#making-mods-general
1 messages · Page 213 of 1
om, are you doing better/recovering?
I am fine.. happily it was just stress and gas x3
they said my Glucose was high at 262, but that's a VAST improvement from before... it used to be 389 so I've been making strides to improve that
let me bounce somthing off you all.. i am saving coordinates to a text file.. but i want to make it less effort for people
for now, you add coordinates and then tell it to save
my day is going well, i'm not in the hospital and i managed to do chores (plural)
but i want to put it all into one text file that increases in size as you add them
I could, when a coord is supposed to be added, open the file and load them into the list before adding the new one
then.. save the list to text after
public void GetCoordinates()
{
LoadData();
string rawLocation = Game1.player.currentLocation.ToString();
string mapLocation = rawLocation.Substring(rawLocation.LastIndexOf('.') + 1);
int mapCoordX = (int)Game1.player.Tile.X;
int mapCoordY = (int)Game1.player.Tile.Y;
int mapCoordF = Game1.player.getFacingDirection();
string locationdata = $"{mapLocation} {mapCoordX} {mapCoordY} {mapCoordF}";
coords.Add(locationdata);
Monitor.Log($"{locationdata} added!", LogLevel.Debug);
SaveData();
}
public void SaveData()
{
string path = Path.Combine(Environment.CurrentDirectory, "ExtractedData", "Coordinates", "MapCoordinates.txt");
File.WriteAllLines(path, coords);
coords.Clear();
}
public void LoadData()
{
string path = Path.Combine(Environment.CurrentDirectory, "ExtractedData", "Coordinates", "MapCoordinates.txt");
coords.AddRange(File.ReadAllLines(path));
}
``` This should do
and a simple text file is made 😄
filled with the mapcoordinates you need to make your shedules
that game location tho... hmm
odd.. backwoods comes out as GameLocation
is this for NPC schedules? because you can't path into Backwoods
that's true...
though I need to find why it's not saying Backwoods
then i can filter it out
string rawLocation = Game1.player.currentLocation.ToString();
string mapLocation = rawLocation.Substring(rawLocation.LastIndexOf('.') + 1);
``` this is how I'm getting the map location
might be antiquated
Are you trying to get a name, or a coordinate?
I need the map name.. everything else is good
You're getting the type name
Use location.Name
Or, frankly
Look at the keys in data/locations
i am getting the current position of the farmer
GameLocation.Name can be a little weird for certain "inner" locations (buildings, mine floors, etc.) but for basic stuff it's fine.
Definitely don't use the ToString method.
There's also DisplayName, NameOrUniqueName and so on. I'd experiment to see which one gives you what you really want.
GameLocation.NameOrUniqueName i believe is intended to deal with weird instanced locations
that isn't even a thing apparently
please update your decompile
[XmlIgnore]
public string NameOrUniqueName
{
get
{
if (this.uniqueName.Value != null)
{
return this.uniqueName.Value;
}
return this.name.Value;
}
}```
Valentines day going well so far. Finished testing an event. Just 3 left to write and 5 left to test xD
pls say update VS if that is what you meant.. I am a simple girl ❤️
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
!decompile i mean this. you are looking at outdated source code if you don't have NameOrUniqueName
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
<.< im not looking at source code
Tbh if you just did location.NameOrUniqueName it'd probably show up in intellisense right
i typed the thing out in my code and got nothing
It's a instance prop
well it wasn't liking it
(GameLocation.NameOrUniqueName is an instance property, so you'd type something like Game1.currentLocation.NameOrUniqueName in code.)
see that's the missing peice XD
happy V-day Pathos, I almost had a heart attack today 😄
Oh no. Hope the rest of your day goes better!
I would love a custom schedule thing like bed that just targeted the spouse room or kitchen, that'd be really cool actually.
it turned out to be stress and gas x3
for marriage schedules you mean?
Yes
Farmhouse map compat would probably be brutal though 
(do I mean vanilla farmhouse or modded? Yes)
compat for individual farmhouses wouldn’t be too bad afaik, especially not for the spouse room which afaik has to be in a specific spot
but idk how well the pathfinder can work around furniture
I don't know enough about the multiplayer shenanigans with locations to know if it would be possible to have a custom map property or custom field added to a map that then could "mark" those coordinates to be pulled in the schedule things
Or even how it would handle in cabins for multiplayer
secret woods
Farm, and any location with ExcludeFromNpcPathfinding true
I don't have that sorted
what's your question
oh.. i'm just making it where if someone tries to acquire coordinates in places you can't send NPCs to it will not allow it
is this for the npc maker or something? to give it an in-game component?
maybe there is an easier way though instead of using a huge If statement
read the location data, check if it's a farm map or has that field set to true
vanilla has it to true for those three locations (backwoods, secret woods, and tunnels), but mods can add more
yeah.. but i need to figure how to get the program to read it
(this was @coriel btw)
Isnt one of your previous code already reading location data
not really?
if (Game1.currentLocation.ShouldExcludeFromNpcPathfinding = true)
{
}
``` this looks like it.. but not quite
hmm okay your project 3 months ago was slightly different
use GameLocation.GetData()
(that's an instance method)
having one = makes it change the value to true
so suddenly you're breaking the current location's pathfinding
that doesn't work either btw x3
it's a function
public virtual bool ShouldExcludeFromNpcPathfinding()
{
return this.GetData()?.ExcludeFromNpcPathfinding ?? false;
}
yeah.. i'm trying to figure what you said out as well as get what i want
(I didnt know GameLocation has a function that reads that field from the data)
so do Game1.currentLocation.ShouldExcludeFromNpcPathfinding()
functions need to be called using brackets at the end
and equality needs to be compared using == not = like Shockah said
also since it returns a bool you dont even need to compare it to true
oh, interesting that it’s virtual
I wonder if anything overrides it rn
farms/cellar maybe?
just guessing tho
that was my first guess too, or the greenhouse/other similar locations
but I’m not sure why since they’re dead ends anyway 
(at least, usually)
I’ll have a dig through the decompile later to find out haha
-# having a pink name is weird. idk if I like that
I like the pinks
I’m so used to orange though
I wasn't expecting it to override the orange without me selecting a role like in previous events xD
if you like the pinks, join us, become pink 
My fault for not fully processing the event announcement
I should be pink
maybe this weekend (too busy to do crossword puzzles)
and thus easy coordinate logging!!
the puzzle was nice, I wonder when they’re releasing the next one
they should allow pink as an alternate mod author colour for you pau 
but then you wouldn’t be cheeto 
strawberry flavored cheeto
you’d be… bubblegum? ig?
(it's also spicy)
cheetos are spicy?
some of em are, i think
I thought those ones were red
corrected my misinfo
ppreciate the news integrity selph 
we give red spicy cheeto colour to authors who have proven their dedication to the art of cursed mods
I made animals sh*t do I qualify
speaking of,,, I wanted to do that proof of concept (that I would never publish, dw) of basically doing the equivalent of a zip bomb but for the pathfinder 
yes
.Choose ConversationTopics, Letters, Events
Choose result: Letters
.choose small, green, color, code, other.
