)

brittle pasture
#

for now go with something simplistic like"FromFile": "assets/Slime Hutch.png"

covert river
#

i lowkey dont understand why its cut off and too low

brittle pasture
#

then put your Slime Hutch.png file in the assets folder

covert river
#

should i still add the editimage action?

tiny zealot
brittle pasture
#

yes, keep the block, just make the changes I mentioned

covert river
brittle pasture
#

no, delete the FromFile line
put a new block after that one

mystic skiff
#

thanks, jut released it.

brittle pasture
#
{
  "Format": "2.5.3",
  "Changes": [
    {
      "Action": "EditData",
      "Target": "Data/Buildings",
      "Fields": {
        "Slime Hutch": {
          "Size": {
            "X": 11,
            "Y": 9
          }
        }
      }
    },
    {
      "LogName": "Slime Hutch Seasonal",
      "Action": "EditImage",
      "Target": "Buildings/Slime Hutch",
      "FromFile": "assets/Slime Hutch.png",
    },
  ]
}
rare orbit
#

hey? when doing any mod it's cool to use portraits as a base/grid/mapping to essentially make sure that the portraits are aligned correctly.... that's fine right??

#

i feel bad for having to do that... i did that for my latest mod just to make sure it aligned right.

mystic skiff
#

For valina cask, Custom Cask just add it to the Machine Data.
You still need Custom Cask if you want to add a "custom ager", since Aging behavior is still bound to the Cask class.
I don't know if you can do what Custom Cask does with just CP.
But I don't think there is a lot of mods using that, Advanced Casks Mod is one of them. But people just emulated Cask Behavior with PFM or CP now.

rare orbit
brittle ledge
#

I prefer to split my files for easier access/organization, which is why the NPC tutorial tells you how to make a dispositions.json and Include it. You technically can just put all your loads and edits in content.json but it gets messy fast SDVpuffersquee

(It doesn't really matter what you name the file, you can call it cantaloupes.json as long as that's the filename in your Include as well SDVpuffersquee )

rare orbit
#

cool cool!

#

just makin sure

brittle ledge
#

If you're worried, you can always do so with the vanilla portraits kyuuchan_nod2

rare orbit
#

oh ok

#

maybe it's just spriters resource.... but all the portraits are on one sheet

#

idk if that's normal or not

latent mauve
#

!unpack

ocean sailBOT
#

Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!

latent mauve
#

It's usually better to unpack the game files if you're editing or using any vanilla assets as a reference for the image layout

charred plover
latent mauve
#

Spriters Resource isn't super reliable, since some of the images are likely old or spliced together to be more compact, which won't work if you're using them as a layout reference.

covert river
brittle pasture
#

and you put a png in the assets folder?

brittle pasture
covert river
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 54 C# mods and 213 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

brittle pasture
#

try testing with only your mod

#

you have a bunch of other mods that retexture buildings

#

their changes may have overwritten yours

covert river
#

alright ill try

rare orbit
#

anyone interested in a template mod? i am working on one for craftables mainly for beginners to be able to recolor mods easily

#

also.... is it possible to update this mod?//

#

i feel like it'd be super useful for recolors

brittle ledge
#

Check the permissions - most likely you'll need to ask the mod author.

rare orbit
#

ahh ok

covert river
hollow pendant
#

hey can i get some help?

brittle ledge
#

Just ask your question , if anyone can help they'll say so kyuuchan_nod2

hollow pendant
#

alright

brittle pasture
hollow pendant
#

for some reason one of the items my mod adds, slime egg mayonnaise, isn't being allowed to be sold in the shipping bin (it could be before, idk what changed)

#

but it CAN be sold at pierre's

brittle pasture
#

and what does your slime hutch look like in game

covert river
# brittle pasture can you post your content.json again

{
"Format": "2.5.3",
"Changes": [
{
"Action": "EditData",
"Target": "Data/Buildings",
"Fields": {
"Slime Hutch": {
"Size": {
"X": 11,
"Y": 9
}
}
}
},
{
"LogName": "Slime Hutch Seasonal",
"Action": "EditImage",
"Target": "Buildings/Slime Hutch",
"FromFile": "assets/Slime Hutch.png",
},
]
}

wooden hornet
#

hi i see an event that is triggering at wrong time i would like to figure out what is the source of the event (vanilla, modded), can i figure it out with smapi console?

covert river
#

Like this

hollow pendant
#

i think that's the result of the slime hutch being slimmed in 1.6, and the texture mod your using remaining the same

brittle pasture
#

ah I see, I forgot that by default EditImage will keep the existing dimensions

covert river
brittle pasture
#

so in the edit image block you need to set something like "ToArea": { "X": 0, "Y": 0, "Width": 16, "Height": 16 }

#

change the value of width and height to the actual width and height of your PNG

#

(not 16)

covert river
brittle pasture
#

add that line below the FromFile line

hollow pendant
brittle pasture
hollow pendant
#

no im playing a cheatless playthrough

#

i just made some of the slime mayo

#

but i cant sell it in the shipping bin like it's a weapon

ornate trellis
#

bad news for you then

hollow pendant
#

but i can sell it at pierre

covert river
# brittle pasture and dont forget this

{
"Format": "2.5.3",
"Changes": [
{
"Action": "EditData",
"Target": "Data/Buildings",
"Fields": {
"Slime Hutch": {
"Size": {
"X": 11,
"Y": 9
}
}
}
},
{
"LogName": "Slime Hutch Seasonal",
"Action": "EditImage",
"Target": "Buildings/Slime Hutch",
"FromFile": "assets/Slime Hutch.png",
"ToArea": { "X": 0, "Y": 0, "Width": 11, "Height": 9 }
},
]
}

ornate trellis
#

just sell it at pierres and make a new one

brittle pasture
#

width and height as in pixels, sorry

covert river
#

okay i dont need to add px tho right?

brittle pasture
#

no, just the number

covert river
#

kk trying again now

covert river
brittle pasture
#

hmm ok I think I found the cause

#
{
"Action": "EditData",
"Target": "Data/Buildings",
"Fields": {
  "Slime Hutch": {
    "Size": {
      "X": 11,
      "Y": 9
    },
    "SourceRect": {
      "X": 0,
      "Y": 0,
      "Width": 112,
      "Height": 112
    },
  }
},
#

edit your first entry to be that

#

and change Width and Height to be the PNG's width and height

#

turns out you also needed to change SourceRect, not just Size

hollow pendant
#

gonna try rescripting the entire code for em

brittle pasture
#

SourceRect controls how much of the texture to use, and I didn't know Slime Hutch sets that explicitly

hollow pendant
#

it didn't take as long as you'd think seeing as it's basically 5 of the same item with slightly different values

brittle pasture
#

anyway I have to run for maybe a few hours now, if you still have issues feel free to ping me but keep in mind others are available to help you

#

!json and post your code here for future reference

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.

covert river
#

okok thank u tho :) i rly appreciate it

quiet dock
#

tysm!

