#making-mods-general
1 messages · Page 214 of 1
In my head, I don't think it'd be very hard
mod data on clothes, masking clothes with dirt texture
banned from premises of pierre's and joja unless you shower
Adding that to the long list of mods that I may or may never make
progressively larger greensmokeTAS on ur position
Actually... is Clothes even something that had mod data added to it
I'm learning more and more about things that missed the dehardcoding train in 1.6
crafting recipes 👏 furniture 👏 quests
bushes chests
Clothing is Items is modData supported
Fashion Sense is probably the thing that would make this mod more difficult to implement
I tried making a Hats mod only to find that it didn't play nicely with FS
Hats are also Items
hats r string assets no?
ugh, i fuckin made a mod which can handle the voice acting request but i haven't released it because i want a good sample pack to go with it and i am in audio hell about it
yes but if you get a Hat you can put moddata into it
My Hats mod had to compete with FS for patching draw
When you first asked about audio stuff and I guessed what you were doing I wanted someone to make an Animal Crossing style voice over mod, so, do that
/lh
it does that, too
seems like a perfect example pack to me then
ichor do u know what the stardew voice acting mod ppl are doing for actually putting voice into game
or at least approximates it
or did they not get to that part yet 
unnecessary work mostly
i have no idea how they did it. i cleanroomed mine
(not unnecessary as in i dont think the mod is necessary but last i checked they were making it harder on themselves than they needed to be)
yea i was just curious
but it may become a compat problem in future
same with the existing thai voice acting mod ig
Because of how my machines are coded, theoretically any shirts or hats added with the appropriate category will probably be output by the Laundry Machines, too
also if anybody wants to tell me what obvious feature or whatever i missed, it's up here in beta https://github.com/ichortower/VoxBox/releases/tag/0.8.0-beta
anyway, actually making sounds to use is the audio hell that i am in. i am a babe in the woods
And I do.
I'm now asserting monopoly power of transpilers and other weird shit having to do with SMAPI's input helpers or the game's vanilla input, if you want to add more you'll have to go through me.
I don't even know why I'd want to patch that code.
Well, I did it to make tools rebindable to specific buttons, because the tool-use code is an insane Cthulhuvian horror from beyond.
The rest of you definitely should not want to.
i figured out my mistek several months ago
mistake*
it was just me passing in a tile position instead of pixel position
obj.performToolAction perfectly usable trust
Interesting - though performToolAction doesn't always work as a one shot, if the tool can be charged, or has any other event loop, or is, god forbid, a fishing rod.
yea my usecase (break weeds/twigs with a fake tool) is narrow
you r hoping for equiv of player swinging a tool
You don't even want to know how much time I spent on the $#@&! fishing rod or how many times I got it almost but not quite and the "not quite" involved a complete rewrite.
(I'm just going to shoot the first user who reports a bug with it)
i wasn't patching it, but i tried to make the d-pad-fucking-up prank i made for cryomancer work on gamepads like it does for the keyboard, and after hours of crying i gave up
Stardew input be like that.
All of the fancy schmancy configuration stuff in Game1.options.fooKey just... floats away for gamepads. Say hello to hardcoded buttons in 73 locations.
Profilers already there iirc as I play around in all managed events smapi dispatches
Ok, well if all you're doing is instrumentation, and not changing any of the behavior, I'll allow it.
yeah, the keyboard version just swaps out what's in the moveUpButton etc. lists. very simple. but that is not available in gamepadland
There is a way. But I'm not going to say what it is, pour encourager les autres.
See, this is why stardew modders hate controllers
I remember going through some of that hell when doing the event tester.
I originally wanted to pretend to be a controller to get easier programmatic control, but that path was madness so I went back to just pretending to be a cursor instead
I'm solvin' these problems for ya, fam. You can design UIs without doing any extra work for controllers, and now you can register actions that players can rebind through their controllers. What's next on the bucket list?
Well, that was quick. I've already been asked if Laundry Machines is compatible with Automate.
(I don't use Automate, so no clue!)
I think Automate just uses machine data and doesn't require special integration.
I think the real question would be if Automate can properly read the object holders created by EMC to use the clothing as inputs/outputs.
What's the current state of Android modding? Is it something reasonably easy to maintain now?
It's unofficial, very new, and has its own discord to handle issues, we don't support it here directly.
!androidsmapi
There is an unofficial port of SMAPI for Stardew 1.6 to Android. Please see the wiki instructions for more information.
IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. We are not able to provide support if you run into trouble or compatibility issues; please use the discord linked on the Android SMAPI github.
Do not harass mod authors to make Android specific compatibility patches.
thanks
Automate just "runs" the machines based on whatever storage is connected to it and whatever it allows as inputs/outputs. Is there something really unusual about those machines, do they require special code or patching?
yeah it should
Thanks Selph!
but it's all in Thai 😐
(though you may want to note the current automate limitations somewhere
https://github.com/zombifier/My_Stardew_Mods/tree/master/FurnitureMachine)
(see bottom)
It's a Thai server, nothing we can do about that.
You could go all Samuel L. Jackson on them, but you probably won't get much of a reception that way.
i'm sure the british have tried to something about that at least once already
You mean spam "what's up motherfucker" in the chat?
of course, i forgot about that one
a taste of what a lot of the world faces when met with english being the lingua franca of software development
(or one of only a couple lingua francas)
(linguas franca?)
NRTnarathip asked things in this server a few times
u can prob ask em things directly
Meh, I've dealt with enough Chinese and Russian code to have already had a taste of that.
"inshallah we will find this bug"
personally i think we need more welsh-documented software
scots content patcher docs
If I spoke more Hokkien…
am I pink yet?
awwww
I did a crossword! Hopefully correctly
blueberry is now pinkberry
I wonder if they'll accept a box of (homemade) chocolates
What’s even funnier is Lingua Franca essentially meaning French! Orange is the new Black, English is the new French! (
Actually it refers to the Franks, and the term is Italian.
Woo puzzle time!
I wonder how Berry Bushes interact with greenhouse/interiors, would they match the outside conditions and only spawn on Spring 15-18?
If I make it so its always spring in that area, will they generate berries every {{Season}} on the 15-18?
Bushes produce as if it’s spring if it’s indoors otherwise they’ll match the season for the location
oh okay, so number 2, interesting 
I'm pink!!!
they should let you keep it
the rare urge to draw a sandwich comes at a price: forgetting to eat my own sandwich
that is adorable
you right. she needs drinks as well
For a moment I thought they were three frames of the same eating motion and wondered if you'd noticed that her sandwich changed each frame xD
Also she is super cute!
Artificially realistic is a weird benchmark to aim for. Here is the Spring greenhouse.
That's so cool!
the authorities don't want you asking what the leaves in the bottom left are attached to 
you know, with arbitrary tilesheet access, you could probably add some of the indoors wall plants and foliage to greenhouse interiors these days
ahhh i need to redraw that burger. this lunch is inspirational
Is there a known limit on how big we can make NPCs with the Size field? I'm wondering how much freedom I can get in using antisocial NPCs as props
Last I knew, if they're stationary, it's fine to have them be larger, but anything larger than 32x32 that moves is cursed?