Choose result: color
https://www.nexusmods.com/stardewvalley/mods/31676 First release done..
ahhh... information is power indeed.. I love being able to get every ID of various things with the press of a button :3
genq, but what specific use case does this mod have? i guess i don’t understand why someone would need to pull this info (except maybe the gift ids or the schedule thing, i guess)
someone wants to make a mod.. this localizes a lot of the information and is tailored to the mods installed in their game
so they can mod something into SVE, or RSV... anything they want
if the game has a major update and there are new things like music maps and items, a simple button press will get them to you.. plus NPC Creator will look for the folder they output in.. so it uses this data to tailor the program to your needs
at first glance it looks redundant because we have the Great ID spreadsheet, and the CP patch export* command to see whats loaded and a lot of extra info here available to us, even if its just where to find frameworks, tools, guides, etc.
But some of that info is dependent upon being here in the discord, so while it may not necessarily be as useful for US, it could be very useful to others. it is also unified in a single tool, where a lot of other info is scattered and may be difficult to come across. Like the CTRL + L looks useful to me, but I also don't know what npc tools are out there to help cuz i don't normally do that.

It also seems especially useful for cases where there can be a lot of data to pour through, like on one of those playthroughs where someone has 100-1000 mods.
Besides, does a mod need a reason or use case to exist? 
even ||truffle juice||?
The usecase is intimidating your enemies
i was trying to moderate in here
forgot im not in a nexus discord .-.
I am just a peasant here
You're not a peasant, you're a cheeto
I think I'll stick with cheeto.
That only Hides 
truth be told i don't talk here much unless i'm needed or i need something x3
used to be so active... now I do other things
chanting 3 events left, 3 events left, 3 events left...
Obtw atra I did round 1 of the image optimisation to minimise going back and forth between texture2d and nothing meaningfully changed :/
But have you tried testing with one of those mega-1000+ mod packs?
I might go back and add further monitoring on the fileio because texturerawdata is a struct and so might be hitting a different generic implementations
I had the user that takes 3 seconds to load/reload cursors try it and it's still 3 seconds
Every edits still ~22ms as if nothing was different
This weekend's modding window will need to go to getting East Scarpe onto Android sadly
Maybe that's a testament to how well-optimized Content Patcher already is
I have two proposed optimizations
I like your Docker idea. How much overhead is it to recompute a texture, vs somehow caching the layers of changes.
One for smapi, one for CP
what is borked for ES android?
ISoundbank.Exists does not exist
I'll just emit the IL to do that
Won't take long
Can you look over my smapi one and see if I'm doing anything stupid that is causing other problems to offset the theoretical savings https://github.com/Pathoschild/SMAPI/compare/develop...SinZ163:SMAPI:optimization/assetimage-edits
(For the sake of my future mental health I have social plans this weekend)
Remind me in 18 hours to take a look
if I track that for you but you're not around to read it...does it even matter if I send it? (#6529211) (18h | <t:1739632285>)
Caching TextureRawData should be almost free, as it's already down to the bare minimum, it's just a single array of colour along with width and height.
Nothing like the insanity that Map has
I might just try to cache the mod filesystem next out of reflex. And if it works figure out a smapi config option to disable the optimisation or a way to clear the cache
as long as patch reload clears that cache it should be fine
I would have done that already if it wasn't for the fact that profiler was not saying it was expensive when it was elsewhere.
But cp isn't loading texture2d it's loading the irawtexturedata which might be hitting a different generic implementation thus dodging profiler
ES does compat for mobile?
we had some peeps saying RSV isnt working on mobile but ehhhhh dont rly have the motivation to check 😅
have you considered checking with a real profiler like yourkit?
is there a checklist for everything that needs to be done for a custom NPC?
or Rider's inbuilt, idk if thats any good tho
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
thank you <3
I think portrait, overworld sprite and data/characters entry is all you need
yeah I mean with all the optional to make them feel complete
I'm worried to miss something like beach sprites and stuff
mhh maybe you dont even need a portrait if they cant talk
depending on what you want, they dont need anything but a static picture on a map tile
then they arent an NPC tho
well that makes them not a npc.cs
Gil is very hurt by that
can Gil be hurt if he's only a map tile? idk if map tiles have feelings 
gil can recitify this by standing up and throwing hands with me
if this is all it takes then the Phone is an NPC
Phone/Answering Machine
yea
and no overworld sprite if your ok with your NPC being a crossed out red circle 
NPC making is easier than I thought
1.6 be praised
you can just include a synopsis of your NPC in the mod description and let people imagine it. DIY NPC kit
Just to chime in, Gil DOES have portraits, so he's not just a static map tile. 😉
I know you're a runner but I didn't know you liked suffering that much 
Wait. Are we not telling people on Android that they're SOL anymore?
FWIW I tried to break the page into "this is the bare minimum for an NPC" and "this is all the additional fun spice" so you can pick and choose which additional fun stuff you want 
I know there was experimental stuff going on, but is it actually ready for us to consider it?
There is an SMAPI build for Android now. Not that I have any plans on actively supporting it with my mods at this point.
I assume it's still experimental and that's why I think Atra is into suffering 
Yeah last I heard it was early in development, and still hit or miss.
it's a great guide from what I see so far 
If you have any questions or need clarification on something, let me know, I'm always willing to tweak stuff for clarity 
If I'm not suffering I'm not growing
I will have my pull-up....eventually
(Please note that I'm currently doing assisted pull ups with the assistance being literally half my body weight)
speaking of Android someone figured out that Extra Machine Config version before 1.7.0 works on Android, while later version breaks
I have no idea how that's the case, and I'm not particular interested in finding out
There used to be an Android decompile repo, I wonder if that'll come back anytime
Curious what's needed to support Android
I wonder about the mystery stuff that gets trimmed
Besides atra ES woes stardewui also hit this with a keyboard event being yoted
maybe the Android version does something funny to OnItemReceived or something, that's part of the byproduce stuff that's new in 1.7.0

Yeah, the main problems with Android seem to be trimming.
My guess is not a lot of "game logic" changes, but the stuff around the margins (MonoGame/XNA) is more volatile.
(btw @tawny ore, I launched Star Control today, so everything's ready for your Iconic update whenever you want to release it.)
I noticed. I'm ready to go, but I'm still "working" right now so just waiting for my day to end.
Just making sure. I guess I still need to get in touch with someone on S&S too, but none of them seem to be around lately.
is desty not active?
Last i heard endertedi is busy irl
He only does the art and content, right?
I did mention star control/radial menu stuff to the s&s channel tho
They have a channel? Or is it a different server.