#

this is the newest version, correct?

rare orbit
#

hey quick question?? how would i go about updating DustBeauty's DIY map mod?? idk if i need to change anything for the content.json nor the assets... a dm for this would definitely help! and when i finish and i upload i'll list anyone who's helped me under credits

hollow pendant
brittle ledge
fathom hound
#

hey guys. im trying to have an npc spawn in the farmhouse for a given day in the week, which modding page would i find info for this?? it wasnt in location data

brittle ledge
#

SDVpufferthinkblob You could look at the NPC Minu for reference, he lives in the farmhouse iirc

fathom hound
#

thx sm <3

#

oh silly me it was schedule data oops

fathom hound
#

so question if i put a coordinate for the farmhouse, will that coordinate be the same if there was someone else who moved in too??? im looking at tiled to put coordinates of where to spawn my npc but i see a farmhouse map with/without the moved in room so i just wanna make sure that if a player gets remarried the npc wont be spawned in a weird spot

calm nebula
#

What are you trying to do

#

Are you trying to stick a not married to player npc in thr (master player's) farmhouse

hybrid talon
#

Hi all, I could use some help with rendering things again
I'm trying to put numbers above the inventory in the inventory page in the main menu, similar to the ones above the toolbar. This is actually slightly modified code from what I have to put the numbers over the toolbar, which already works. I've verified that this particular code block is running at the correct time, but no numbers are appearing. I don't understand what all the parameters in the drawString function are doing and am not sure if one of them is incorrect here despite not having been so for the toolbar?

# the code that's calling the function
if(Game1.activeClickableMenu is GameMenu gameMenu
  && gameMenu.currentTab == GameMenu.inventoryTab){
    utils.DrawColNumbers(((InventoryPage)gameMenu.pages[GameMenu.inventoryTab]).inventory);
}

# the function
internal void DrawColNumbers(InventoryMenu inventory){
    int cols = inventory.capacity / inventory.rows;
    for (int j = 0; j < cols && j < inventoryColLabels.Length; j++){
        Vector2 toDraw = new Vector2(Game1.uiViewport.Width / 2 - 384 + j * 64, inventory.yPositionOnScreen - 96 + 8);
        Game1.spriteBatch.DrawString(Game1.smallFont, inventoryColLabels[j], toDraw + new Vector2(4f, -8f), Color.DimGray, 0f, new Vector2(0,0), .5f, 0, 1f);
    }
}
fathom hound
tawny ore
#

That way you can follow the slot even if another mod changes it

hybrid talon
tawny ore
#

How are you drawing it, are you using one of SMAPIs rendered events?

hybrid talon
#

Yes, OnMenuRendered

#

That's where the first block of code is

tawny ore
#

Okay, yeah RenderedActiveMenu should give you a draw step after the menu is rendered. Can you verify that your code is actually running?

#

i.e. in debug does it reach

hybrid talon
#

I did that

#

I put a monitor.log statement inside the internal function and it printed while I had the correct menu open

tawny ore
#

I don't know if this matters, but it might help if you used e.SpriteBatch from the render event

hybrid talon
#

I can try that

latent mauve
tawny ore
#

The other thing to consider is to make sure you're taking into consideration whether what is being drawn is happening in UiMode or not

#

Because zoom will affect things differently based on that

hybrid talon
tawny ore
#

Hud/Menu should both be in Ui, but depending on when you're drawing from the smapi event it could be either

latent mauve
tawny ore
#

It should be the same

#

In my case I'm aligning to the top-right of the slot

covert river
#

at least now i can finally get the winery look i want LOL

hybrid talon
#

Also Color.DimGray isn't inherently transparent, is it? I removed a multiplier from it when converting my toolbar code into inventory code

tawny ore
#

No, only Color.Black is transparent

tawny ore
#

It's probably just not being drawn to the right coordinates. Try replacing your pos with Vector2.Zero and see if it draws to the top-left of the screen

hybrid talon
#

Aha, it's at the top center of the screen now actually

#

Not sure why it's centered tbh

latent mauve
#

Slime Hutch has a human door at 3, 3 by default

covert river
#

ill check :) for now i wasnt even able to find the door lol

latent mauve
#
      "X": 3,
      "Y": 3
    },``` is the applicable field here
#

And that should be tile coordinates, I think

hybrid talon
fathom hound
#

ok so i have a hypothetical, im making a child custody mod where npc will visit farmhouse on sundays to "visit" their kids

if people divorced and had kids with multiple villagers, would they all be spawned on the same exact tile?

hybrid talon
#

Ignore me

tawny ore
#

I'd recommend trying inventory.inventory[j].bounds.Location.ToVector2() as the position for each slot.

fathom hound
hard fern
#

i think theyd all end up on the same time

hybrid talon
tawny ore
#

You can do the same for Toolbar too, fyi

fathom hound
tawny ore
#

You just happened to hit two things which I have done a lot of modding on 🙂

hard fern
#

idk if it's possible to do config shenanigans to let the player set the spawn coords themselves

fathom hound
#

i was just gonna make them warp in farmhouse for the entire day but have a condition if the tile was occupied to spawn to the tile left of it (but idk if its possible)

hybrid talon
#

Unrelated question but does anybody know if there might be a reason in the latest game update why, when the game opens to the save selection screen, it reverts back out of force gamepad mode? I hadn't played the latest update before messing with my mod's organization so I don't know if I broke it or the game did, and I don't see how I could have broken it with the changes I made but I don't see why the game would have changed it either

lusty elm
#

Depends on how children are named and stored internally maybe? if its fixed you might be able to call them out, like if its Child0, Child1, Child2? you might also be able to look for a tag or something unique to children and the store and order it in your own mod giving them internal sub-names in your own mod you can call in reference to that specific kid.

brittle ledge
#

Anaira you're doing CP right?

lusty elm
#

Either way its probably not a simple solution

#

unless you're already a coder, then you already know more than me rooC

fathom hound
forest rover
fathom hound
#

so i was going off of this, should i do that instead??

brittle ledge
# fathom hound yeah i am

Yeah, I don't know that there's a way with C# because to start with, I'm not sure if the game tracks how many exes you have. If it did and it's GSQable you could potentially set up something on that. Related question: how are you determining which NPC to spawn in?

latent mauve
brittle ledge
#

Ah, good point, you would only need the exes that have kids. Are they tied to a specific NPC?

fathom hound
brittle ledge
#

Okay, so we're back to the problem of determining how many, yeah?

errant zealot
#

how do you make portrait and character sprite-changing mods?

fathom hound
#

i was just gonna do a max of 2 cause i know some people have 1 kid then divorce then have another kid with someone else and maybe divorce again idk

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.

forest rover
# latent mauve Is there a specific description or introduction you'd like in your mod showcase ...

Yes! This would be the description: Hello everyone! We're here to announce a new update on the Treasury Farm mod!
Since there have been some issues with the warping and questions about the new sections of the farm, I’ve addressed these on the update.

•A new farm expansion has been added! To which you can access through the top left warp of the main section. It’s about the same size as the main section, so there’s a lot more space to build stuff!

Note: In a future update, we’ll add the bottom left expansion, which is the same size as the other 2. For now, we’re still working on the design following the same line of the new expansion, so be patient.

You can find on the files section the latest version of this update. TreasuryFarm v0.0.7 and TreasuryFarmExtension v0.0.7
Stay tuned so you won’t miss the roadmap that we’ll be sharing soon!

Thanks for your comments, feedback, and all the love and support this mod has had since it was released, it’s truly encouraging us to keep making it better! 😊

errant zealot
#

alr, ty

fathom hound
#

maybe thats just the chaotic evil in me that i want a kid with shane and a kid with sebby then have krobus move in SDVsobastian

#

but i also want them to visit their kids!

brittle ledge
reef kiln
#

SO I made a custom greenhouse and it seems to work fine except when you go through the door it puts you in the middle of the greenhouse and not at the entrance. How do I fix that?

#

The warp outside is also in the middle of the green house

forest rover
brittle ledge
fathom hound
#

thanks tia thats really helpful im gonna try that <3

covert river
rare orbit
#

Mod Help- Non Art Edition

fathom hound
#

is there a way to force the kids prompt from spouse in console commands???

tribal ore
tribal ore
tribal ore
fathom hound
#

thank you!

tribal ore
#

But I don't know if that will make the spouse talk about it

fathom hound
#

will the baby be tied to my current spouse? thats all i care about lol

#

not just like a random baby

tribal ore
#

According to the wiki, you must be married and in a house with a nursery for it to work. So I would assume yes

fathom hound
#

sweet ty!