Not sure if that's changed
Hmm, cursed how? Do they not center properly or something
you need a mod to let bigger npcs path properly
Honestly wider than 16 might still be cursed
yeah, last i knew you're still stuck at 16x32 (without extra stuff) because a few bits are still fubar if you exceed that

tallgail
Even tiny movements like moving one or two spaces get wonky?
dunno you can try
another option is to use MEEP which let you spawn fake farm animals
they get the farm animal pathing instead
Why does Abi have 2 heads there?
its example sprite for bigger npc
to be fair abigail is a very fitting name for an npc with two heads
If I'm making a door on Tiled and the TileData action is door, is there anything more to it? I can't seem to get the doors to work
thank you. I was following a video and that was all she did and that seemed way off
the fact that 'functional door' is 'mildly advanced' is a little foreboding
honestly i just deleted all the doors i had in my own interior maps, too much trouble. but those were also double-size
I did that last time, but this time I really wanted to give it a shot
Oh, here's the issue. I didn't add Door as a map property
there is custom door now for something beyond just vanilla wooden door
oh wait, I do actually have the map property
Is your tile object definitely named TileData? That's something that gets missed a lot if you make a new one.
yeah, seems to be spelled right with the caps
Can you show screenshots of the map property and the tile object property?
figured it out. I was dumb and wrote Door instead of Doors on the map property
Woo!
when I get this close to being done the little details start driving me nuts
thanks, guys
is there a website taht tells me what each category is? (-80 is flowers, -75 is crop...
nevermind finally found it :0
what if i read it without zooming in 
ill still cry
you have a tilesheet directory climbing issue 😌
😭 😭
https://www.nexusmods.com/stardewvalley/mods/31686/
LOOK! ninja friend did a thing!
also Ninja friend says hello!
Hi Draylon! i hope you are doing good!
i loved your most recent farms!
Doing well
I finished and released my Rebalance Mod as well. If anybody is interested I leave the link here.
that's uogra ✅
upgradable*
If you want you can apply for mod author then showcase your mod in #mod-showcase
Or I can showcase it on your behalf until you get it
I fixed that now ahah
that's not uogra 
that's uogra
I dont know hot to apply, but If you like please do showcase it
You can DM bouncer with a link to your mod
Upgradable*XD
(Posting on behalf of @desert crane )
uogra
Ahah thank you!
@desert crane here's where you can read more about the Mod Author role
but here's the quick view for the qualifications
Dont know what level I am
#governors-mansion /lvl
you can head over to #governors-mansion and do the /lvl command
forgot if its slash or exclamation point edited my first thing to be more accurate u.u
but ye
Thanks for the info!
if you chat a little more youll get to level 25 in no time kain
i remember getting to 25 because i had a buncha questions 
I'm tired and i want to sleep, but i have a roast in the oven that needs like another 30-60 mins.
if i set a timer on it, but i need to also take it out let it rest too
I got to level 25 by also asking an exorbitant amount of questions... and now im level 70 something also because i asked a very large amount of questions
I hope your roast is good
and worth staying up for xD
me too, its been in there for 5 hrs.
whew... slow cookin
Slow cooked stuff usually tastes pretty good tbf
Like my beef stew that sits in a crock pot for 10 hours u_u
ye, very low temp, cooking in a broth i whipped up for it, letting it keep itself hydrated, yet still form a bark, i've been basting it every 30 minutes, most of it now is i want the rest of the broth to reduce a bit more so it can be used as a sauce for it.
that sounds really delicious 😔
(hear me out, functional oven mod)
i wouldnt know what that entails code wise, but thats there 
maybe it could be like, a reskinned smoker
essentially
Does anyone know what triggers the eggs to appear during the egg festival? I edited the map on Tiled and the eggs are on the paths layer interestingly and somehow when I have Lewis start the egg hunt, they don't appear even though I didn't touch the areas with the eggs
bet (thats possible by just making a furniture stove and sticking calcifer's functional stove function on it)
oh !!!
I think I'll try playing around with the concept >:)
sorry i forgot to publish it earlier!
sounds like a simple custom machine
I had to make sure
A: Ninja friend wanted it published to showcase
B: how Ninja friend wanted it written
The code looks for any Paths tiles from the fest tilesheet and spawns an egg prop where they are
So the eggs on the Paths layer are used to create the spawn points, if you edit the map in a way that would remove those you would keep them from spawning
Incoming TooManyEggs Mod, where every tile in town has an egg.
EZ win
Imagine that in 8 player multiplayer
Pure chaos, I love it
Is it possible to change the config of another mod without using harmony? I had assumed I could do it using gmcm, but it doesn't seem like I can.
not possible without reflection, not recommended in most situations
what's your plan?
I was making a mod that changes some shops that another mod changes and was looking to toggle off theirs because it is a few of the same edits, but more balanced.
I guess I could technically see if their changes are there and if so remove them instead of trying to toggle their config.
don’t turn off other mods’ features, don’t mess with other mods’ functionality at all please. Let the user decide which they want, or turn off your own mod when both are installed.
This mod is more for my friends and I, not the public.
(Silently turning off other people’s features leads to confusion, hard to diagnose bugs, and is just generally very bad etiquette)
why not just turn it off manually in their config then?
I'll probably just send them config files then because some of them don't really understand how to do much other than play the game. TY for the help.
For portrait mods, if the folder is only PNG files, how would you add it into the game to Portraiture(in general) with it not being an XNB?(only XNBs are seeming to work to add to portraits in game)
afaIk, you can't. If it's only png files it might be a CP mod tho
just one sip 🤏 only a little uogra
girl so pale i used her skin tone as sandwich bread
shes so cute blueberry 😭
If you are using Portraiture, you just need to put all your .png in a folder within Portraiture with the correct name format. The Portraiture mod page should have all the info you need.
yall should i try pulling an all nighter to get 2.0.0 of my mod out
no, definitively no, pls no, reconsider
well i have 3 mods to get done, my shop in the woods which i already have about halfway done, adding onto my secret notes mod, and starting the potions system for this big project group im working with
ok and?
is there some place you're moving in soon with no internet and computer?
no...? i just want to get these done now so i feel satisfied with myself
satisfaction is very brief. wait with me in limbo
(pls don't ping me on reply)
Ok but :
- being extra tired will not help you feel satisfied
- mods don't deserve you to lose health on them for no valid reason
- you already released mods, take the time to be satisfied with that before you overwhelm yourself with more and more projects
i understand you're quite enthusiast, but taking time to work on project is beneficial 🙂 updates don't have to follow in quick succession, if anything people appreciate a bit of spacing
I agree with Lumi here, take your time fr fr
The satisfaction will come, breaks always help you in the long run anyways
Refreshing the senses so to speak
fair, you asked for advices and you are free to ignore them
personally i enjoy a mod more if i know the author experienced true pain
I'll be the first to admit I tend to hyperfixate and lose track of time (its why I'm up right now in the first place, I messed up my sleep schedule doing Qi stuff) and sometimes that's okay, but if your body needs rest, if your MIND needs rest, you should rest
alright then!
what if they dont
I mean if you're genuinely not tired then by all means go for it
But if you ARE tired, rest
anyway, i am working on several mod updates, and i like having projects to do and projects for later
i also like not having to rush and work at my own pace
Or just do something else tbh, taking breaks from doing one thing is important, it's why I haven't modded anything since releasing mine, and it's why I won't be bringing my laptop with me on the week long trip I'm going on
You'd be surprised what a break can do for motivation
i like playing other games 🙂 it refreshes stuff a lot
My main reason for not rushing my mods is so that I stay in this community lol. If I let myself go fast I will hyperfocus, burn out, and then never mod again.
enjoy your week long trip, lily
Pov mod authors actually play the game they mod for...