If u changed ubique id then its fine right
I think a lot of those involved in S&S aren't active HERE, but on the East Scarpe server
Channel in the east scarp server yeah
Well, I mean, it's fine in the sense that users can keep running the old version and it will keep working with S&S; not fine in the sense that users can't run the old and new versions simultaneously, so they have to choose between either upgrading and losing compatibility or not upgrading and having an old and busted mod.
I can, of course, pull a "not my problem" but I'd like to be able to say I tried.
I dunno, I feel like pinging the right people here is as far as you should have to go
Who, though? Other than EnderTedi I guess, who hasn't been online?
I mean I get it. There are whole separate SDV Modding sub-communities in SVE, RSV, and ES that I know of. Probably others. But this is still the most collaborative community being "maincord" and all.
Like... who are users reporting bugs on S&S to right now, who is fixing them
(no one?)
If you really want to reach out directly, you have to join ES. That's where they're at.
Can anyone tell me what the Data/CookingRecipes object class is called?
i believe its axell doing the C# for S&S currently
There isn't one, it's a string
thanks
I do not see that name here, so they're on the ES server?
FYI - If you want to be able to look these up yourself. Once you decompile the game, all of the data formats can be found in StardewValley.DataLoader
@tame burrow Hey, can you pop around for an S&S question?
lol, I never would have figured out that alias, thanks.
@pine elbow For example:
/// <summary>Load the <c>Data/CookingRecipes</c> asset.</summary>
/// <param name="content">The content manager through which to load data.</param>
/// <remarks>Most code should use <see cref="F:StardewValley.CraftingRecipe.cookingRecipes" /> instead.</remarks>
public static Dictionary<string, string> CookingRecipes(LocalizedContentManager content)
{
return DataLoader.Load<Dictionary<string, string>>(content, "Data\\CookingRecipes");
}
i dont really know what the current convo is about but theres no need to speculate on how to contact people when the mod page is there imo
oh im not alone in needing to find s&s people
It's an optionally dependent mod that had an update, folder change, and mod id change. So sort of a breaking update.
(I did look at the mod page btw, I guess I glossed over 7thAxis, I just knew Casey was on hiatus/no longer involved and EnderTedi hasn't been around.)
when I took a glance at a page I saw casey mentioned still so I stopped reading and originally just messaged them
This is why on my mod pages, I put my pingable Discord name on there. Not that it's ever very complicated.
inb4 name change to LⰤϝФɄҲ⋈ΔᏖᏖ
I just have SinZ on mine iirc, but I keep very clean names everywhere (other than moddota for historical ceremonial reasons)
My name is always the same but on the latest mods I did put an explicit @ in front of it just to drive the point home.
im probably findable if people from nexus just try and @ me here... i dont remember if i ever added a "contact me via" section on nexus
Like 1/100 Nexus users seem to bother to read as far as the Contact section anyway, they all just post comments even though the page specifically says to use other methods.
I don’t think we can actually influence mod users’ actions at this point. I’ve started to believe in predeterminism in this context. If a mod user wants to find you, they will track you down through name changes and hidden information and high water and still ping you out of nowhere, and if they don’t want to find you, not even a massive message box immediately redirecting them to the correct place will work. We are but observers to the whims of the mod universe /lh
Which is fine for general feedback comments, really, Only frustrating when it's a long/vague support question.
I hear atra is retired
@lucid mulch is the s&s token problem also visible in other mod provided tokens
Nexus user vc: I hope shovel can be updated for android 1.6
at this point, I would only be mildly confused if one of us ends up with a mod comment sent via mail to our home address
the s&s one is a particularly bad example, as they are doing a bunch of work that isnt needed.
this is the code they intend to run, which could be better with caching or whatever else but isnt't the biggest deal.
but its an instance method not static, and they instantiate a new instance of the Paladin class every time (along with some of the other skills) and they do a bunch of stuff in the constructor
SVE and RSV dont rly have modding subcommunities. but yeah there are a few other servers with modding communities (ES, SBV, SMC, Krobus)
oh, are you looking at the optimisation things you found with Scarlett, sinz?
Its a big enough problem to tackle in multiple directions
I guess when I say SVE and RSV sub-communities, I mean more mod users in those cases.
Need a Bart Simpson chalkboard meme with "I will not perform file I/O in constructors"
ironically enough my current smapi optimisation attempt might fix this anyway
I'm not a complete hardass "never do anything even remotely expensive in a ctor" but seeing that code reminds me that they have a valid point.
What's the current attempt
It's funny because in the current code base I'm working in I have constructors that take 20 s
ModContentManager attempting to read images will just spit out a cached RawTextureData instead of hitting disk every time
where's the funny part :d
Hm... how will you handle hot reloads with that, since mod content doesn't receive invalidation?
Have you considered doing a Bogosort-like algorithm for optimization?
mod users dont need hot reload support
I quoted bogosort twice in my uni interviews and I’m not sorry
Keep in mind that this is because raii lol
I'll look at cache busting once it works
That constructor opens a network connection
at my work we have this huge state-object and now they want to do a rest api.. so we have to build up that huge state fo every call 
it doesnt take thaat long tut like, 1s... which is hella long
whats raii again?
Resource Acquisition Is Initialization, kind of the C++ metaphor for IDisposable
(kind of)
I’m going to have to look up what the problem is with computationally expensive things in ctors I think
I haven’t looked very deeply into C# underlying/low level stuff at all tbh
reminds me of URL.equals() in java which makes a network connection to see if both adresses resolve to the same IP 
that is so cursed, I love it
I didn't need another reason to despise java, but I'll take it
does it also follow redirects?
Two URL objects are equal if they have the same protocol, reference equivalent hosts, have the same port number on the host, and the same file and fragment of the file.
Two hosts are considered equivalent if both host names can be resolved into the same IP addresses; else if either host name can't be resolved, the host names must be equal without regard to case; or both host names equal to null.
Since hosts comparison requires name resolution, this operation is a blocking operation.
Note: The defined behavior for equals is known to be inconsistent with virtual hosting in HTTP.
reference equivalent hosts… they say that like it’s trivial 
Focus makes a face at this. Mate, it's init once per run lol, runs can take literal hours
Doesn't go nearly far enough, it should download the entire contents of that URL to make sure they are equal too.
Oh wait, I meant QuantumBogo Sort. Just destroy the universes that do not yield the most optimal results.
I suppose that in a multiverse, all algorithms can kind of happen in O(1) 
Shekurika made the face, I only gave it a thumbs down.
Destroy the universe
I remain stone-faced as always.
this is the whole Demonic NonDeterminism vs Angelic NonDeterminism thing all over again, where I once got the tutor for that course to say that angels are theoretical and demons are real 
Anyway, the network-connection-in-ctor thing is less a performance issue as it is a design and testing issue. I'm going to hazard a wild guess that this code has no unit tests.