#

yayy it worked

tribal ore
# fathom hound sweet ty!

Oh good. I was about to say that you can use "clearchildren" to get rid of the result if it didn't work xD

dusk mulch
#

god its taken me a week to make 2 maps, now i have to make an npc too

errant zealot
#

im trying to make a new mod that uses content patcher, but when I try to load it, SMAPI skips the mod because it is an empty folder. All it has is a manifest.json and content.json, but wouldn't that not register as empty? Both of the .jsons are .txt files if that changes anything

gentle rose
#

the extension should be just .json

errant zealot
#

like this

#

(I may be stupid)

fathom hound
#

you cant write .json in .txt format

gentle rose
#

oh, I see. Can you click “view” at the top and check “show file extensions”

errant zealot
#

ahhh I see now

gentle rose
#

yeah, remove the .txt part now that you can see it

#

I hate that windows hides extensions by default 😭

errant zealot
#

ok yep that was it. sorry, new here. thanks for the help

gentle rose
#

that’s fine!

#

you know for next time now

errant zealot
dusk mulch
#

Let's see if I can make a static NPC...

#

Well first I may want to make the menu.

#

I want to make it so when I right click on a tile a shop menu opens up, what documentation covers that?

gentle rose
#

the tile action one, I’m guessing?

dusk mulch
#

oh yeah, forgot about that

plain marsh
#

Can someone help? I'm creating a custom farm map and I intend to make a lake to my ducks swim. I'm using tiled, will them be able to use it if I use buildings layer?

dusk mulch
plain marsh
#

I see

#

Thanks

#

By the way, do you have any idea about how layer to use?

fathom hound
#

uhhhh this doesnt look right SDVpetcatsad

dusk mulch
plain marsh
#

Nice, thanks again

dusk mulch
#

uh help the chicken has taken away my site settings

errant zealot
#

so if im trying to make new portraits and im editing the whole .png sheet at once, how do I know where each square ends, so that the new portraits don't leak into each other?

fathom hound
errant zealot
#

oh ok, mb. thanks

dusk mulch
#

so each image is 62x64

#

just make sure the image is in that radius of the image (starting from the top left corner) and you should be fine

errant zealot
#

ok, thanks a bunch

dusk mulch
#

Where can I find the shop ID's?

fathom hound
dusk mulch
#

ty!

fathom hound
#

[[Modding:Shops]]

pine elbow
#

Hi, I'm facing a problem with Visual Studio, I create a new project, class library, net framework 6, install PathosChild.Stardew.ModBuildConfig, add the dll references, StardewValley.dll and StardewModdingApi.dll and even so Visual Studio doesn't recognize it when importing the libraries

using StardewModdingAPI;
using StardewValley;

Does anyone know what else I can do to resolve this?

latent mauve
fathom hound
#

i started referring to another mod.. they have all their schedules in separate .json files, is that recommended? it seems like itll take me a long time if i do it that way SDVpufferwaaah

latent mauve
#

The only reason I can think to separate them is to more easily use Includes to pull multiple schedules that rely on the same condition.

#

I wouldn't bother unless that's the case for you

fathom hound
#

its just one day in the week

#

if thats what you meant sorry

latent mauve
#

Yeah, then I wouldn't separate them

fathom hound
#

phew! thanks

brittle ledge
dusk mulch
fathom hound
#

i feel stupid, i cant even find the schedule data in unpacked data folder

calm nebula
#

Character/schedules

fathom hound
#

so this will be okay? thank you

calm nebula
calm nebula
fathom hound
#

ty atra!

pine elbow
#

I installed it on disk D via steam

lucid mulch
#

Hmm, I'm very confused why adding a passthrough Postfix to a method is making harmony blow up regarding an exception block (that does short circuit return) but isn't at the end of the method

calm nebula
#

Set the GamePath

dusk mulch
#

When will the great ID spreadsheet be updated for 1.6?

fathom hound
#

!itemids

ocean sailBOT
dusk mulch
#

Oh, ty! 😅

pine elbow
fathom hound
#

i didnt close brackets yet, but is this formatted right?

latent mauve
fathom hound
uncut viper
#

you edit schedules the same way you edit dialogue

#

so you use Entries

#

and there is no "Condition" field on a content patcher patch and GSQs will not work in them anyway

#

its a When field you want

fathom hound
#

thanks button

latent mauve
#

You should be using When: here, yeah

fathom hound
#

i replaced Load to Entries and Condition to When, was everything else okay?

lucid mulch
uncut viper
#

replacing Load with Entries will work but like i said GSQs dont work in CP conditions

#

when conditions or otherwise

#

you need to use the player relationship token

fathom hound
#

ohh i see now

uncut viper
#

GSQs work inside vanilla data models that have a "Condition" field

#

like TriggerActions

#

but for Content Patcher stuff it does not parse them, it uses tokens

pine elbow
#

@calm nebula
I think I managed to solve the problem in another way here, I created a link from the folder on disk D to C

mklink /J "C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley" "D:\SteamLibrary\steamapps\common\Stardew Valley"

latent mauve
#

When: { "Relationship:Shane":"Divorced"} or something like that. I'm blanking on how (or if you even can) specify Any Player for that.

uncut viper
#

you cannot

fathom hound
#

yeah i kinda figured this would just be a single player mod

latent mauve
#

that simplifies things then

uncut viper
#

you can work around it with mail flags if necessary

dusk mulch
#

I am making a shop that sells every seed, to price each one differently would I have to assign ID's to each in the list?

uncut viper
#

yes

dusk mulch
#

Alright, ty!

fathom hound
#

before i add another GSQ, did i finally get it right? lol

#

i will test it now if i did :D

uncut viper
#

though your indenting kills me inside i think thats fine

fathom hound
#

LOL im sorry SDVsobastian

#

idk how u guys make it so neat looking!

lucid mulch
#

When helping people in Introduction to Programming uni unit, when I forced the other students to indent their code properly, they usually found their own bugs without further help

uncut viper
#

pretty much every IDE will auto format things for you

#

N++ also auto formats it for me

vernal crest
#

There's usually also a key combination you can use to format it if it's not auto indenting when you type.

fathom hound
uncut viper
#

i dont know, because N++ just does it for me

#

probably

#

but i dont know what it is

vernal crest
#

There are, you just have to google the name of the text editor and "format keybind" or something similar

fathom hound
#

hmm okay i just loaded into a sunday and shane isnt here

vernal crest
#

Check if your patch applied

fathom hound
#

this is weird it's saying it cant load a mod i dont even have in my mod folder anymore

lusty elm
#

because the file was made when the mod was there, so it expects it, and is warning you it cant find it, incase it breaks something

fathom hound
#

ohhh

lucid mulch
#

Huh, @calm nebula it was the filtered catch block, making it a dumb one with an internal filter to rethrow let harmony correctly postfix it.

errant zealot
#

is the code for replacing a portrait sprite and the code for replacing a character sprite (as in the sprite of the person as you see them walking around) any different? Or is it just the same target and replace?

uncut viper
#

its not the same target

#

but otherwise the process is the same

errant zealot
#

alr, was just wondering if there was anything different cuz it would include walking anims and all, thanks

fathom hound
uncut viper
#

Portraits/Haley for example is the name of a single specific image used as the portrait sheet for Haley