Hehe thank you, I'm seeing my family up north for the first time in a few years
well with 3 people encouraging me to rest if i need to i am outnumbered, fine. i wont loose sleep
hey lily! have you seen you're on the big square trending mods? 
Also Aba is right, burn out is real and you are NOT immune, it WILL get you
I DID IM SO HAPPY!
I truly could not be more overjoyed
the star that burns twice as bright generally realises it has other, more important commitments
ive never experinced burn out... is it that bad?
for modding, it means being exhausted just thinking about something that brought you joy, and stressed because people have expectations/want bugs fixes and you feel it is this invisble barrier between the task and you
It sucks pretty bad tbh, you don't have any motivation and you don't wanna do anything and you're tired and... it's rough for sure
all the same it's fun to work on things in the background, just in case
and it also affects self esteem because it sounds so small to "just" push a bug fix but it isn't
wow, i will take a break from 2.0.0 (because i am still trying to figure out how im going to do a certain thing, and i got other things to do)
It's awesome how enthusiastic you are though, genuinely
Just try and pace yourself, doing a lot can end up with you taking long .. long hiatuses
(Because of the aforementioned burn out and such)
if only i had good ideas when i need them to put that enthusiasm into lol
Try just playing the game with your mods, maybe you'll come up with something :D
Or play a game.. or just do a thing that isn't modding
yeah like i think there's a difference between "i'll spend my week end working on the mod because it's fun" and maybe not see the hour and it's one hour later than your usual sleep point, and the all nighter, which is, for me, fundamentaly different
uh- did i go back in time? istg it was just 10:50 now its 10:27
i dont have any other games i really wana play atm
I don't regret all the time I spent on my Qi mod... nor my messed up sleep schedule, but I will say it is annoying to be up right now 
My flight tomorrow is at 6AM so I have to be up around 3:30-4 to get to the airport
So it kinda sucks just a teensy bit
@hoary lake heya! we don't allow other people to publish mods from those who aren't in the server. that feature is just for people currently here who aren't high enough of a level
then just stardew ✨
ig im starting a new save file since ive done the community center and got to ginger island
ooo i can try out one of the different farms

wait a minute...
You could do a themed farm, those are pretty fun
:] when I get back from my trip I'm going to do a space themed one. Definitely not because I want to marry qi and that seems thematic not at all
We're very convincing
mr qi doesnt seem "space" to me, more like "scifi/mystery"
but its your farm so
Idk he's got a lot of star stuff going on
i can tell lol
Definitely mysterious though! Which also fits to space for me, with the whole "anything could be out there" aspect of it
I do see a teensy bit of the sci-fi, just not so much. The radioactive bars would lend to that 
ive never read a full wikipedia article but the first one im going to fully read is CA's wikipedia article.
Aw man now I'm thinking of the mod again which means I'm getting Ideas
It will go to the ideas board but I shall not touch that mod, not for another week minimum
no....
bad lily
bad
no idea
But also what if I made a cutscene where he takes you in an airplane because that'd be cool (if a terrible pain to code)
thatd be super cool
hits with newspaper
dont encourage them!!!
Then again he does have 22 cutscenes so
STOP IT
I'm not gonna do it NOW
NOOOOO
Later B)
SOMEONE STOP THEM
There is no stopping me, although my hatred for event coding might
She/her is fine too btw! I use both
lets hope your hatred is strong enough
alright, i was just going off what was on your pofile
The idea of coding a moving plane sounds like an absolute nightmare
So does making a custom cave map that looks like the skull caverns and yet I'm gonna do that too 😔
sounds like a lot of things to look forward to after your trip at least
:3 i think it'll be fun
just take it 1 step at a time, focus on your trip right now
I do have another mod idea I'm going to be doing too - surprising I know, I'm not doing qi releated things, oh the insanity
After making that little oasis thing for his 14H cutscene I wanted to make an actual one so I'll be doing that cause I thought my map was pretty
someone should make the oasis shop into an actual oasis with sandy outside in a little open hut
It's too damn hot in the desert for that, the poor woman will get roasted
good.
she should get roasted for selling starfruit at 500 GOLD
I'm so oblivious to what's happening in the rest of this server, I got jumpscared by the pink names
theres a valentines event :D
yeah, I saw that now
you participate in any of the tasks and you get a temp role for the rest of the event's duration 
I know, but I don't have a single artistic fiber in my body wanting to take part in it, and I've already got my hands full on puzzles with my FF3 udpate
Odd question, but: how hard would it be to change where Lewis's shorts appear?
(For example, could you have them appear (spawn?) in a different room, on a different map, using just content patcher or would that require something more difficult?)
Now I feel silly -- I haven't really explored the quests file; I didn't realize that included things like item spawning. Off to explore game files now. Thank you!
No worries. The data format is dense
Where does the game store data for likes and dislikes?
Data/NPCGiftTastes
oh I see.. it's response text followed by item ids
how do CP mods usually target this?
ok I found it in SVE
the Furniture's time basedness
I don't even care anymore, this documentation is killing me

atra you’re pink too now!
I couldn't finish the puzzle so no pink for me after all xD
oh no D: which one did you get stuck on lmao
I did all three of the things cause i was bored...
A sweet gift to your beloved
Which I have just now realised what it probably is
Yup okay now I do have it lol
I've never celebrated Valentine's Day in my life
Nor do I give gifts in game if I can avoid it so I had no idea if it was an in game thing or not lol
yeah, figuring out what’s valentine’s and what’s stardew is the hard part of that crossword haha
I had to do a "find in files" search to find the Zuzu City tradition
I just read through some stuff people were saying in #1338712892240822373 and one of them was a pretty obvious (to me) hint for it haha
Oh I forgot that was a channel or I definitely would've done that
I instantly muted every event channel the moment I saw them xD
i technically have the whole server muted so i didnt have to do that 
I have 90% of the channels muted so that I don’t have to mute the server 
some of the british spellings got me for a while ngl
I couldn't mute the whole server. I'd have to check this channel every 30 seconds for messages if I did lol
unmuted right now are the free games channel, modded farmers, the event channels where people post art, modded tech support, this channel, and programming off topic lmao. Everything else is muted
oh I muted the free games channel with a vegence
vengence
english hard. fingers frozen
I didn’t notice it but then again, those are my default spellings 
I should mute it tbh
I've picked up some enjoyable games from the free games channel
I didn’t initially mute it because it was during that free game advent
But it makes sense that Atra would have it muted because Atra doesn't play video games :P
dude, when would I have time for that?
I need to reserve my free time for knitting and attempting to do a pullup
While knitting obviously
Multitasking!