It has unit tests
But not for that part, no. It's very hard to unit test a temperature controller if you're not connected to it
just mock it 
I like how #programmers-off-topic doesn't save this channel from becoming #programmers-off-topic every now and again
It's like it was created for that purpose, but we can't help ourselves
You're right
Yes well, #programmers-off-topic doesn't save #programmers-off-topic from getting modding questions, so we're just returning the favor.
thats channel is only for offtopic that didnt grow organically 
programming-off-topic is dedicated to being off the topic of programming Matt, duh
But wait what is the nuance of "expensive thing in ctor is no good" here
What will u do if u really do need it
(Yeah, same q.)
And what of primary constructors
Yeah, it's a thin line. Especially ever since art moved into its own category.
I would argue that running your constructor less is my heart
Earlier discussions for the split wanted there to be a content vs coding channel, but this is where we landed.
You never really need it, you can always either write a 2-stage load or a constructor that takes the stuff that's already initialized, and both are better from a design/testing point of view and don't run into crazy issues with stack unwinding if an exception occurs, etc.
some say good code is art, so I say we take code discussions to making-mod-art as well /s
is there any menu you can sort besides the inventory?
Typically you write a constructor that takes the unowned state (e.g. network connection that's already open) and if necessary write a static method or utility somewhere to call it.
When I zoom out, my code looks like of pretty imo
I need sort buttons 
Wdym
I have a menu you can sort alphabetically and heartlevelly up and down and need to steal a button for it :p
Any menu displaying a list of items can be sorted, but it lacks the built in button.
.choose small, lesson.
Choose result: lesson.
The regular sort button?
Do your own pixel art heaten
Are you looking for other sorting icons on Cursors?
heaten?
Heathen
heaten...
is there one?
I'm pretty sure you can find the universe on Cursors if you look hard enough
Sheku can i ask about the gradient blob in event lookup
If you look hard enough, you can even find some cursors in cursors.
I know, it's hard to believe, but it's true!
What, no way. That's the one exception. You can't have cursors on Cursors.
good code is art and I am jackson pollock, interpret that how you will
Why is it there 
Question. Is there any Time of Day triggers I can use for Content Patcher? I've checked out BETAS.
Trying to add a buff at a certain time of day without changing location.
Yeah spacecore
Ty.
the birthday is behind the "Event" button so I use that to cover it up
and its CP patchable for recolors
cursors? in cursors? how can this be
I prob couldve done it programmatically but 🤷
also it will be removed very soon if that helps
For heart level, what if you just take this and put it on this?
The other thing i was wonder is
and an arrow yeah 🤔
thinking that too
you know i never understood what that icon was supposed to be, the "sort items" button
I do a lot of remixes of Cursors for simple assets
event lookup seem to request Data/Machines sometimes
a file cabinet?
kinda
drawers?
🤔 huh. interesting...
stack of papers?
I wouldn't compose those two, Cursors has an actual button nine-slice.
lol. it doesnt. it says for all assets the game requests that event lookup requests it
cus I left a debug statement in there
its not actually EL requesting it
Naruhodo
when SMAPi asks all mods if they can load an asset EL always logs that messages
Part of the point is to have the Organize button since that is a recognized convention for sorting though.
which is very dumb
Well yeah, but "sort" and "organize" are different things.
Sorting usually has a bidirectional arrow to indicate it. Or just two carets.
Well, you can always break into smapi and log as someone else 
or I can just remove the debug logging :p
break into smapi and log as a brand new mod each time /j
I might take this sprite, or half of it, draw it vertically mirrored, and there's a sort. Or draw it unidirectional and have it change direction when clicked.
yeah thought the same
I added orderby on animal shop as an afterthought so uh it just says ASC and DESC on the tooltip
Do smth one day maybe 
I commissioned a nice sorting sprite from Tai which would have been used for a Better Chests feature. Now I need to find a new use for it.
Perhaps I'm just mildly obsessive about making UIs look elegant.
Not for me they don't.
Although the Star Control redesign was a bit nuts because of all the transitions. That was... an experiment.
Other UIs are simple though.
Making a nice UI is what's holding me back from a new mod that I want to make, but I'm adamant that it has to be built in StardewUI and it has to look good. The latter is what's challenging me.
technically console commands are a form of UI and therefore my users will take what they can get
Well, I've got some experience at this point, so if you just want to bounce some ideas off, only need to ask.
I like fiddling with UI 
I considered using it but Im a bit afraid 1) what if I end up somewhere I cant do what I want and 2) its a dependency, so someone has to maintain it for +1.7 too
But i do think i get tunnel visioned
I've heard that @teal bridge knows a thing or two about StardewUI
Compared to vanilla UI, I'm going to say it's the difference between fine wine and mop water.
.choose small farm, greenhouse project.
Choose result: greenhouse project.
It's not as elegant as React, but hey, it's Stardew.
Sheku have you used like qt/gtk and such
no
(totally unbiased opinion, ofc /lh)
Java lands i see
I pretend to be a java dev at my job, yeah :>
Anyway, considering how much traffic is going through the framework now, you can probably expect it to be maintained for 1.7 and beyond. Unless vanilla Stardew somehow absorbs its function, but... I doubt it.
As person who made 2 stardewui mods now i think the main draw is controller support
oh yeah controller support sucks too
Neighbor stuff continue to be a mystery to me
you can look at its dependent mods to see examples of mods with stellar interactive UIs
But it's just built in with stardewui
And u get to brain in normal layout ways, less let me count them pixels
I'm fine with hardcoding UIs or using the framework, but I'm not satisfied with any of the ideas I've come up with for how I want user interactions to work.
What are you planning on making?
thats stardew UI? looks rly neat 👀
I joke about making a mod where you gain experience by taking steps in the real world
ok this is very close to mine 
I have plenty of excellent ideas and only one of them will lead to users making effigies of you to burn
If you haven't checked out the examples, this one is the most elaborate one I made up.
(Star Control is probably more complex, at this point)
“stardew go”
Please vertically shake your phone
And I did that example in maybe two days? Something like that.
"shake phone to harvest all fruit on screen"
k that looks hella cool 👀
Also I shouldn't admit to this but I used to actually play Pokémon go legitimately, walked into poison ivy for a gym, and was sad that someone else took it from me within an hour
Evil GPS fakers
😭
I played pokemon go very briefly that one weekend it went crazy, and then was on my way to a one week youth summer program thing called NCS where we had no reception and never went back to it lmao
You don't get it unless you know all the gyms on your 20 mile running route lol
can you do tables in stardew UI?
You appear to be able to do tables
I want to do something that replaces the functionality of this previous UI (categorize), but in a way that's easier to understand and use
#making-mods-general message
And I just don't have any good ideas
Depends what you mean by tables. You can do grids. For "data tables", I'd use templated rows.
I read grp as arp and couldn’t figure out what tf you wanted
Starlog prototype was data tables, done prior to templates (so copypasta). It's very doable now.
Oh, that's the whole crazy nested boolean search thing.