#

its not a folder of things for Haley

#

Characters/Haley is the name of a single specific image that is the spritesheet used for Haley's overworld stuff

errant zealot
#

yea, I saw a few of those. Ill just need to go looking for the other character specific pngs later

latent mauve
fathom hound
#

oh oh oh oh i think i know what i did wrong

#

i didnt add .json after Shane

uncut viper
#

dont add .json after Shane

latent mauve
#

Targets don't need like the file extensions

fathom hound
#

oh SDVpufferwaaah lol

uncut viper
#

more accurately just so anaira is clear on it, they cant have a file extension if you're trying to target an existing asset

vernal crest
fathom hound
uncut viper
#

(you could technically Load into a target with a file extension and include it in your asset name, but... please dont)

fathom hound
#

yk what im just gonna make a fresh save lol

lusty elm
#

After doing 3 Mods in a row I'm going to have like 70 saves to delete just from testing.

fathom hound
#

i slept to sunday naturally and hes not here

dusk mulch
#

A list is [] right?

uncut viper
#

yes

dusk mulch
#

Okay.

uncut viper
#

also called an array, if you ever see that term used in other places too

vernal crest
#

Wait you're making a schedule for Shane to come to the farmhouse when you're not married to him. But NPCs can't path through the farm so he can't reach.

dusk mulch
fathom hound
latent mauve
#

Spawning requires a 0 schedule or a home change, I think.

vernal crest
fathom hound
#

OH let me try that ty!

latent mauve
#

Just be aware that there is weirdness if you have 0 schedules for only one schedule entry.

uncut viper
#

ItemId is not a list

fathom hound
uncut viper
#

you cant just make something a list

dusk mulch
dusk mulch
latent mauve
#

I think a home change might still require a sleep to take effect? Uncertain.

uncut viper
#

thats how code works. it has a specific type it already is

#

you need separate shop entries

dusk mulch
#

😭

latent mauve
#

Home has a Condition field though

uncut viper
#

the error isnt actually exactly because of that, but its more relevant to bring up

dusk mulch
#

that is going to take so long to do

uncut viper
#

bc it wont work even if you fix the error

latent mauve
#

Person, is there a common context tag by chance?

uncut viper
#

they want to give each of them different prices, is that possible to do without separate entries?

calm nebula
#

Harmony can't deal with filter blocks

#

Use this info wisely

dusk mulch
lucid mulch
#

based on what I saw when breakpoint debugging, harmony itself can, monomod can't

latent mauve
rigid musk
#

Hello I rise from my modding hole to ask: do 0 schedules work for marriage schedules

lucid mulch
#

harmony's exported instructionlist didn't have the duplicate endfilter, but the internal stuff that made its way to the runtime itself did

uncut viper
#

theyre seeds, so i figured they probably didnt wanna set the price of them in the object data, unless they are entirely custom seeds only sold here i suppose

rigid musk
#

pain pain

rigid musk
#

I suppose he will never again go to the secret woods. i refuse to do that im lazy

uncut viper
#

you could add a price multiplier to your shop overall, but you wouldnt be able to fine tune the exact prices of individual seeds

rigid musk
#

goodbye
CB_hide_homer

latent mauve
# dusk mulch I am not familiar with that term

Here's my silliness from "making a Shop sell items by Context Tag" science a bit ago:

"Target":"Data/Shops",
"TargetField": ["Saloon", "Items"],
"Entries": {
    "FRL_AllContextTagFoods": {
        "Price": 0,
        "AvoidRepeat": true,
        "Id": "FRL_AllContextTagFoods",
        "ItemId": "ALL_ITEMS (O)",
        "PerItemCondition": "ITEM_CONTEXT_TAG Target {{shopcontext_tag}}"
      },
    },
"Priority":"Late"    
}```
dusk mulch
latent mauve
#

But, it does set everything to the same price in my case, (which I had as 0)

fathom hound
#

i love it so much

latent mauve
#

I made a dynamic token that was set by a config entry to define the context tag, and it showed, for example, all objects tagged food_pasta in the Saloon for sale at a price of 0

#

It was just silliness so I could quickly check for common context tags between food mods.

#

I learned very quickly that none of the 'chocolate' or 'dessert' food mods actually used the same tags, which is tragic

dusk mulch
#

So if I want to make individual entries I have to do 1 of these for every item I want in the shop?

ivory plume
#

Yes, but I suggest "Id": "{{ModId}}_Rice" instead of manually typing the mod ID each time (which is more error-prone).

dusk mulch
#

Alright, ty! (kill me now)

fathom hound
hybrid talon
#

Reiterating my previous question in case anybody around now knows the answer, has something changed regarding what mods can access before a save has loaded?

#

It seems to be reverting back to gamepadmode: auto when the save menu is opened up, and for some reason I can't seem to get in there with log outputs to figure out when this is happening

#

I hadn't played with the most recent game update before changing my mod but it was working before

latent mauve
#

Person, I sent you one of my Google Sheet experiments in the hopes that it might help streamline the code a little bit for you, but you probably don't actually need it. xD

cunning kiln
#

Any idea why debug cooking would reveal some cooking recipes but not all of them?

uncut viper
#

debug cooking adds every single recipe the game has loaded. if its not adding a recipe then it wasnt in the game at the time the command was run

#

or its possible that it did add the recipe but the recipe itself is broken

cunning kiln
#

That is really odd, as lookup anything is telling me which recipes are missing, but they're still greyed out as if I haven't learned them (technically this is me playing the game, but I figured this is a better place to ask debugging questions, especially as I'm trying to decide what, if anything, would make sense for bug submissions).

fathom hound
#

ohhh shift+alt+F is the auto indent shortcut for vs code btw

fathom hound
uncut viper
#

im surprised vsc wasnt doing it by default already

#

well, you cant just copy paste it in anywhere

#

youve pasted it in an entirely wrong spot. its a section of your content.json like configschema is

#

"Name" isnt a token. you're giving it a name

fathom hound
#

oh snap i was just putting everything in my content.json

uncut viper
#

dynamic tokens go in your content.json

#

but they are not something you can just put wherever

#

it needs to follow the format as the example you copied it from on that page

#

the "layers" in a json file are critical, which is why proper indentation is very helpful

#

so you cannot just define dynamic tokens anywhere and you cannot just put "Entries" anywhere you want

fathom hound
ocean sailBOT
#

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

uncut viper
#

please look at the example on thaty page again and see how the DynamicTokens section is written in relation to where the Format and Changes sections are

#

DynamicTokens must be in your content.json only

fathom hound
#

ohh i see now thanks

#

all of this is in my content.json but i didnt put it at the top

uncut viper
#

it can be at the top or the bottom but it cannot be inside "Changes"

fathom hound
#

gotcha thank you!

uncut viper
#

Format, DynamicTokens, and Changes are all in the same "layer" e.g. they have the same indentation first

lucid mulch
# calm nebula Yup

Turns out this is only working while breakpoint debugging.
if the debugger isn't attached, it blows up with invalid CLR instead.

#

as to why a passthrough prefix/postfix pair is causing CLR errors, I have no idea

calm nebula
#

It's because harmony can't emit the original method body correctly

#

Harmony can't deal with filter blocks

lucid mulch
#

I removed the filter block though

calm nebula
#

Huhhhh

#

Uh

#

Ask brainz

lucid mulch
#

and works fine with the debugger, but blows up without the debugger

uncut viper
#

(what is a filter block?)

calm nebula
uncut viper
#

hell on earth

lucid mulch
#
       catch (InvalidCastException ex)when (ex.Message.Contains("SpritesInDetail.ReplacedTexture"))

that when is a filter block

uncut viper
#

ahh, gotcha. til, thank you SDVpufferheart

fathom hound
lucid mulch
uncut viper
#

no, bc again you cannot just put "Entries" wherever you want

fathom hound
#

OH

uncut viper
#

dynamictokens do not have "entries"

#

"Entries" is not a json thing, it is a content patcher tihng. it specifically looks for a field called "entries" in editdata and such

#

"Log Name" should also be "Log Name"

#

..