I read while playing video games xD
There are many frequent couple-of-second opportunities for other activities in video games
ugh
that's like my work life already
like, I multitask during work already so much I go home and it feels like I've worked so much
That's fair
Boredom is my number one ADHD fatal flaw so I always have to be doing something and frequently it needs to be at least two somethings
Which is why watching TV and movies is so boring and I tend not to do it
like, I either go "brain off, muscles activate"
or I chill and knit and listen to podcasts
XD
if you drop a stitch more than three rows you lose a life
oh come on it's fine, I can ladder it back up
I have never experienced this in my life
iro, I laddered down and fixed BRIOCHE recently
(same, I never got the fuss about them tbh haha)
nice
the only brioche I’ve tried is single-colour fisherman’s rib
which is barely brioche
tbh the brain off is because I've diverted all my oxygen to my leg muscles
bit hard to think when every cell is going "oxygen oxygen please oxygen"
I'm just built different
I can have that and my brain can still be going "why are we doing this? This is literally dying but still being alive to feel it. STOP THIS RIGHT NOW"
but also brain off muscles activate sounds fake
it sounds like one of these things that my adhd laughs at
The only exercise I can do is intense thinking exercise or dancing
I exercise (my right to remain seated)
Because when music makes my body move I can't stop even if I can't breathe
the thing about exercise is that it’s hard to do interesting things while doing it and if I don’t have mental stimulation at all times I’m pretty sure I will spontaneously combust
@calm nebula: take a look (18h ago)
Imagine how fit hyperactive ADHDers would be if they could combine their restlessness with "brain off, muscles on"
I am feeling the desire to play Stardew some more. But I want to add more mods. Maybe I can just download the mods I want, check their minimum SMAPI/CP versions, and then sort them into "add now" and "next playthrough".
I was going to play my collection of 1.5k mods ... and then I looked at "update 177 mods" and said na
I am, instead, playing my smaller, more managable mod collection
Is it ok to post a new build of my mod in a thread of this channel? I want to share it for people to test before I release it on Nexus, but I don't know if sharing a whole ass dll is allowed on the server.
iirc Pathos had a thread for Central Station where he was putting up betas for it so I think so?
ok, thanks!
Furniture Framework 3.0.0 testing grounds
I don't remember who I should ping for testing, so anyone is free to go take a look and test the update.
It would also be very nice if people who do not have previous experience with FF could give me feedback on the documentation, and even try to make their own Furniture Pack!
apparently I forgot to add spacecore as a prerequisite for Forever Falls, you can't use the warp room without it.
(I saw Star Control getting released, I'm working on updating the integration for it in S&S behind the scenes ^^, gonna be a bit before we can release that update unfortunately though. And for the record you can just ping me in the future about stuff like this, whether or not i've been active in here I'm likely still lurking around
)
Good to hear, thanks! I figured there wouldn't be an immediate update, just wanted to make sure you folks actually knew about it and didn't have to hear it from a bug report.
Thanks for the thought 
So I don't think I edited the eggs or anything on the paths layer in Tiled at all for my egg festival map, but when I start the egg festival, no eggs spawn still
what patch mode are you using? could you accidentally be replacing the entire paths layer with an empty one?
On Tiled when I hide the paths layer, all of the normal things and the eggs hide
I don't know what I did to mess with the eggs at all
the fest tile sheet is imbedded, nothing seems off. Just no eggs when the main event starts
Can I see your file path
Sorry
Wrong thing
Your mod folder
The map, the tilesheets
with a picture?
Question: is there a way to check whether x amount of days has passed since a player saw an event? like "ok, if you saw Event A, then you cannot see Event B for 30 in game days. once that passes, u can trigger it at any point"
Yes
Yes
is it even possible to update this mod??
https://www.nexusmods.com/stardewvalley/mods/2643
(See how the game uses conversation topics)
wanna know for personal use since nyapu is making portraits for the vendors
Yes
Also. I'm surprised the mod doesn't just work currently
Like That mod should just work
haven't tested it but only change i made to the content file was changing the version
I'm not quite sure how to do that without a whole stack of pictures. It's just a mod for me, so I have every single tilesheet from the vanilla game in it
it's a mess
the folder
if ya want i can send the json validator log
Well, having the vanilla tilesheets is what is causing your issue here
i added it to my thread i made to not crowd up the chats
ok, but is there a less stupid way than setting a conversation topic to last for 30 days and then checking if it expired
like there's no way to just be like "wait 30 days from this point. ok u can see now"
Setting a conversation topic for 30 days is exactly how the game would do it
without doing the "hmmmm ct check :3c hmmm ct check :3c"
Can you tell me more about that? It's a copy of the vanilla. I could change?
ah.......
Feel free to c# an alternative if you want
so no gsqs or anything cool...
The game is looking for a SPECIFIC tilesheet
nah, just wanted to see if there was a Shrimpler method. thank u!
But smapi is causing the one in your mods folder to get loaded
Which isn't the specific paths tilesheet
So just don't have the paths tilesheet in the directory
You should have a working directory and a deploy directory for maps
okay, what tilesheet should the map use for paths?
It should use the one the game packs
Not the one in the mod folder
If you leave it out smapi will use the one the game packed
okay, so on tiled, I should pull the tilesheets for paths and fest from the vanilla game?
What you can do is
- Edit the tmx in a folder that do have the actual tilesheets, e.g. the Content unpacked Maps folder
- Copy the finished tmx to the content patcher mod folder, and load it to Maps/*
This will give you the right stuff once you are actually in game, assuming you did it correctly
Actually I might be wrong about the cause (game looks for tilesheet name not asset path) so I'm gonna just peace out
Baiiiii
As for your egg problem though, did you start with a copy of the vanilla map?
Yes
And only expand down and right yes?
Yes, and didn't touch the paths layer
mystery 
But i suppose if you just
Did a map patch for only what you changed
It'll probably work
Generally bad practice to Load over existing map unless you are changing it completely
That was going to be my next step, I was just hoping I might be able to fix it without. I'm going to give that a go right now
I tried to find information about giant crops, but typing in the wiki Modding:Giant << doesn't find anything in the search.
Does anyone know where I can find it?
can anyone please confirm if it's normal for a single amethyst forge to add +10 weight?
the wiki says it should add +1 knockback, whatever that means
yeah nevermind
"Forging a weapon with Amethysts will add +10 per amethyst to the weight."
i believe it's part of the crop data ?
this is kinda ridiculous, no?
at +30 weight I'm throwing monster out of bounds
The data is located in Data/GiantCrops.json
Amethyst is supposed to add knockback, not weight, where is the line about adding weight? I don't see it on the Forge wiki page.
is weight = knockback?
Oh I guess weight and knockback are kinda the same.
But the Amethyst Ring adds 10% knockback, so probably an Amethyst in the forge is supposed to do the same. And 10% is probably not +10.
I was going to say it's likely just a case of using the names interchangably.
If we consider every 10 weight to be 1 knockback, anyway, though I don't know whether that's the case for sure.
Magnetism works oddly in that way, since every 64 magnetism is 1 tile, I believe
If swords have a base weight of 10, then +10% knockback is +1 weight, not +10. Seems like a bug.
I guess no one ever forges with amethysts, haha
(I'm a crit chance man myself)
Well whether you are into crits or steady DPS or special attacks, in all those cases, extra knockback actually tends to make combat worse (slower).
Oh, right, anyone around here good with gift taste edits via CP? I know someone has a program for making the changes, but I haven't been able to figure that out yet and for a mod I need to just add one item to an NPC's tastes.
Already way too much knockback on enemies like the magma sprites or whatever they're called.
Yeah, knockback is almost something I never focus on
what exactly are you trying to do?
bc i got this code that makes haley hate an item
{
"Operation": "Append",
"Target": [
"Fields",
"Haley",
7
],
"Value": "{{ModId}}_Niji",
"Delimiter": " "
}```
I just need to add an item to Krobus' loved gifts, and I'm personally unsure which text operation to use. Let me take a look at that
Is that 7 the index? I was unaware I could specify the index
I've got that up, of course, it was just a matter of not knowing how to use text operations to change the specific index for loves.
same way i did
Knowing I can select specifically that index to append is super helpful.