What if you let mods define these categories on behalf of user
Pay no attention to man behind curtain
papers
Yeah that was an accurate representation of the search syntax, but I'm moving away from that in anything new I do.
Honest to God I think this is an unsolved problem
to shill my own example:
I've gone back and forth over it
Kidney beans...
(also dont mind me just gonna post something real quick)
deep breaths valentine's day mod updates!
Extra Machine Configs: Nothing major, but you can now put clothes and non-objects as machine input.
Machine Terrain Framework: Custom planting bushes with their own list of seeds, custom lightning rods that produce custom output after getting struck by lightning, and some misc fixes.
Extra Animal Configs: GSQ-based animal skins, including animal age (which also works for produce). Now you can add extra growth stages for animals
Furniture Machine (new): Add machine rules (that are not just day update) to your furniture items! A spiritual successor of sort to Bigger Craftables, kinda
Do you want
- To use a special constrains language
- To have a UI for it that is nine million square
I should probably take some inspiration from Khloe since Better Crafting has the most comparable UI for creating categorization rules.
i just manually created an item bag for the mod Nature in the valley. I love that mod but kept filling my backpack with all the insects on an outing. I would love to post it on Nexus for others but not sure how or where seeing that this is an asset for 2 other mods neither of wich i created. I want to make sure the modders for Nature in the Valley as well as Item Bags get credit for their mods.
currently EL looks like this and Im not a fan 
Well, I always start by asking the question of what problem we are trying to solve. Boolean search sometimes feels to me like a solution in search of a problem.
(Don't get me wrong, sometimes I need it, and when I need it I really need it, but those times are relatively rare)
hi all, are there any mods that make it so your horse comes with you on the minecarts?
You make a item bagd pack that depends on both nitv and item bags
nothing major, Selph says, as they just enable my entire Laundry Machine mod to actually work. 
I'm actually thinking of the related problem of pcb design constraints
oh i never knew mtf was a thing
this reminds me a little of the ravelry filtering system ngl (if they haven’t updated it in the past few months). I like flexible combine-able filters 
finally, i can put a fish smoker on my maps
Furniture machines mod page lost some words
Download and extract the zip into the Mods folder inside the ga
There's already a mod author who posted a bunch of the ItemBag json. Which is probably fine as long as you aren't sharing any of the assets which you did not create.
(you want #modded-stardew )
(also vanilla has the horse flute item)
the ga
Also Selph, is this version of Furniture Machine any different than the one you had me using from Github before?
I removed all the transpilers that allowed furniture to stack to 999
@whole silo for example, they only share files which they created. They depend on the two respective mods, and credit them.
Yeah, that's a cakewalk in Stardew UI. Although you'd probably want to make it scrollable, not paged, I imagine?
Noted, I'll make sure I'm updated, then. 🙂
(Also, is that EL UI a new/unreleased design? It doesn't look anything like the EL that I run)
okay thanks! and yes I know about horse flute but am impatient 😛 will ask over there though thanks!
oh by skins I meant textures, not the skin feature
yeah supposed to be an update in the near future
Ill def need to try out stardew UI some time 😄
Yeah, and I think the more technical the user the more insane your constraints file can get
Ah, well, if you've already put a bunch of work into it...
In case you haven't discovered this yet @final arch https://discord.com/channels/137344473976799233/1293051032904925255
you can have something like "if sheep is older than 10 days and have wool use this texture"
Ah yes the pokemon 3 stage evolution farm animal
verily
So rav detailed search, our drm checks
honestly idk why ravelry got the full system it did but I’m grateful nonetheless
someone has probably modded flaffy in as a sheep by now right...
But forgive me but I don't think of stardew players as particularly technically sophisticated
drm checks?
Design rule checks
Sorry
Drc
"Did you put metal too close to other metal" check
Like, there are different defined tolerances for, say, a power rail or a slow signal line or a fast signal line, etc
All over the place. What size via you use. Do you remove internal metal
Damn
Didn't manage to hit the report button fast enough
(Steam scammer)
got yoted by the masked link detector
yoted....
I'm gonna be completely honest tbh
I kinda wish all stardew chest was big, searchable junimo chest
Hello. I'm right here.
That was literally my brainstorm for infinite inventory a few weeks back.
(no disrespect intended, I just like infinite scrolling more)
That only lasted two seconds
Voted or yoted?
The chest is infinite but the junimos ransom your things in exchange for raisins
"you want items? hand over the raisins first, pal."
Survey says ❌
Carrying items is heavy and you can only merge chests in towns you own
Inventory Tabs voted as the least wanted feature
I read that like steve harvey does on family feud
Roguelite Stardew, you have no inventory at all, just a few fixed slots to carry things.
Craft From Chest
Hello. I'm right here.
Someone made a roguelite stardew
If you're talking about the one posted the other day that just puts limits on the inventory size... yeah, saw it.
More commonly I tend to put the fish I want in a chest and then cannot figure out where the hell that chest is
I always make the fish chest blue.
It's like when I put important papers in safe locations
This list helped inform me what did I need to look for a replacement for.
Thankfully you had that one covered.
The fish go in the blue chest because water is blue and fish go in water.
That's my logic, yes.
The fish chest has a fish drawn on it. There are just four of them and I'm trying to remember which has largemouth bass
Sounds airtight to me!
Blue fish chest is what I always do, although infinite searchable junimo chest is where everything ends up eventually
this channel too? damn
I use two shades of blue for fish
I still want applied energistics 2 but stardew 
I hate having to search chests
…how do I read this
What is applied energies
I do actually like the progression of having to collect more materials, craft more chests, etc. to get more storage. I don't exactly want cheats. Though I think the game could take it less "literally", as in having a single scrolling inventory that you just make larger with crafting.
Is that when you do physics
they are both literally right here lol
Yup
storage mod from minecraft
I would rather have cheats than nine chests I have to search though
New mod: no chests. You just toss things on the ground and the junimo take them and wherever you need them you just ask the junimo to bring whatever it is back
by the way, has anyone seen my cursed inventory sizes?
Nice
1x5 chests here we go
I should include a mode where you can toggle individual slots on or off
Now turn that into tetris
even numbered inventory slots only?
Ah, we're getting back to the Worse Chests meme again.
you can get basically ae2 with a bunch of Matt's mods and Better Crafting
I'll save that for if I decide I want to participate in April Fools this year
can I have my chests be |, | l, ||, |_
Tetris slots, but they actually move down the screen
And if you make a tetris your items explode
Exactly!!!!
Thank you Selph! It works perfectly, so I can work on getting this published now. ❤️
Hi I'm looking for a list of conditions I can use for appearance can anyone help me out? more things like DAY_OF_WEEK
I love that you can set each type of chest to a different amount. I always thought the stone chests should be different then wood. So they would have a distinct purpose.
I'm fairly serious about a total inventory overhaul. But on the other hand, already maintaining too many mods and would cannibalize a bunch of other mods if it actually succeeded.