#

"LogName"*

#

no space

fathom hound
#

thank you

#

so do i just delete Entries and only put the location??

uncut viper
#

the fields you are allowed to use on dynamictokens and how to use them are explained in the dynamictokens section of the tokens guide that was linked

#

i dont know what you mean by "only put the location"

dusk mulch
#

finally did each entry

fathom hound
#

i keep reading the link but i dont understand

uncut viper
#

you are defining the values right there, where it says "Value"

#

currently, you have values set to "1" and "2"

winter dust
#

JsonAssets had a parameter called "IsColored" for Flowers, and it allowed you to have a color.png image, does CP support this? Or is this just an old feature that's not required anymore?

fathom hound
#

referring to this

uncut viper
#

a dynamictoken is a token that you are creating yourself. in the same way that {{ModId}} becomes AuthorName.ModName, {{Divorcee 1}} will become "1"

#

and {{Divorcee 2}} becomes "2"

fathom hound
#

sorry my discord is acting so weird and didnt show my reply sending

uncut viper
#

because that is what you wrote in the value fields

fathom hound
#

thanks button im sorry im slow

uncut viper
#

no one starts off knowing everything

brittle ledge
#

hey button how do you feel about a BETAS GSQ to count how many exes you have SBVLmaoDog

fathom hound
#

so this means i have to change entries?

uncut viper
#

Values is a string only

#

you cannot put an Object ({}) inside a string field

#

if you put "0 FarmHouse 20 24" as the value for Divorcee1, then wherever you write {{Divorcee1}} inside the rest of your content.json will become "0 FarmHouse 20 24"

uncut viper
brittle ledge
#

So I'm not super sure how the hasvalue:{{childnames}} is tying a divorcee to a child

uncut viper
#

the game does not track the number of distinct exes you have and whatever i could do to check would not be foolproof

#

it generates active dialogue events for divorced_Name

#

there are also active dialogue events for divorced_once and divorced_twice

brittle ledge
#

is {{childnames}} your own token or something in CP

uncut viper
#

childnames is a CP token

#

if you have children then values 0 and 1 of that token will be the names

#

or if you only have 1 child then valueAt=1 wont have a value

#

etc

fathom hound
#

im gonna make another save and divorce without any kids to make sure its actually registering it

uncut viper
#

(also Anaira, would a general tutorial on json in general be helpful or appreciated? it might make some more concepts make sense (i.e. things like strings vs objects, fields, layers, etc)

fathom hound
#

yes please ive only ever learned from asking in here and feel like a burden

uncut viper
brittle ledge
fathom hound
#

tysm:)

winter dust
vernal crest
uncut viper
#

it is not npc specific

#

but its not exactly saying you have one child

brittle ledge
#

Anaira, rather than trying to back into which spouse had which child, what do you think about letting the user set a config to pick which ex(es) had the kid?

uncut viper
tender bloom
#

I do not know where it is documented

#

but you can make colored objects in CP

hard fern
#

oh, colored flowers? one second

tender bloom
#

VMV has several of them, though the implementation of colored objects recently had some changes that I'm not sure have made their way into VMV yet

hard fern
#

i believe there's something in crops that lets you make color variations

tender bloom
#

you can look at wine/jam in the vanilla items too

#

they are colored objects

fathom hound
#

can confirm that if im without any kids then the divorcee wont show up

fathom hound
#

just confused on why i would need to o:

winter dust
#

Yeah, my crop data has TintColors defined, so I guess I don't need to do anything for the Data/Objects entries for the plants?

fathom hound
#

wait im dumb i tested with wrong npc lol

brittle ledge
fathom hound
#

i thought the when would define that

brittle ledge
#

from what Button said, the Hasvalue Childnames is just checking for if you have a child at all

fathom hound
#

like if it satisfies both divorced and has kids

#

oh

brittle ledge
#

it's not checking to see if the child came from that specific NPC

fathom hound
#

noooo ):

brittle ledge
#

And I'm not really sure there's a good way to tell, which is why I think it might be easier to have the user set the config.

brittle ledge
#

no when conditions, if they have a non-blank value for spouse 1, put them on coordinates X,Y, and then if they have a non-blank value for spouse 2, put them on X2, Y2

brittle ledge
calm nebula
#

Sure, it's not Shane's biological kid, and he never really met little Alice because she was after you divorced, but he'll be a good stepparent anyways

hard fern
#

sebastian coming to take custody of shane's kid:

calm nebula
#

(I'm being snark castle right now.)

#

I'm so sorry

fathom hound
#

tbh i was just gonna have a config for every npc anyway

#

like for people to enable/disable the schedule change

brittle ledge
#

are you i18n-ing?

fathom hound
#

i wasnt gonna add any dialogue, should i?

brittle ledge
#

So if you i18n your config, you can have your actual config options be the NPC's internal names, but they pick a dropdown that's based on display name

#

then you can just put the config value directly into the code setting the schedule

#

and not have to worry about users knowing the internal names

#

My Little Free Library mod has a very basic example of shenanigans like this, the config values in GMCM show up as "Pelican style" and "VMV style", but if you look at my actual code, the values are 0 and 5

fathom hound
#

would that work with 2 npc's too?

brittle ledge
#

Sure, just have two config options.

fathom hound
#

thx tia SDVpufferheart

brittle ledge
#

holdon, I'll do a quick example

fathom hound
#

tysm im looking thru buttons tutorial in meantime

uncut viper
#

(lmk if theres anything in it thats too unclear that i might be able to make clearer)

dusk mulch
lucid iron
#

inspect the tile data in game

rough lintel
#

its because i eated the shopkeeper :(

dusk mulch
dusk mulch
rough lintel
#

mark market was so tasty........

brittle ledge
#

so basically do this: "ConfigSchema": { "NPC1": { "AllowValues": "Sebastian, modid.npcinternalname", "AllowBlank": true, }, "NPC2": { "AllowValues": "Sebastian, modid.npcinternalname", "AllowBlank": true, }, },

dusk mulch
#

:(

lucid iron
#

make sure its on buildings and look like Action: OpenShop ...

brittle ledge
#

put ALL your internal NPC names in the AllowValues for both

dusk mulch
#

i was just putting in the ID

fathom hound
#

@uncut viper is it okay if i ask bouncer to make ur tutorial a command? <3

dusk mulch
lucid iron
#

also is Mark-Market a npc's id

#

if not u need to put AnyOrNone

dusk mulch
brittle ledge
#

then in your i18n: "config.NPC1.name": "First Stepparent", "config.NPC1.description": "Pick which NPC is the stepparent of your first child.", "config.NPC1.values.Sebastian": "Sebastian", "config.NPC1.values.modid.npcinternalname": "NPC's Display Name",

uncut viper
fathom hound
#

thanks (:

dusk mulch
fathom hound
dusk mulch
rough lintel
lucid iron
#

see my example

brittle ledge
#

(i18n-ing your config also has the benefit of translators not accidentally changing your values, because they're not editing your content.json)

lucid iron
#

it got both shoppe and map patch for the shop

fathom hound
#

ty(:

#

i really appreciate all the help

dusk mulch
#

ah

brittle ledge
#

so from there I think you'd just have to do:

"Target": "Characters/Schedules/{{NPC1}}"
Entries: 
{ "Sun: 0 Farmhouse 20 24" } }``` 
and repeat for NPC2.
#

making it a drop down based on display name kind of foolproofs people putting in invalid names.

dusk mulch
lucid iron
#

i dont have angry roger as a real npc either

#

still need map patch though

dusk mulch
#

alright i will just remove the npc

fathom hound
#

that does seem easier, when does the config come up/take effect? and do i add everybody's name ? example

   "config.NPC1.values.Sebastian": "Shane",```
dusk mulch
reef kiln
#

Did we ever find out if you can put hats, boots, and shirts into a machine. I know someone was trying to make a mod to recycle them into cloth. But was having issues. What was the final verdict

uncut viper
#

you cant

uncut viper
#

earlier than that was lily too and was also still a no

vernal crest
#

Nor will it be added to the game

fathom hound
#

yeah):

uncut viper
#

(or at least not until 1.7)

#

(at the earliest)

#

(IF that)

lucid iron
vernal crest
#

Didn't pathos say it would be a massive rework that would break many other things so it wasn't an option?

dusk mulch
#

right

lucid iron
#

in my case i used EditMap to do this

reef kiln
#

Hmmm. Back to trashing my duplicate shirts and hats

dusk mulch
fathom hound
uncut viper
lucid iron
#

yea

#

if its your map and not a vanilla location

dusk mulch
lucid iron
#

but its the same thing

#

you should stop pinging me im right here

dusk mulch
#

srry

uncut viper
#

it would be a major refactor to very important game code and break a lot of machine related things, most likely. so, just like a lot of the 1.6 refactors

lucid iron
#

now if you put it into map directly, remember that you cannot use content patcher tokens

vernal crest
lucid iron
#

need to put literal MODID_whatever

dusk mulch
#

thats fine

fathom hound
#
    "config.NPC1.values.Shane": "Shane",

"config.NPC2.values.Sebastian": "Sebastian",
    "config.NPC2.values.Shane": "Shane",```

Is there a way for people to not choose both
#

Like ppl can’t choose Shane & Shane right?

brittle pasture
calm nebula
#

Yeah I didn't thi kit was breaking either

#

Pathos is likely thinking of heldobject lol

brittle pasture
#

Pathos might have- yeah

#

I didnt mention anything because I was worried it was actually gonna break something down the line

#

but nope, cowbow hats into fairy roses it is

calm nebula
#

I love this

uncut viper
#

while i dont see anything wrong with that off the bat either i just assumed that pathos both had a more thorough understanding of its implications and also just that CA and pathos and a ll them would want to be very sure it actually had no side effects

brittle ledge
uncut viper
#

modders are burdened by no such rigorous testing guidelines

brittle pasture
#

yeah that's my thoughts as well haha

dusk mulch
brittle pasture
#

better ppl blame me than pathos

hard fern
#

thing that frustrates me: no bass guitar....

brittle ledge
lusty elm
#

So much Debris to place rooBlank

fathom hound
faint ingot
#

Is it possible with CP to make a map where enemies spawn?

calm nebula
#

No

#

Use ftn

lusty elm
#

As Far as I know FTM is the only thing that handles Enemy Spawns

#

(Farm Type Manager)

faint ingot
#

Okay, and for FTM is that only for farm maps?

lusty elm
#

no

lucid iron
#

naw ftm is the "spawn things" content pack framework

#

aside from FTM u can use spacecore i think?

faint ingot
#

Ok good news, I'll look into it thanks

dusk mulch
#

bro what there are 74 files in my mod 💀

brittle ledge
#

FTM is any location basically

lusty elm
#

it might have been originally, but yeah its the "Do you want to spawn stuff on X Map?" Framework.

brittle ledge
#

primarily forage and monsters, but can also do bigcraftables for example

dusk mulch
#

ill come back later when chat has died down

lusty elm
#

I'm using it in my current Farm map, to Spawn.... a lot of stuff. on Main Farm, Ore, Forest Forage, Weed Seeds, Beach Crates, Beach Forage, Make Stumps and Logs respawn.
Submaps are also using it too.... um, My content.json for FTM for this map is 2236 Lines Long. rooBlank

faint ingot
#

Oh, that's cool about bigcraftables I may have a separate use case for that

fathom hound
uncut viper
#

well, have you tried it

#

(that was at Person not you Anaira btw)

brittle ledge
fathom hound
#

ik thank you <3

#

thanks guys, i hope i wont be in here for a while until i announce mod ready

dusk mulch
dusk mulch
#

there arnt any errors

uncut viper
lusty elm
#

Does anyone know offhand what disqualifies an item from being lost in the mines? is it being unsellable? untrashable? both? hardcoded?

brittle ledge
#

oh I see it

#

you have "Sun: 0 Farmhouse 20 24" but you want "Sun": "0 Farmhouse 20 24"

fathom hound
#

oh thank u!

dusk mulch
uncut viper
#

in that case i do not know what the error might be

dusk mulch
#

like the little interaction hand appears but nothing happens

uncut viper
#

i would double check that the modid you wrote in your tiledata matches the modid in your manifest then

#

is there no error or warning in the log when you try

dusk mulch
#

nothing

lusty elm
dusk mulch
#

the ID is correct

fathom hound
#

oops meant to off @

tiny zealot
brittle pasture
#

if you have the decompile search for CanBeLostOnDeath

#

the context tag is for regular objects. Tools/weapons use a field CanBeLostOnDeath

tiny zealot
#

ah, there you go. trust selph over me on this one

dusk mulch
brittle pasture
#

untrashable items also can't be lost

dusk mulch
#

(the mod's a bit of a mess)

uncut viper
#

i am on mobile and unable to do any testing

lusty elm
#

okay, so it should be fine without the extra tag then since its set to untrashable

dusk mulch
#

oh

lusty elm
#

I didnt think to look into context tags, i thought it would be an exclusion tag like the others rooThink

reef kiln
#

If the items can't be lost, why does the game have the lost and found function? Just wonder why it is needed if you can't lose them.

vernal crest
# dusk mulch oh

Can you send a screenshot of your tile data actually in tiled?

brittle pasture
#

uh, items can very much be lost, that's why we're discussing what makes items loseable

dusk mulch
calm nebula
uncut viper
#

and mods can take away your tools too even if you cannot lose them on death

fathom hound
uncut viper
#

whether intentionally or not

uncut viper
#

im just not at my desk SDVpuffersmile

fathom hound
calm nebula
#

To be fair the outside is sleet rn

uncut viper
#

jealous

calm nebula
#

Of sleet?

uncut viper
#

yes

dusk mulch
#

BRO STUPID NEXUS STOP LOGGING ME OUT

uncut viper
#

i enjoy bleak and annoying weather

calm nebula
#

Why

fathom hound
#

how would i make my config a drop down menu?

uncut viper
lusty elm
#

Whenever the weather is overcast or rainy i get super sleepy.

calm nebula
#

I'm just mad I can't go running

lusty elm
#

God I hate my scroll wheel.

vernal crest
# dusk mulch

Ok I don't see any issues there. You could try patch export Data/Shops to check if your shop is being added correctly.

brittle ledge
fathom hound
#

can i just have name values without true/false

brittle ledge
#

You don't want the true/false at all

lusty elm
#

I move it in a direction and it goes, did you mean 50/50 Scroll up/down 10 times? I rolled 8 zoom outs and 2 zoom ins, so now you map is tiny, "I wanted to move in..." Scroll wheels to zoom in Rolling Dice, Did you want 6 Zoom ins and 5 Zoom outs?

vernal crest
fathom hound
#

yay thanks SDVpufferheart !!

brittle ledge
#

I would set AllowBlank to true as well, like in the example I sent you

tiny zealot
brittle ledge
#

oh hm, you may run into a warning if you leave NPC2 blank because there's not a condition on the second NPC schedule edit

uncut viper
#

you can pry my scroll wheel clicks from my cold dead hands

tiny zealot
#

clarifying: middle click is fine and good to have. i don't want it to be a wheel

brittle ledge
#

Smart people, is there a When query you can use for value is not blank?

uncut viper
#

HasValue

vernal crest
#

I remapped one of my side mouse buttons to middle click so I wouldn't have to click the wheel

dusk mulch
brittle ledge
#

So like "When": "HasValue:{{NPC1}}"?

uncut viper
#

that should work i think

vernal crest
uncut viper
#

i believe it trims empty entries so a value of "" should be false for that

dusk mulch
#

...