"Operation": "Append",
"Target": [
"Fields",
"Krobus",
7
],
"Value": "ItemIDgoeshere",
"Delimiter": " "
}```
Looks like it!
yesm. there's tech 2 for each option but idk..
Well the even numbers would be the actual gift taste lines
i think 0 and 1 are both loved, according to the wiki but like, eh
I'd assume its the second one, since it edits the reference ids.
Since the way it's done is
Stuff here/ids here/stuff here/you get the gist
so yeah 1, 3, 5, 7, 9
Well with this sorted I can finally get back to work trying to fix the dialogue entry shennagigans I'm dealing with 
I genuinely can't tell if I'm getting unlucky in testing or something ain't workin
if you share your code someone can look over it and see if something's up
I think it's not the code that's the problem, it's me not quite understanding how the game selects possible dialogue entries
All of my other changes do work, at least the ones that don't seem to be conflicting.
I'll just be specific here; I'm editing Krobus' dialogue to update an old mod from pre 1.6
I wanted to add dialogue that occurs on tuesdays if you had at least 2 hearts, where Krobus asks a question, but it keeps getting overwritten by the standard Tuesday dialogue.
!json
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.
share what u did cus otherwise we be talking in circles
Should the key not be <DayOfWeek><Hearts>?
Here's the whole dialogue string
Everything works, which I tested by making it a location dialogue
Question- why is it Tues? (I thought it'd be Tue if my memory doesn't fail)
It should be tue
yeah the s is defnitively an issue
I am
So mad
of course that'd be my issue 
This is like the 80th time I've made a small error like that
that is ok, we all did typo (i just did one message above)
it's why you do check with people that didn't spent half an hour trying various things and have fresh eyes
This is true (shoutouts to selph because they seem to be the one saving my rear end too often)
Thank y'all 
Does anyone know if Pathos accepts PRs for cjb cheats menu?
I've been trying to fix the "unbreakable clump" issue in IE, but the solution would have to be a PR (nothing too big either, just a HasMod check)
it’s worth a try for sure, though you may want to ping him once you submit him if he isn’t expecting one?
yes pathos usually accept PRs if they make sense
he may need a bit of time to review code however
last time i saw i think he explained timeline was focusing on Central Station update then later the PR reviewing
here
I see! Thanks, that makes things much easier
you can just open PR on github he definitely merges them
but usually its pathoswave so could be few weeks
He follows kind of a release schedule so it just depends on how long it's been since the last update
I got lucky with Chests Anywhere and got a fix in a few days before the release
some PR that r like, bigger changes, don't get merged immediately though
rest in peace the you-can-now-wiki-walk-lookup-anything PR i had
wiki walk?
either way your PR sounds small so just open it 
my brain is too melty for this channel today
ping pathos if u wanna give him heads up
will do!
i kind of solved this for myself with machines mod though 
since my primary use case has been "oh i need <this> for a produce do i have any?"
Can someone direct me to a page about editing a vanilla NPC's schedule? I need a minor edit to Harvey's schedule for my mod
I just need to know what to put in the content.json to edit the line in his schedule
So, you're interested in creating a new character for Stardew? Good news: with version 1.6, creating a character is easier and allows for more flexibility than ever. However, NPCs are one of the more complicated things to create for Stardew, as they have a LOT of moving parts. This guide aims to provide...
(Turns out I found a way to fix the issue, so the PR won't be needed
for now...)
The problem is actually in line 5.
You switched your ] and }
No, wait, sorry.
The locations are all working fine. I'm just trying to edit Harvey's schedule
Don't you need a "Changes": [
You're missing the Changes field, and I suggest indenting consistently to make it easier to see when operators aren't aligned. See fixed version.
might also help to have an editor that helps highlight bracket pairs (VSCodium does that, not sure if Notepad++ does too)
I have my own question, which is the reason I joined, actually. (I'm normally pretty averse to joining big servers, but hopefully I'll be active at least in the modding corner!)
I'm working on a Content Patcher mod that unifies many of the various Pokemon mods (only the ones that allow it in their "Permissions and credits" section, of course) and that involves a lot of small edits to text. (I can see why most such mods don't bother.) Sometimes it's very simple snippets like changing a string that says "Duck" into "Delibird", but for longer ones, is it better to replace them entirely using EditData/Entries or should I use EditData/TextOperations to improve potential compatibility with other mods?
For example:
"Action": "EditData",
"Target": "Strings/Buildings",
"Entries": {
"BigCoop_Description": "Houses 8 coop-dwelling Pokemon. Comes with an incubator. Unlocks {{Duck}}s."
}
}```
or
```{
"Action": "EditData",
"Target": "Strings/Buildings",
"TextOperations": [
{
"Operation": "ReplaceDelimited",
"Target": [
"BigCoop_Description"
],
"Search": "ducks",
"Value": "{{Duck}}s",
"Delimiter": " "
}
]
}```
if its viable, TextOperations to replace a single word should be more compatible, but it might not always be possible with the way dialogue is laid out
though for something like BigCoop isnt its stuff kept in LocalizedText tokens anywho?
Using text operations for display text may be tricky. For example, it won't work in the above example because the delimited word is ducks. (with a period), so it won't be replaced.
Oh, huh.
Oh I missed the top part
I missed that too.
yeah with a space delimiter everything between spaces is its own thing
does pfm do anything with mills?
and there's not a way to replace substrings like that otherwise with CP
Is there another framework that allows that?
For something like that, it may be worth doing it in C#. That way you can easily do arbitrary search & replace in any matching field (e.g. all dialogues and UI text).
There was miller time but
I could always reaplace "ducks." with "{{Duck}}s.", but of course that's likely to reduce compatibility compared to only replacing "ducks"
i think you could use tokenized text for this
never had to my knowledge
this is the vanilla Duck farm animal right
or actually this is big coop huh
Yeah. Unfortunately, a mod that turns animals into pokemon touches a ton of different Data, String, and Event files.
Change this
"Description": "[LocalizedText Strings\\Buildings:BigCoop_Description]",```to```
"Description": "[LocalizedText Strings\\Buildings:BigCoop_Description {{Ducks}}]",
```Then, do an edit on `Strings\\Buildings` ```
"BigCoop_Description": "Houses 8 coop-dwelling animals. Comes with an incubator. Unlocks ducks.",
```to```
"BigCoop_Description": "Houses 8 coop-dwelling animals. Comes with an incubator. Unlocks {0}.",
you will need to do this for every lang though, might be easier to go i18n tokens route
Does that really solve the issue? It still makes anything that changes BigCoop_Description conflict.
but if something change away the ducks string in general, aren't you still out of luck 
I would do this, and assuming I publish this might change it, but I don't know C# and I'm trying to get this done so I can use it with my girlfriends.
Yeah. Though I expect that anyone using this is unlikely to also use something that would change the ducks string.
I'm more concerned with events and longer strings like event dialogue or mail.
theres ofc the option where you just
add delibird as own farm animal
dont need to change strings if ducks still exist
True.
yea it has been a problem with people who wanted to make a mod that renames an npc too
I bet.
in C# you can do a Late priority edit that does string replaces like this
on all the possible places
CP not as flexible
Hmmmm.
and ofc remember that you are not obligated to be compatible with every mod that exists
its a best effort thing
make it work for your own mod list first
Yeah, I might just not worry about compatibility at this point and if it proves to be worth doing I'll work on learning C#.
oh okay. i was unaware there were any rules against it. sorry! 