Meaning, someone else should do it. 
[[Modding:Game state queries]]
I'm trying to avoid Overhauls
I'd rather have single purpose mods with a more limited scope
whoo! thanks for being the unwitting test subject
LOL, I requested the feature, it's only fair
It is single-purpose, in a sense, it's only touching one feature and that's the inventory menu.
It just happens to be the 2nd most crucial feature in the entire game
Is 7 too many already 
I mean this is what scope creep and overhauling looks like, and it's a mess #making-mods-general message
did you make the washing machines? 👀
I did (at least the animated ones, and the code to make them work)!
8 if you include Starlog vaporware, and yeah, if we are going by SLOC then it's a lot!
Got it. Just make a mod that touches everything on the game
I got special permission from Hime-chan to tweak their washing machine sprites to create the animations.
I'm definitely reaching my mod maintenance limit lol, I'm probably not making any significant new frameworks
Stardew UI is 50,000 and Star Control is 30,000, that's half an entire game lol
ok, maybe one more (the custom builders thing)
30k 
Next mod is just called Better Everything
I though putting shirts in the recycling machine was impossible?
I should be able to publish the Laundry Machine mod sometime tonight.
Oh, I'm wrong, I don't know where I got the 30k, it is only 17k.
I knew stardewui hueg b4
Frog, It was, until Selph did magic.
it was, but I happened
Next is hats. Then I can stop trashing all my duplicates 😀
I'll grant that some of my mods are tiny, Bulk Buy hardly even qualifies, so maybe those can be written off.
And PYE I don't actually maintain. So like... 3 big mods and 2 normal mods.
(which reminds me, I forgot to release my own compatibility updates.)
yea i guess it is like number of active mods too
i have many smol mods that are feature complete (here's the feature i wanted that's all folks)
Going by stats...
Stardew UI = full-time project
Star Control = 20% project
Pen Pals/AFS/GIG = skunkworks projects
PYE = that one script you wrote 4 years ago that you're pretty sure still works because no one has complained, but have forgotten everything about
has anyone made a FILO chest mode yet. the game needs a little more realism where it counts
.choose aquaponics, builders, dialogue 
Choose result: builders
oh good, that was my choice anyway
Isn't that the opposite of realism?
Or is this a double-sided chest?
sorry FIFO hahah
what is skunkworks
Oh I see, you mean where you can only put in or pull out one item at a time and it's the last one.
yeeees. stack implementation
I can confirm that hats do work as well, as long as the proper Trigger is set. 😄
yea the enricher chest which is 1 slot becomes fifo in some earlier version of unlimited chests
you want to take out the Chicken Statue at the bottom of your chest? remove the other 63 items
Like, off-the-books projects, secret projects, not officially sanctioned by headquarters, etc.
u can put infty fertilizer in it and take them out one at a time
Almost always done with minimal crew and no budget.
Cool. Not sure I will bother adding a trigger to all the hats in the game but cool that it will work if I want to do it.
modding is generally minimal crew no budget
Speaking in relative terms of course, obviously none of those mods are a literal fulltime job.
Good question. Complexity wise it might very well end up at the same level as Star Control.
you can use category_hat if you don't care what the hat is
The math/algorithms hurt my brain. And the UI was barely even a prototype.
was it a lot of set theory
Whole lot more than I remember from school, anyway.
I think I did solve the problem, for some reasonable value of "solved", although that was just the basic element, there's still all the real work that has to go around it, like how to properly group and preserve all the different object attributes, what to do about art and assets (for which some might actually be required), how to work it into the game progression, all the more conventional "modding" stuff beyond "creating a rollercoaster tycoon minigame".
So you can see why it got knocked down to the bottom of the list.
It's interesting that the Trimmed Lucky Purple Shorts don't go into a dresser even though they are wearable xD
(one of my co-op players reported it as a possible bug with my mod, but, uh, it happens even without my mod when I just tested)
technically they're a quest item
i suppose that takes priority
yeah it's not a clothing item, it's an Object that happens to be wearable
Yep, just glad I can confirm it's not my bug/not a bug at all. 😄
desert expansion update completed try it and let me know if there are any bugs https://www.nexusmods.com/stardewvalley/mods/31595?tab=description
i want you both to know i was right and fifo is absolutely not stack model 
isn't FILO a queue and FIFO a stack?
im begining to have self doubt
first in last out? in a queue?
enricher+unlimit chests is a stack
the last person to join the queue is the first person to be served???
this thread is making me doubt my shriveled memories of intro CS classes
yeah, it's the other way around, brain is mush 
how dare you mush brains make me doubt myself
Please, fifo is a linked list
are you saying true to me or-- 
counterpoint: doubly-linked list
aka how I terrorised my lecturers in every practical assignment
Too many linked lists
What about Schrödinger's Chest, you can put items in it, but they are simultaneously there or not, and you don't know until you observe.
back when json shuffle was a thing that was just the default between play sessions
float chest. You store IDs as a series of decimal numbers with each slot being four decimal places. You compare equality and hope for the best
isn't this already the case if you mess up mutexes
Button! You're pink!
stupid crossword..
atra you literally talked to me in pink mode last night
Actually the JSON Shuffle chest would be a fun mechanic. Feed it items, but what comes back out may or may not be the same thing.
Button, I spent 15 minutes on a stairmaster last night
I do not think you could say I was in my right mind
15 minutes on a stairmaster. Then rowing machine, then I tried to run sprints on a treadmill in my weightlifting shoes
ugh theres still map properties that people like timechanged on 😦
You need to make a dynamic lights framework, sinZ
I kinda want to revisit the concept of "sub assets" again to find a way to have content patcher be able to do the map property edits independently to the actual map
Sounds like you need an optimization mod that just rewrite other's mods when they are loaded
I think we could get somewhere if we hand optimize tmxtile
Just call it SpriteMaster, that's in scope for what that mod does (whatever it wants, whenever it feels like) /s
you will always have some pain with .tmx files because you have to read one xml format and then do very expensive mutations to get it to be xtile's data structure
.tbin avoids some of those problems but doesn't solve the edits themselves
Yeah
Dynamic lights framework
I have always wondered about tile properties through content packs actually
I made it kind of
we should probably add a note to the wiki(s) actually explaining that doing tile properties via content patcher can have a performance cost actually, because some people do literally all their tile properties like that even when not necessary
It's gsq on lights but my update rate is equivalent to player enters map, need to hold the light ref somewhere for equiv of time changed
Ive been stalking that performance issue thread in modfed tech bc i got invested in the saga
I do this (edit me map props in cp) because it's easier to manage
But would having a whole tmx for 1 map prop be better
It doesn't matter what you do, time changed edits are the problem with maps
not for one map prop, but I think some people leave them off of their maps then re-add them later
LocationChanged can be just as bad, but the black screen hides some of the pain
if you already have a tmx, they may as well be in it
What if you changed something every 10 minutes in-game
it could probably be a gsq combined with onlocationchange?