#

..........

#

shit.

brittle ledge
dusk mulch
#

lets see how this goes

#

it works! ty so much!!

lusty elm
#

There, Debris should now be done, I think the only thing left is to do a quick walk around to make sure it all took, and take pictures for the nexus page

vernal crest
#

I love patch export. I'm so good at forgetting to write the include code block.

fathom hound
rigid musk
#

does anyone know what the actual percent chance an NPC will send a gift is? (we'll say at max friendship to make it simple since it scales)

brittle ledge
#

Don't forget to "AllowBlank": true for both your DivorcedParent configs

uncut viper
fathom hound
uncut viper
#

so hearts * 0.1 is the weight for the coin flip

#

max is 14 right

fathom hound
brittle ledge
#

I believe the multiple when conditions would be treated as an "and", so if they don't fill in the configs the editdata won't load because one of them is false

uncut viper
#

or i guess 10 since it cant be a spouse

rigid musk
fathom hound
#

i will test and see if its worth it

dusk mulch
#

nobody is going to find anything in my mod (i am so bad at organizing assets)

fathom hound
#

thanks tia i really appreciate it!! and button and everyone too

rigid musk
#

"Hearts": "{{ModId}}_TheMrQi":
should this be formatted like:
"Hearts: {{ModId}}_TheMrQi":

uncut viper
#

"Hearts:{{ModId}}_TheMrQi": "some number(s) here"

lusty elm
#

hmmm, way too many trees

rigid musk
#

hhhhhhhhhhhhhh man... now i gotta go fix all of those entries

drowsy pewter
#

I like to dump every file in one folder

winter dust
dusk mulch
uncut viper
#

translators only look in the i18n folder

fathom hound
#

where can i find the internal name for modded npc's in expansion mods?

uncut viper
#

with Lookup Anything or by looking in their files

fathom hound
#

thank you <3

winter dust
dusk mulch
uncut viper
#

then you dont have i18n

#

and dont get translators anyway

winter dust
#

The best thing I did for WTDR was add internationalisation support.

#

Gives more accessibility for users who aren't native or adept English speakers.

fathom hound
#

whats shortcut for GMCM again

teal bridge
#

Star Control now has almost as much text as some dialogue mods; I bet it never gets translated.

winter dust
#

Also makes it easier for people who add other languages to the game, like if someone wanted to do a Maori translation for the game.

teal bridge
#

But hey, it's all in i18n, so... not my problem.

uncut viper
#

i could get it translated to welsh for you for a price SDVpuffersmile

#

(/j)

teal bridge
teal bridge
rare orbit
#

any idea if there's a way to contact the authors of the major expansion mods? im working on portraits and sprites for my project and i'd love to add compatibilty for some of the major expansions!

fathom hound
uncut viper
#

well SVE iirc just has pretty open permissions for compat already

rare orbit
#

i was able to message the author of the Law and Order mod and the author for Desert Expansion

teal bridge
#

Mod authors usually leave some kind of instructions for how to contact them... if they don't, they probably aren't too keen on being contacted directly.
(And as Button said, if they have open permissions then you don't need to contact anyway)

uncut viper
#

not really a difference between contacting expansion authors vs any other mod author really

teal bridge
#

If they don't leave any contact info, and the perms aren't open, then just post a comment.

rare orbit
#

i was askin too since it's not my mod that they should be the ones to pick what species each npc!

teal bridge
rare orbit
#

workin on a portrait and sprite edit mod to make the npcs look more sonic styled

#

dis one!

winter dust
#

Weird, never heard of it until now.

dusk mulch
#

Where can I view the internal names of NPC's?

teal bridge
#

Yeah, that mod's closed permissions so you would need to ask. But many expansions are open.

uncut viper
#

Lookup Anything, or by looking in your unpacked content

dusk mulch
uncut viper
#

for vanilla NPCs their internal name is their name

#

for modded NPCs look in the mods files

rare orbit
teal bridge
#

(Mind you, you don't really technically need to ask for permission as long as you aren't using their assets directly in your mod, even if their mod is closed; it's just polite)

rare orbit
#

kk! i just wanna make sure! likely they'll be replacers until i get the hang of content patcher

uncut viper
#

that is probably something you should learn sooner rather than later

rare orbit
#

still learning no worries

winter dust
#

Don't worry, it'll be like second nature to you when you start doing it a lot.

uncut viper
#

otherwise you will be severely limiting the number of people who may be interested in your mod

rare orbit
#

true true

#

but the main thing i'll be working on for it is the assets

fathom hound
#

getting rid of relationship token worked tysm again! @brittle ledge <3

teal bridge
#

Sure, but users replacing assets manually isn't all that likely, and it only takes a few minutes to write a content patch to replace them.

fathom hound
#

its sunday btw that screenshot just took wrong day

teal bridge
#

You still need to do all the things you're already doing, it's just another 5 minutes to write a JSON file.

rare orbit
#

feel like in the best case scenario? should take me like..... 6 months for all the vanilla npc portraits and sprite edits

#

and that's just for the assets at my current skill level

winter dust
#

I asked this before but I don't think I got a complete answer, JA had "IsColored" for plants/flowers and I have the sprite for the plant/flower but also a color.png file, I already have TintColors specified for the crop data but I don't see anything to define for Object data, so I assume I don't need thsoe color.png images anymore?

uncut viper
#

something to worry about at the end of the road then, if you want, but yeah, its just gonna be highly recommended to not actually release until you do learn content patcher

rare orbit
#

true true

teal bridge
#

It's usually to one's advantage to release an "MVP" mod as soon as it's in a releasable state and work on making it "complete" over time.
(He says as he grinds out documentation for a mod that's been in dev for 6 weeks)

rare orbit
#

guess it's quite confusing for me still ;-;

#

content patcher i mean

teal bridge
#

Writing a patch for an existing mod should be even easier than patching vanilla, since you don't need to look up any asset paths, you can just copy them from their mod and change the Load to Edit

rare orbit
#

thought i had it somewhat down but a friend who tested for me noticed some mistakes ;w; i am super greatful btw @vernal rain really am! wouldn't of caught that on my own.

#

hope i @ the right person.

dusk mulch
#

well i got the hardest part of my mod over and done with

#

now i deserve a break

teal bridge
#

(I kind of doubt it, there's certainly no active participant in this channel with that user name)

vernal rain
#

me

#

lmao

rare orbit
#

yee!