Which is probably something I should do anyway, even if all the programmers in my family despise the language.
despise C#?
Mhm.
@proud wyvern been trying to use Pintail for that POC we were talking about the other day, do you have any idea why it would successfully create a proxy (not report any errors) but fail to actually access the target property with a MethodAccessException?
The exception message probably won't help you much, but here it is just in case:
Attempt by method 'From<IConsumerMetadata>_To<BarData>_1.get_Texture()' to access method 'GenericDataProducer.BarData.get_Texture()' failed.
It's a little odd, the Texture property is definitely there and I can even see it in the __target field, but it fails no matter whether the target is a named class, anonymous type, etc.
are they C programmers 
Also I should clarify that it doesn't matter which property I try to access here, they all do that, including a simple string property.
Your property needs to be public currently
I...think a future version of pintail fixes thaf
One prefers C++, the other either Python or Java. The first loathes the fact that almost everything is an object; the second I suspect mostly because he was forced to use it in a job he didn't like much.
It is public.
only if SMAPI passes in a flag to allow it
the type also needs to be public
Ahhh right
I'm having a weird bug report from someone unable to collect molasses after making it in a mill. Can someone take a look at this log and see if they have any clues? The only thing I can think of is if they accidentally have an Automate chest connected by pathways and it's yoinking the molasses (but the sugar remains there)
Hello! I am trying to complete the game and I have a problem that I cannot fix: it regards molasses. I tried three times (two with sugarcanes and one with sugarbeet) and I cannot get it. If I put sugarbeet in the mill (the one I made Robin build for me) I obtain sugar and nothing else, and that's okay. If I put sugarcane in the mill, the day after a popup opens up to show that I got both sugar and molasses but when I click on molasses, the item disappear. I checked multiple times, tried with my inventory both empty and almost full and nothing, it just disappears.
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 69 C# mods and 182 content packs.
At the moment I only am really proficient in Python. I could get back up to speed on Ruby pretty quickly and am learning Javascript.
@teal bridge (just making sure it isn't lost)
the degree of C# needed for your feature is pretty low 
Yes, that was the problem. Sadly this means it doesn't work with anonymous types.
if you know at least 1 programming language u can pick it up in a few hours
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually it’s easier to start with making content packs, since you don't need to learn programming.
But, still, Button will probably prefer a few "simple" lines of Pintail glue to a whole custom IL weaver.
I've learned that if you want people to actually use your tools, asking them to go to your github.io page is a much lower bar than installing Python and running code written by a random person on the internet.
Ooh, thank you!
so yeah, as atra mentioned, newer Pintail has a way to allow public properties on non-public types to be proxied, but it needs to be specified when creating the ProxyManager (aka by SMAPI)
You specifically want to do this https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Content
to edit content
that would be on Pathos to specify (if he wants to allow it)
Is the newer version included in current SMAPI? Like, is it just an argument thing or is the problem the included version itself? I'm creating my own ProxyManager here.
personally in Nickel i just allow any access modifier
What is the argument to specify?
ah nevermind, i actually do only allow public members
https://github.com/Shockah/Nickel/blob/master/Nickel/Framework/ModManager.cs#L107
Ok, I see that it works with the AccessLevelChecking changed in the config.
nice!
It's too bad that there's no way to set it to allow non-public types, but still only proxy public members.
Which setting? AccessLevelChecking = AccessLevelChecking.Disabled works but I assume it will proxy non-public members too.
DisabledButOnlyAllowPublicMembers should
Ah, you're right. Not how I interpreted the name but it does appear to do that.
the bonch...
My next question is going to be why Game1.viewportCenter is 2617, 1622 on a 1440p monitor, but that's not a Pintail question.
Is it your second monitor
Nope. Stardew just being very silly. Game1.viewport has the right size, so I'll just ignore this bizarre little viewportCenter property and assume it means something different from what it says.
Do you have uizoom at .75
Nope. No zoom.
Pintail is also a wee bit more strict about nullable value types than I would have liked, but I guess we can live with that for this use case.
is it?
Well, if the producer provides a Rectangle property than the consumer won't populate a Rectangle?.
It's not the end of the world, just a little surprising. (If it were the other way around, then yeah I'd expect that to break)
i don't think that's any different from standard C# overload resolution though
Yeah
for reference types? sure
but value types you need to be specific
since it's actually a different type then
I'm not sure what "overload resolution" really means in this context; obviously it's a different type but Rectangle is assignable to Rectangle? without any special instructions.
I'm not reporting it as a bug, I understand why it's the case. I had to write a special converter in StardewUI to handle nullables.
It's just the type of thing that's liable to lead to a cross-compat bug eventually; mod A says "it's OK if this is null" and mod B says "well, I always have it", and everything seems OK about that except the types don't "technically, literally" match.
Could someone maybe take a look at my json content/manifest for spacecore CP animation and point out what I'm doing wrong?
for example, imagine having a public virtual Rectangle? MakeRectangle() method
and then having a subclass which has public override Rectangle MakeRectangle()
this won't compile. unless Rectangle is a reference type, then it might
also i guess it's not quite "overload resolution" in this specific case
Rectangle? rect = new Rectangle(); is really an implicit conversion
if i ever get to making Pintail 3 for real, it may become feasible to do
but yeaaaah i don't see that happening anytime soon
lol, you really don't have to explain the technicals to me.
https://github.com/focustense/StardewUI/blob/master/Framework/Converters/NullableConverterFactory.cs
I'm just saying if it did work like assignment worked, it could avoid some gotchas.
Anyway, I think this POC is about done, so I'll send it along for comments.
My favorite bug reports are users making up things that just can't happen and also not including their logs.
I don't think I've seen those. Seen ones that can't possibly be related to the mod in question, but not things that literally can't happen at all.
My latest bug report from someone is that a recipe doesn't appear in Better Crafting until they go to make a new category for it.
But that just... isn't how the menu code works.
And I've gone over that method a lot.
Could be some other mod messing with it.
Yeah, but no logs. 😄
wouldnt they have to patch better crafting 
Logs that would show me if anyone patched BC, because I actively log when that happens.
How can you know when any mod patches yours? Are you... patching Harmony itself?
Nah.
If someone patches me really late for some reason it'd be missed.
I am just running a method at the end of initialization that logs every patched method within the Better Crafting assembly.
You must get a lot of these types of reports to be that paranoid.
For a good number of versions there were methods I couldn't modify because of patches from other people that would lead to me getting lots of bug reports.
Fortunately I shoved everyone into the API, and that was a while back, but I want to be proactive about it in the future given how many people are out there patching crafting stuff.
Hyrum's Law always strikes.
Usually most weird issues I see are from multiple mods fighting over the same vanilla method to patch. Though... I do patch GMCM, so there's that.
My favourite Better Crafting bug I ran into recently is "oh no, I can't craft a chest as a farmhand here... and neither of us have played in months. What weird bug croppe u- oh wait, right, categories"
If you're looking for an amusing diversion from your own eye-rolling bug reports, you can mosey on over to the tech support forum and look at the "No Sound" thread.
I got a good chuckle out of that one.
(I'm reworking map tile lookups in Lookup Anything 1.49 to hopefully be more readable at a glance. Suggestions are welcome!
Old vs new format:)
that's so much more readable
That looks a lot better to me.