- multiplayer
- npcs are still walking around with their schedules and care about warps and terrain being correct
See i specifically do like
1-2 tile edits with tile changes in cp
But not on time changed or anything
Yeah, CP doesn't have the idea to only edit assets if people are on the map
Same issue with appearances before 1.6 tnh
as always, CP's potential for crime is lacking
See but if you change warps or terrain during the day gl have fun with schedules lol
the previous sin was wanting to change the music for night or whatever, but we got that out of the map and into Data/Locations for this reason
I do wish map properties as a whole were stored in a model separate from the maps themselves because, well, why not 
I think I could get away with it if CP is the only editor, but if a not-cp mod edited the map too then I'm kinda screwed
Yeah
not tile properties (though maybe?) but if map properties were separate you'd be able to edit them without editing the map each time which may well not be necessary. Though ig like you said, a lot of them are inherently attached to the map
also true
And i was under impression that deserializing tmx sucks
I forget about non-CP mods editing assets despite the fact I exclusively write C# mods lmao
Map properties aren't separate but really it's on the framework person to use location custom data if they can
everything about maps sucks.
editing a map property isn't too bad, but the act of doing so causes the load and all the other edits to happen
Tile props go on tile for practical reasons
Being able to see where stuff goes in Tiled is just very useful
Can also associate them with tile instead of coord
my previous attempt at caching maps was a mixed bag so I don't know if I want to try it again or not
I meant images lol
oh for images I just have it in smapi currently.
its a non-generic method so I could externalize it into its own mod without too much problems, but if it can be in smapi instead and just add a config option or reload command or something instead, thats preferrable
Ship it, lol
anyway I'm going to go either sleep or make a stupid balatro hand calculator in python, seeya 
So balatro calculator, eh?
When creating a new mod based on an old abandoned mod, is it ok to call it x 2 or x Updated?
depends on how much code u r sharing with the old mod
UiInfoSuite2 comes to mind, and I've lost count of how many "x Redux" I've seen
Or you can just reimagine it and name it something unique
kk, makes sense. Similar concept but basically a rewrite
for once I might actually pick sleep 
if someone made a mod that was a similar concept to mine but didnt actually use anything from mine, and called it "My Mod 2", i would be annoyed, personally
I'd leave the x2s and reduxes etc to if you're actually basing it off the other mod in a substantial way
gotcha, i was worried about not giving them enough contribution
Most of my mods are so generically named, that I wouldn't blame anyone for reusing the name if they have the same difficulty with creatively naming things as I do
I have Profiler, and then SSS, SSSS, SSS and I think SSS
if i didnt have anything to do with the other mod i wouldnt want my name attached as i wouldnt want to be associated with something without my choice
and calling it "Mod 2" does kind of imply an attachment to the previous iteration
as a user, if something is using those naming conventions, I'd expect my way of interacting with both mods to be the same for the most part, too
Gonna call mine METAS where the M stands for Matt instead of Buttons
so what is ur mod / mod u r updating
Shipping tracker
genuinely 100x better than "Buttons Extra Trigger Actions 2"
hmmm I didnt expect to be doing pixelart for this greenhouse mod, but here i am.
LeFauxExtraTriggerActions
MBETAS - Matt's Button's Extra Trigger Actions /lh
Yeah, Shipping Tracker 2 is fine
what does Shipping tracker 1 look like
Just retronym it and call it ALPHAS or GAMMAS
unless the person who made the original comes back and updates it if they feel like it, and then they get people asking them "why should i use this instead of Shipping Tracker 2?"
(The original) doesnt have a UI in game, you have to take the CSV and put it into a website
or just writing it off bc 2 > 1
I'd think the name Shipping Tracker is one of those ones that generic enough that it's hard to describe the same thing in a lot of different ways. So the only way you can get away from the name is to get a bit cute with it.
Like instead of calling it Shipping Tracker, call it "What did I ship?"
Make it an interactable thing in the world and call it Immersive Shipping Tracker
(ftr im not saying Shipping Tracker is a unique name either i just am specifically talking about the idea of adding the "2" at the end)
Hmm, i handt thought about ways to interact with it as a game object
Add a config for the nerds that can't handle immersion and give them the keybind back
Not Another Shipping Tracker, Yay
How about talking to an NPC that wonders around randomly?
Track Your Shipments (TYS)
In the SDV modding world, making something abbreviatable is another one of those meta things
Since canonically, the Mayor is who picks up your shipments, it can be something in his house
Like a notepad or something
At least I'm pretty sure that's the case
we're really quite behind the times. any self-respecting software service would name itself Shipee or Shippd in this era
that's so 5 years ago
now you add AI or GPT
If it was my mod I would have an event early on with Lewis about this service you can buy, and once you've bought it you can place it in your house or farm or whatever to check the status
ShipGPT
PTPS Pelican Town Parcel Service
Stardew Accounting and Shipping Stats (SASS)
Please
That's a good one
say will u offer alternate views
please don't bring up accounting in my relaxing chat
No SASS.
Stardew Coinkeeping and Shipping Stats?
releasing some new gsqs as Stardew Query Library
jupyter notebook is my solution to most things
im disappointed i didnt go with this, now
The software I hate is named "SAS"
oh. I thought you were talking about scss lmao
same
what would a stardew mod acronymed POSTGRES do
Ah yeah, that would be annoying to google
Anyways
you're really pushing the definition of a backronym here
Let's get back on topoc
Storage overhaul mod
the functionality comes after the acronym..
Scalloping it "Shipping Tracker" is fine
Build a vault building that you can make filters and queries to access your contents easily
From now on all my mod decisions will start from a random abbreviation, then I have to figure out what it does
yea please pay no mind to the scope creep racoons in this channel
Pelican Original Stardrop Transportation and General Resource Enhancement System
you dont have to do any of this stuff, unless you want
Great plan! I wxpect to see it on my desk on Tuesday
Its early in the project, the sky's the limit
still missed opportunty not naming my mod EMACS
Couple other screens
i do think it'd be nice if u use the season icons instead of "Spring"
those are just in game and they r nice 
You're absolutely right though, what Stardew Needs is more SQL
My game coming up to 1.6 launch was figuring out how to describe my mod using only words beginning with S
the other gripe is perhaps draw ur bars thicker for readability
I'm going to make a storage mod that just replaces all chests with a database that you interact with in a CLI interface
I'd say add the season icons, don't replace the words entirely. I still get confused about which icon is which sometimes
SELECT * FROM chest WHERE item LIKE '%bar' AND quality = 4
I thought this was making-acronyms-general
With few exceptions mods are nothing without their acronyms
SELECT * FROM chest LEFT JOIN--
DELETE FROM CHEST *
it better be ACID or im boycotting it
TRUNCATE chest
DROP TABLE chest
Select into insert
little bobby tables time
I'll protect the chests by using string interpolation and input forms like 90s internet.