#

thank you btw i super apperciate it :3

vernal rain
rare orbit
#

wanted to shout ya out!

vernal rain
#

hehe np

rare orbit
#

tbh i wouldn't be surprised if i had to look at a similar mod to make sure i do it right

stiff scarab
#

hi! i’m new to the scene and was wondering if there was any way to create a mod on a mac?

rare orbit
#

mainly cause if it's editing the vanilla sprites and portraits i have to include the tail, ears and speices specific aspects for each npc and verify that it won't mess up vanilla

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.

calm nebula
#

It's not much different on mac

rare orbit
#

wonder if the mod im trying to make is similar to the furry mod??

stiff scarab
#

okay awesome! ty! i just wasnt sure if it was possible at all on mac

calm nebula
#

Although memo to atra, remoce the little "paid" tag next to Rider

winter dust
#

I guess I don't need color.png then.

tender bloom
#

I have made pretty much every kind of mod out there

#

well, I've never written a transpiler

teal bridge
tender bloom
#

but that's not a tech issue

#

instead a skill issue 😛

#

I have had 32GB ram for ages so haven't noticed perf issues

#

I...keep rider open in the background 24/7

calm nebula
#

Yeah, classical is the smarter mathperson

tender bloom
#

and used to do that with VS too

teal bridge
#

Oh, not Rider's performance, the game and/or debugger performance.

tender bloom
calm nebula
#

(I'm the more athletic one)

tender bloom
#

ok that one is accurate

calm nebula
#

You're definitely the smarter mathperson SDVpufferheart

tender bloom
#

extremely suspicious squints back at you

#

I'm not saying I'm dumb I'm just saying you're really smart SDVpuffersquee

fathom hound
#

YAYYY IT WORKS TYSM TIA AND FRIENDS <3 co parents unite!!!!!

lusty elm
tender bloom
#

waterfalls!

lucid iron
#

wow why is the preview the house

lusty elm
#

because nexus is stupid

tender bloom
#

i love the splashy tidepools area

lucid iron
#

nexus withholding the goods

teal bridge
#

Sadly, the showcase is also withholding the goods, it does not copy attachments.

lucid iron
#

maybe junimo could delet 4 u and repost

#

if u do <link> on the mod link then it'll pick attachment instead of thumb

teal bridge
#

I don't think you need a moderator, you can just unpublish?

tender bloom
#

quickly showcase just the image?

lusty elm
#

Nexus Stars an image and if discord accesses it in showcases that image, however it apparently takes a while for the star change to take effect, so now i'm stuck with the house image in discord cuz it perma caches it

#

I dont think i can unpublish?

ornate locust
#

You can pick an image as "Primary Image"

lucid iron
#

if u do < link >

#

the embed is suppressed

#

which lets leah pick ur attached image instead

#

i do that sometimes

ornate locust
#

oh I'm slow. Yeah Discord caches it

lusty elm
teal bridge
#

Normally when you publish, you get a response from the bot telling you how to unpublish... I forget the specific instructions it gives

lusty elm
#

I closed it rooBlank

teal bridge
#

You can't right-click on the message and see an unpublish option?

lusty elm
#

just publish, report and quote

uncut viper
#

last I recall it was only junimos that can unpublish I thought (despite what the pins in there may claim) but it was a while ago

lusty elm
#

what happens if i delete the published message?

uncut viper
#

you can't

#

it's not your message

#

it's in Leah's hands now

lusty elm
#

i meant the original. but ye

uncut viper
#

probably just breaks the link in the embed

#

not the mod link but the thing you click to go to the original message

calm nebula
#

nothing really

#

you just have to pester a junimo

#

or, accept the lower search engine recognization

#

mumble

#

words are hard

teal bridge
#

I stand corrected; silly me, assuming you can unpublish because the message gives you instructions to unpublish.

lusty elm
#

do you have a recommendation on who to bug?

vernal crest
#

You must be able to unpublish somehow because Goat did it yesterday

#

Unless he actually contacted bouncer and just shorthanded saying it to me as "I did it"

teal bridge
#

Probably best to use bouncer than to bug a specific mod? Bouncer goes to whomever's available, I think.

calm nebula
#

huh, I tried to go to an old publish and hit publish again and....nothing useful happened

vernal crest
#

@rotund elm did you unpublish your showcase post yourself or did you message bouncer?

rotund elm
dusk mulch
#

How do I refrence a string to put it on a sign?

vernal crest
#

In that case I stand corrected

dusk mulch
#

Like the one just outside the busstop

hard fern
#

Tiledata?

dusk mulch
#

Yeah

fathom hound
#

is there a console command where i can just show every npc in cjb cheats??? im testing out a mod and need Lance from SVE but havent unlocked him yet

rotund elm
#

Glad I could be of service ? SDVpuffersquee

vernal crest
#

Oh and I even misremembered what you said because you did tell me you messaged bouncer. I'm sorry!

lusty elm
rotund elm
#

No worries at all I just read back and now I understand lol 😂

tender bloom
fathom hound
#

ah okay, and I put the names of SVE characters, but they wont show up in my GMCM, i checked their profiles with lookup anything like @uncut viper suggested but i only saw their names, so this is what i put, am i looking wrong????

hard fern
#

Is the (SVE) part supposed to be their internal name? Or am i missing something

winter dust
dusk mulch
#

@ivory plume I found a potential bug with centeral station. The ticket machine doesn't load every time, sometimes it does, sometimes it doesnt.

hard fern
#

(because afaik their internal names are in fact just their names)

fathom hound
dusk mulch
winter dust
dusk mulch
#

Oh I sent it in the link

winter dust
#

Why....

#

You don't put the .json file in the Target.

fathom hound
#

wait is there no way to put (SVE) in the config menu???

hard fern
#

wdym

dusk mulch
#

.

#

im dumb

winter dust
#
{
            "Action": "EditData",
            "Target": "Strings/StringsFromMaps",
            "Entries": { "String1": "Test" }
}```
#

Do that.

fathom hound
# hard fern wdym

i wanna put modded characters but in my drop down menu i wanted in parentheses which mod they were from pls!

calm nebula
#

@ivory plume quick little documentation bug on CP

code says no extend spritesheet horizontal. Docs (image) say otherwise.

#

(how are you doing?)

hard fern
lusty elm
winter dust
#

Wowowow

fathom hound
lusty elm
#

Leah
APP
— Today at 6:54 PM
✅ Published in the ⁠mod-showcase!
Use this command on the showcase post in that channel to remove it.
⁠making-mods-general⁠
Only you can see this • Dismiss message

fathom hound
#

ya know what im just gonna leave it without parentheses lol

hard fern
#

😅 im just throwing out guesses, so if im wrong then oops

fathom hound
#

its okay haha im just pooped from this mod alrdy

lusty elm
calm nebula
#

today I learned central station has orange juice and apple juice SDVpufferheart

#

much needed additions to the game SDVpufferheart

winter dust
#

I wish GiftTastes could be added to object entries.

fathom hound
winter dust
#

Yeah, but that's not what I want to do.

fathom hound
#

oh sorry misunderstood

winter dust
#

I mean it would work if I have one item every NPC loves.

#

But there's items that like one NPC likes and everyone else has varying hate or dislike towards.

fathom hound
ivory plume
devout otter
ivory plume
#

When that happens, does it appear if you leave and then re-enter the location?

dusk mulch
#

I havn't tried, I will try to recreate the issue and see if it does.

ivory plume
#

(If you can find steps that cause it consistently, that'll make it much easier to look into.)

fathom hound
#

im sorry im at a bit of a loss because i tried both

devout otter
#

Aa sorry. It appears that I need to read the conversation from the beginning. Have you shared how you write your configschema?

fathom hound
#

oh wait i didnt add it there let me try again!!!

#

is there a way to patch reload GMCM? SDVpetcatsad

wanton pebble
#

If this is i18n, reload_i18n

#

Otherwise, tis probably a restart

ivory plume
hard fern
#

(oh hey now i know how to reload my i18n)