I'm not sure the word shows at the start of each tile line is necessary, in the interest of saving space.
Yeah, I think getting rid of that might be a good idea. If you're at the point of looking up this kind of information, it's probably fairly redundant.
my favorite recent bug was "oh no, the sword cutscene in the mine didn't give me the smile quest and now i can't enter the guild" except there is no such thing as the event giving you the quest, you get it in the mail the next morning
Looks way better, though!
Something i had wanted for tile lookup/datamine field lookup is a modifier key
Hold down (key) to use the fancy lookup basically
(The dream would be a search box, but...
)
What is the smile quest?
The vanilla one?
Oh the slime killing quest.
yes
The last time I Actually Played™️ the game, I went crazy in the mines on day 1 of mines access and got to like floor 40, having forgotten that you don't get the quest right away and then it's like "Ugh guess I need to go kill slimes again..." when I got it the next day and it was at 0/10.
40 floors is a pretty good day 1 run.
Although I assume you weren't trying to finish it in half a day and race to Clint for an upgrade.
Yeah, I was just trying to get to chest floors to get all my rewards for diving down, lol
That and money. Can't get some of the pricier drops until the lower floors.
I have a friend I play with, and I always hit the mines while she usually goes for fishing.
New in 1.6.x: non gree slimes count
And just like that, you've given me an idea for the dark floors in the mines...
You know what the actual worst quest is though? The prismatic slime thing
(Time to make a grue mod.
)
(Oh no, now I'm imagining a randomised Zork implemented as a new mine area...)
I remember struggling with the Prismatic slime but then reading a strategy that ended up working. I think it was just reloading the same floor or something.
Add a new house somewhere. Just a white house with a mailbox. The inside is all torn up and there's just a big hole leading down in the basement. And it's dark.
I love time consuming grindiness, that's why in Minecraft I make a villager trading hall with max enchants.
Zoom all the way out, Reload floor 5, no slime, repeat.
Zoom all the way out
I bought a 4k monitor, I need no zoom. I have pay to win 
I love time consuming grinding! This is why I knit
Also, what is more time consuming grinding than long distance running
You know, the popularity of a Zork mod is so difficult to estimate. Stardew does have a lot of older players, but I have no idea in what proportion to younger players...
Dh
I have an ultrawide ~40" monitor. I need to zoom in or else I get a lot of blank space on the sides.
Zork is a text-based adventure game from 1977.
This is me "playing Minecraft" right now. (aka AFK farming Wither Skeletons)
It's always weird to me to see someone with mods but also just doing some vanilla farm, lol
My mods are mostly QOL/Vanilla+
I don't like changing game mechanics
I'll do mega modded every now and again (SDV and MC), but generally keeping pretty close to vanilla is my preference.
(For me, heavily modded Minecraft isn't Minecraft. I enjoy the two separately.)
Yeah, my mod loadout in SDV doesn't ever hit above like 50 mods or so
I like vanilla Minecraft sometimes but I inevitably get impatient because building the cool stuff takes so many resources.
If I do a mega modded MC playthrough, it's usually tech-focused
I get so much satisfaction setting up my AE2 system
You might say I have an interest in modded storages
-# When is Applied Junimistics
Have you considered making mods for storage
(Who does the AJ's Super Soaryn Drive get named after? (Is that even still a thing?))
But on the subject of Stardew modding, I'm so tempted to see how many people would know what to think about a Zork mod...
What is zork????
(Sorry, forgot the ping!)
@calm nebula Just to be safe ^
Zork is a text-based adventure game from 1977. There are a few famous tropes from it, but the relevant one was "It is dark. You are likely to be eaten by a grue." which happened if you went into a dark place without having a source of light. One of the games puzzles, since you needed to obtain a light somehow.
I could definitely see a Zork adventure mod for Stardew.
I'm pretty sure Casey at one point talked about having an AE2-like mod that they worked on privately, but never really showed off.
It's probably just... developing a mod like that doesn't really lead to anything in Stardew.
Like okay you have this fancy machine but what does it do for you
That you don't get from just like Automate or Junimatic or a simpler inventory mod
Social security number?
At a certain point you have infinite resources and infinite money but you just have nothing to do with it and it doesn't really have the same appeal in Stardew that it does in Minecraft, I think.
The solution is that SDV needs to be way more grindy
We need more resource progression
I remember I even had (technically have in my git history somewhere) a mod that would move crafting to in-world pedestals like Minecraft multiblock crafting.
What is this infinite resources and infinite money thing
What is multiplication
What is multiblock XD
I think we collectively need to make Atra play Minecraft with us to learn everything. /j
You can go start a server
I will promptly not have the free time
Alternative joke: yes, this is why I'm not a good modder
I went from level 0 to 100 in this Nether Fortress farm just to get 37 skulls. What's the equivalent to that in SDV?
(The idea of a Stardew Discord Minecraft server is highly entertaining to me...)
Do a terreria server
Atra, have you not played Minecraft?
hello, i have a question about co op, i was looking for a way run a dedicated server and i saw the JunimoServer github project is this the currently best way to create a dedicated server ?
Correct
I think there are aspects of it that you would enjoy
#modded-stardew if you want to know how people play the game
We don't play games around here
I tried getting into MC at least 3 different times (via invitations from friends), but I bounced off it every time. It just doesn't click with me for some reason

like I played factorio, civ, SDV obviously, even dwarf fortress, but I just can't do MC
(You're also imagining Atra creating a CPU using redstone, aren't you?)
Oh yeah, redstone wizardry for sure
DF is going to be so good 10 years from now
provided I dont swear off computers entirely and become a hermit in the woods by then
The thing about Minecraft is, it is what you want it to be. I play with my wife, and we have vastly different interests. I like farming and Redstone, she likes exploration and creative building. That's kind of the roles we take on every game we play together.
makes sense. maybe it was one step too open ended for me? all the other games I mentioned have fairly concrete goals (even DF, which can be boiled down to "keep this pack of idiots alive")
Might try a mod pack that adds quests, then.
Though, that can be hit or miss. A lot of them think quests are just like "Build one of every machine from X mod."
Which, uh, I guess that's technically a quest but it seems pretty low effort
(I really think the proximate issue with me and all video games at this point is I go home and collapse into bed)
(Maybe knit a few rows.)
If I have the spare brainpower to do differently I have stuff I want to work on
Advancements are a tangible goal, as well as working through vanilla progression (wood, stone, iron, diamond, enchanted, etc.)
heyy, so I am trying to make a mod where I modify the menu to have like either an extra tab or an extra button or section where the player can write a question and then an answer will be displayed and I just cannot figure out how to get started. I found out about GenericModConfigMenu but I dont really know how to use it and I dont know if there are any tutorials
which menu?
the game menu where you see the maps your level and all that
Depending on the menu, you're very possibly in heavy C# territory here.
where does the answer come from
i want to make a lore friendly, canon friendly mod about elves and fairies and mermaids is there some sort of wiki page on all that stardew valley lore?
that's where I get lost because I dont have a lot of experience with C# but i do know about programmin
it will come from my mod
Really wish 1.6 had modified GameMenu to make it easier for mods to add custom tabs without stepping on toes.
ping pls
are you attached to the idea of being on the GameMenu specifically?
nono, that just sounded like it might be easier
... you know
are you planning on having some preprogrammed questions and answers, or are you going to use some kind of language model to answer questions?