I expect geospatial column support for telling me where the item is, and doing geospatial queries to tell me the items within 5 tiles of my iron ore
I want to look for the item "; DROP chest;
Also I need stored procs that can run when changes occur
Show me " OR 1=1
my name from now on is "; INSERT INTO chest VALUES 'prismatic shard'; --
I can't remember sql injection syntax ngl
You could even release an ORM companion mod to make interacting with POSTGRES mod easier
Here I am having a hard time trying to think of a user-friendly interface, when I should really just make things unfriendly but without any limits
Instead of a UI, the mod just lets you run arbitrary C# code
I do remember you need to finish it with the start of an sql comment though I'm pretty sure
ChestCode
Iirc one of the popular JavaScript orms is already called Prisma which you can definitely play off
isnt that already button's thing
console code was already one of my favourite mods in 1.5 lmao
or that lol
If I'm going to make a Chest code mod, I have to add ML for maximum trendiness. ChestML
literally let you write arbitrary c# into the smapi console. It was fantastic
button isnt arbitrary C# code its some set of IL iirc
Profiler already allows arbitrary harmony patches via content pack for what it's worth
that betas harmony on content pack behalf
wow cant believe this thing is two cakes
forsaken timeline this one
I had it back in 1.5.6 so I expect royalties from button any day now
can Profiler let a content pack change the result of int.Parse but only if its Spring 4 and rainy, though
No but it can make that method never raise an exception
it sounds like you've got a cake and ive got a pie
And I've got a Sandwich
guys, there's no need to fight. let's just use both for maximal curse-ness
what is the usecase for this profiler feature actually
i cant say i ever delve deep into it
For the last year of 1.5.6 I couldn't actually play stardew on my save without profiler eating exceptions for me as FTM was causing critical exceptions every frame in monster behaviour code that I told profiler to make it disappear
The suppression functionality wasn't the original usecase it was for logging when the exception happened with the existing functionality to log a method argument, instance property or field when it happened.
huh, no recent new activity in the mod ideas repo
-# hint hint
So if you get an NRE during schedule load or whatever I could tell you which npc or something that caused the fire
I don't remember the original example it came in handy for, but it was in the SVE discord and the channel it was in afaik got nuked as I couldn't search for it anymore
Make me a tomato cake mod
put that in the mod ideas repo and maybe somebody will 
but also if any of you want to take on any ideas...
I'm still waiting for sunberry village to release before actually playing 1.6 myself.
I didn't originally intend on not playing for 11 months but Ah well
I mean technically it was possible with this mod https://www.nexusmods.com/stardewvalley/mods/14775
not sure if they're what you want, but the game has preformatted localised strings for dates:
WorldDate date = WorldDate.ForDaysPlayed(daysPlayed);
string style1 = Utility.getDateStringFor(date.DayOfMonth, date.SeasonIndex, date.Year);
string style2 = SDate.From(date).ToLocaleString();
there's always the Challenge Mode (aka the "very hard" filter)
UHVM Ultra Very Hard Mode
not everything in this filter should really still be labelled very hard tbh
but hey, until you guys prove it otherwise, everything with that label is beyond the abilities of stardew modders 
I am exempt because reasons and also stop asking questions
i'm very sure those deserve the Very Hard tag lol
I think at least one may be able to be bumped down to Hard now, from what I can tell
Your not gonna nerdsnupe me lol
How about a 24 Hours of Mod Ideas challenge. See how many mod ideas could be built in 24 hours.
You get more points for picking ones labelled hard.
that is genuinely a good idea
Huh, MY hobo mod idea is still up there, I forgot about that, we had a team set to do it at one point then it fell apart 
One of my 1.6 launch mods is one of those by accident
What I like about 24 Hours of Mod Ideas is that you could call it 24 HOMI
okay yeah some of these mod ideas could definitely be moved down from the very hard difficulty at some point lmao
Bonus points if it's compatible with Android
Tbh if I cared enough I would make my mod not compatible with android just to avoid the troubleshooting headaches
2021, GMCM probably wasn't as ubiquitous then
It took awhile for GMCM to pick up steam
yea true, worth an updoot now tho
there's a comment on the issue specifically saying why it is and is not a gmcm feature 
there is not
I think the comment is on the other gmcm-related Very Hard issue
there are two of them 
ah. there are two of them 
this is night owl sorta right https://github.com/StardewModders/mod-ideas/issues/433
does gmcm have a page that shows all the current keybinds?
Yes
its the keyboard button
nice, will mark as complete then
hard to notice tbh i didnt know for a long time until casey one day was like
"im updating the keybind menu so that the field names are shorter"
Technically it's only for mods that are using GMCM, so if they have a keybind without using GMCM then it wouldn't be listed there
https://github.com/StardewModders/mod-ideas/issues/481 market day + market town
ig day is borked rn but town should be fine
https://github.com/StardewModders/mod-ideas/issues/646 this is a whole ass expansion 
it would be impractical to do it for all mods though because you'd have to try to find every keyboard listener, so I think this is as close as it gets
if you guys find anything else, leave a comment on the issue with a link to the mod that does it and I'll close it if it qualifies
You could patch SMAPI's Input events and track whatever mod is suppressing
suppresion isnt always used for keybind purposes, though
also how would you know what the purpose of the suppression was
You know what else hasn't been done in a bit, scanning the mod compatibility list for broken mods that now have an alternative
what is suppressing in this context 
That was a fun post-1.6 exercise to game the %
I think atra is helping maintain the mod compat list now?
you can suppress an input to prevent the vanilla game from realizing it happened in the ButtonPressed event or input event or w/e
Thoughts?
I like it
I'm just reviewing PRs
Waiting for it to populate on the Nexus home page before I add it to the showcase, but Laundry Machines is now live!
Matt, you do it lol
What about a mod that makes your shoes get dirty, and they lose their buff if they do so you have to wash them
My original plan was to just have it check for your spouse's closest approximate clothing item and have that be produced instead
But every clothing item randomized was easier 😛
Like what if your farmer got dirty, and you actually had to change clothes or else people would comment how stinky you are
smoll greenhouse 
First is the smoll greenhouse, next is the swoll greenhouse
I should add dialogue in the future if you purchase a laundry machine.
That's a problem for future me.
I'm pretty sure the game already has dialogue for that stinky prank, so a Dirty Clothes mod could reuse that
i thought thats RSV
Oh is it? I just remember reading it
Where keahi pranks you, and the villagers all hate you because you're stinky
one of the kids stink bomb u
Could also create lore for how the random clothes keep appearing in your machine every day when you didn't own the clothing before. (The junimos are sneaking it in probably)
Each of those portals is going to lead to a greenhouse interior that is locked to a season and designed to be an indoor to mimic outdoors, that i am aiming at roughly 40x50 each, I'm hoping to add seasonal forage, the 3 areas of fish to each season, all that yada yada 