I am currently looking at open source mods to see how the syntax of everything works and I ran into a lot of mods that use it
a language model to answer them
Technically I could make a mod to replace GameMenu, it would only break checks notes so many things
But on the other hand it would lazy initialize menu pages and have an API to register new pages, making it instantly better.
ah. You may want to be upfront about that because not everyone here are willing to help with things like that.
Also, you should know that nexus doesn’t allow charging users for use of your mod, so you will likely need to have them supply their own API keys for various models, the way ValleyTalk does.
Or I suppose, if you're a billionaire, just foot the bill for anyone using the mod using your own keys. /j
this is for my senior project and i am not planning on charging
its not easier really, the easiest way to get a menu show up is to just set Game1.activeClickableMenu to IClickableMenu
I will try to do it with free apis or configure it but in the worse case scenario if i dont figure it out i wont share my mod
or rather, your implementation on IClickableMenu
there is a framework for fancy menu #1293051032904925255
sorry, im not fully understanding i would set the player's clickable menu to IClickableMenu but what does that do?
oh, and the one other note I will make about use of language models in modding, is that you shouldn’t under any circumstances feed other mods’ content into an AI model without express permission from the author of that mod (that they opt in to, not out of)
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
we had that problem with another mod in the past, so just a heads up
many examples of this specific usage in the game itself
You would make your own class inherit from IClickableMenu, and assign that to Game1.activeClickableMenu.
And no, IClickableMenu is not an interface, just to be confusing.
…what. Why is it called IClickableMenu then 😭 every time I learn something new about the game code I am surprised once more
The only lore about them is that there are no lore
public abstract class IClickableMenu
Who knows!
so go nuts tbh
Which is at least something, but...
I assume CA started with an interface and then decided to add methods to it
i always wondered if u r supposed to name abstract class with some convention too
And default interface methods don't exist for early c#
which is why we should all use python, where nothing matters and everything is the same. In this essay I will— /j
We can use higher version language features.
There's a Setting page on the wiki, but it doesn't say much.
Okay so I am now digging into the logic when the game menu changes size and this feels a bit insane
We most definitely can use default interface methods.
In Game1.SetWindowSize, it creates an entirely new GameMenu and tosses out the old one
Enjoy your new fate!
I'm 87% done with this hat
Both emotionally and actually
(Fun fact: that almost got rewritten in 1.6, but the regressions were pretty terrible so it was left as-is.)

Well, this is what happens when all the layout is done one time in the constructor.
What else can you do, other than throw it all away and start over?
I am emotionally 87% done with all knitting projects the entire way through tbf. and most code projects
…for some reason I’m in the mood to write scala rn. I blame modding for giving me a taste of OOP languages
you knit?
me? I do most yarn crafts that there are 
pls show the class your work in #programmers-off-topic 
or maybe u did and i just missed it
BetterGameMenu?
So, the API for this mod would need to:
- let other mods register and unregister menu pages
- emit events when the current menu page changes
- emit an event when a new menu page is first instantiated
dunno what you're talkin about
scroll the tabs
my… knitting work? ig that is off topic for programming tbf
I was just about to say I’m gonna move o programming off topic though haha
isnt scala also oop (not just but still)
you want a good not very oopy language try rus-
I can't believe you're even considering this. Best of luck, though.
that’s what I’m saying, C# made me kind of like/tolerate OOP languages. what have you guys done to me
Look the vanilla game menu is that bad that I think this would be a solid performance improvement for everyone.
It is, but it's also bad for a reason.
also scala is a cross between OOP and functional which I feel is just cursed enough to be on brand for me
I was going to say "because it's heinously complex", but alright.
Things that are fine in the context of the vanilla game but that become considerably less fine as more and more content is added to the game.
The GameMenu class itself is very simple.
reminds me of a prior discussion about extra menu tabs, and my only contribution: #making-mods-general message
I mean, even stuff like the map page is bonkers, it's both main menu and also not main menu.
I think it’s great. do it
wait on a half-related note, does sprites in detail allow all game asset textures to be HD, or just sprites?
because if it removes the size restrictions on all game assets it could make for an incredible 2.0 version of my retexture everything nonsense 
(if this turns out to be a serious idea, I know of one mod that adds new menu tabs - Ferngill Simple Economy. Well there's also UI Info Suite 2 but it's going away in the next update)
I think it does. Not sure
reminds me of this
Such a slick art style, imposed onto such a trainwreck of a UI.
they're draggable too btw
I'm getting too many random ideas from things I need to not add to my todo list today. First Zork mod, now the Stardew equivalent of whatever the current form of that Minecraft equivalent exchange alchemy mod is.
beautiful bookmarks
scale up 2 is the all textures in hd mod
the "sprites" in sprites in detail is npc walking sprites iirc
Just implement the Runescape trading menu
...I haven't played Runescape.
thank you, you have made a valuable contribution to the 2.0 version of Everything Is Boncher
your name will be logged in the annuls of history
hmm I've also been rotating ideas of a transmutation mod
nothing too crazy though, just an immersive-ish way of for example turning 10 diamonds into 10 fairy stones
Crafting recipe? That'd be the lazy way.
The game actually does have transmute recipes already.
Just let me turn butter into butter into butterfish
right, but if you want to convert, say, any 20 minerals to the other you'd have to do 400 recipes
Could do a custom crafting station so at least the recipes are in their own place?
was this about my knitting, scala or something else 
knitting but well, anything
as we all know programming is the universe and netherlands
can do, give me a sec and I’ll find some cool shit I’ve made 
Probably SpaceCore's forge recipes can do that, like combine any mineral A with transmutation material B and you get two of A back.
(Or just do a whole custom menu)
forge recipes are cool, though yeah I might do custom menus for more flexibility
til spacecore has forge recipes
I'm not really too sure how they work, I just had to make sure they weren't broken several months back.
I love this game
this isn't uncommon actually, junimonotemenu and others do the same. i'm pretty sure that fieldofficemenu doesn't even try and fix itself when the window is resized and just folds into a heap
why does this not change the description viewed, even though the logs log?
harmony.Patch(
original: AccessTools.Method(typeof(StardewValley.Menus.InventoryMenu), nameof(StardewValley.Menus.InventoryMenu.hover)),
postfix: new HarmonyMethod(typeof(ModEntry), nameof(InventoryMenu_hover_Postfix))
);
...
private static void InventoryMenu_hover_Postfix(int x, int y, Item heldItem, InventoryMenu __instance)
{
if (__instance.hoverText == "" || __instance.hoverTitle == "" || __instance.descriptionText == "" || __instance.descriptionTitle == "") return;
Console.WriteLine(__instance.hoverText + "im");
Console.WriteLine(__instance.hoverTitle + "im");
Console.WriteLine(__instance.descriptionText + "im");
Console.WriteLine(__instance.descriptionTitle + "im");
__instance.hoverText += " end (hover text IM)";
__instance.hoverTitle += " end (hoverTitle IM)";
__instance.descriptionText += " end (descriptionText IM)";
__instance.descriptionTitle += " end (descriptionTitle IM)";
}```
and yet at work i get qa tickets for 'rotating the window 5 times during a page transition on a folding phone misaligns a div until user clicks once' and that's high priority 
lol
if its anything like the collections page, if i had to guess its not actually using those fields for the actual drawing and is instead using whatever is in the Items draw functions
ah
i cant be 100% sure of that but it would be the first thing id check
might be easier editing the data
i dont think ive ever needed ref for __instance




