#making-mods-general
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ah ofc
it passes by val, but the val is already the reference to the instance
which menu are you testing this in btw?
InventoryMenu
inventorymenu isn't a menu in itself though
oh you meant in game not the class
well it is, but it's usually contained in MenuWithInventory
on the topic of silly menus, but the opposite end of the 'how often should we update the layout' spectrum
hello everyone i'm trying to make a mod using content patcher, and i want to change sam's name, how would i do this?
you would change the value of the DisplayName field in Data/Characters
(or the entry in Strings/NPCNames that it points to)
you also need to change every dialogue in the game that references his name
alternatively, there's a comprehensive mod to replace all references to villager names if that's only what you need
https://www.nexusmods.com/stardewvalley/mods/9271
or that haha
since otherwise you're replacing alllllll the dialogue
thanks, i have that mod but im making a mod which includes name changes, im adding one direction to stardew valley LOL
this is what i ha ev
in that case i'd simply recommend looking at how this mod works, since the json files are pretty much what-you-see-is-what-you-get
wizzy wig, if you wizzy will
just to replace the NPC display names would likely be
{
"Action": "EditData",
"Target": "Strings/NPCNames",
"Entries": {
"Sam": "My fav one direction star xoxo"
}
}```
how did u know it was sam HAHA
i'm psychic ๐
oh shit i did
shuit UP
sorry i mean uh
sorry i said a bad word idk if i can do that here
blueberry is psychic
help with what
like when i join my friend's mod world this is the screen i get
it doesn't load ,_,
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
ur in liminal space
Is there a debug command that gives me every recipe?
Like makes every recipe show up in the menu?
debug cooking
no crafting recipes
debug crafting i hope lol
ty!
does this format look correct (i've never used json before idk the parameters for like lines and stuff, i'm a python girlie)
(did you want a json tutorial)
you'd want to use "Sam": "Niall" as your entries entry there, and also close the object by adding a } on the next line
nah i just want to know if thst looks correct
well you will need to figure out json right quick if you're gonna be stardew modding
"Entries": { ... opens an object, which you need to close after writing its properties
"Sam": "Niall" is the property there, and importantly it isn't meant to be on the same level as "Action", "Target", "Entries"
like this? sorry im legit freeballing this as a mod project ffor my one direction discord sevrer LOL
that'll work, sure. but also do try and keep the indentation consistent -- just because this isn't python doesn't mean you don't have to use good indentation 
{
"Action": "EditData",
"Target": "Strings/NPCNames",
"Entries": {
"Sam": "Niall"
}
}
python indentation was the death of me unfortunately
worth remembering that "Sam" is the name of this NPC anywhere the game is trying to reference him specifically, rather than just naming him in dialogue, so you'll still be using that as a key rather than "Niall", which is purely for display/dialogue purposes
Hey, at least the indents are consistent between individual lines.
this is about the time that the importance of actually learning json becomes evident
Atom has been closed for like half a decade i think
!json and share your link here
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.
https://json.smapi.io specifically
No since 2023 apparently and i had no ieda
okay just 3 years so not quite
i used atom for my python
pycharm is still glorious and free, but obviously made for python rather than this kind of stuff
Atom? That ancient text editor?
oh well ig i can download it still idk thats weird i just redownloaded it lol
(Pycharm is free?)
i just like atom its what i know
yup, it has a premium professional edition though
i was a renpy developer so
i see no free license, but its not important here right now anyway
(aside from student stuff obv)
i keep getting the error this is what it looks ike rn
(pycharm community edition is free!)
use the json uploader blueberry linked you to when sharing jsons here
lol, indentation is still off, blueberry must be having a fit.
you do have a ] on or after line 16, do you?
i'm blind hal the time
I say just go all out with it.
{
"Action": "EditData",
"Target":"abc/xyz",
"Entries": {
"abc": "Stuff"
}
i did not
Indentation randomizer.
why are you keeping the : so close to the keys and values?
They're besties.
"Entries"
:{ "abc" :"stuff" }
Oh, you mean why aren't some of them even further off.
"Format": "2.5.0",
"Changes": [
{
"Action": "Load",
"Target": "Portraits/Sam",
"FromFile": "assets/niall.png"
},
{
"Action": "EditData",
"Target": "Strings/NPCNames",
"Entries": {
"Sam": "Niall"
}
}
]```
!vscode
have you closed the very first {
your json is still broken as its missing a }, which the json uploader that blueberry linked you to would tell you as well
!vsc
When creating content mods, it's useful to have a program that will check the validity of your json for you. We tend to recommend either VSCode https://code.visualstudio.com/download or notepad++ https://notepad-plus-plus.org/downloads/
EVERY { and [ and " needs to be closed with its matching opposite
isn't that what this is? sorry i'm stupid LOL
and that closing character needs to be in a sensible place, after all of its contents
you may be stupid but we can work through it ๐
i would like to point out that at this point you are receiving a json tutorial
HAHA
drop your file into https://json.smapi.io/ and send us the link here, no screenshots
then we can edit it and send it back
classic "error on line 18" in a 16 line file
sorry i forgot to set it as content patcher
does that change anything or should i resend the link
(dont worry about that thats just for extra CP validation)
you can change it in the dropdown any time
but CP does not change the fundamentals of json
you hadn't closed the first { on line 1, which you needed to do on the last line of the file
hello niall
impeccable ๐
so that doesn't change his referalls in dialogue, just the display name right
yep, pretty much all the dialogue in the game rewrites his name
is it a bad idea to ask how to change that too
it'd be a bad idea to answer how since it'd take forever
okay, that mod you sent me it says it can be used for mods like this to like do it easier? or do i suck at comprehension
that mod has just already done the "manually, for every string" part
it has it set up so that it works with a config token so an end-user need only use GMCM to configure the names
it is about 10,000 lines long
so for a mod like this should i just tell whoever downloads it to also download that mod and change the names
pretty much! you could include a premade config.json file with your mod download that includes an already-set-up config for Ultimate Villager Manager, which the user could then copy into their UVM mod folder
it'd replace any existing config if they have one unless they copy the contents manually from your config file to their existing one, but better than nothing
okay, yeah i got it thanks thats much more helpful (and realistic)
ideally UVM would let people edit a data model and make changes from their own mods, but that's neither here nor there
keep in mind it will also not be the most compatible thing
(semirelated but I think ichor is working to repurpose the j club into a more generic vil renamer mod)
Next on "when meme mods turn serious", we look at the killer seagulls mod that is now being developed into a new survival-horror spinoff game.
(funny thought, a global villager renamer mod that works with any villagers vanilla or modded, with any dialogue addons, was created so we could have Jabigail)
(or Abigonch)
(or Abeighgeigl)
But not Abijail
sorry that the tragedeigh alt mode didn't make the cut (yet). it's way harder than the current modes
tl;dr the default J mode almost entirely does not care what the starting name is. boncher mode cares a little. for tragedeigh you have to like deduce pronunciations so you can morph correctly, which is very difficult because english lol
ok so the days only go to the 28th and it just so happens liams birthday is the 29th of august, any ideas
he doesn't get a birthday 
so on the patch export can you make it cvs or tab deliminated instead of json?
i mean august isnt in the game either. go wild. tuesday summer
if you convert it with your own script yeah
i was hoping that wasnt the answer. thanks
convert 29 august into a day of season, then map it to the 1-28 range
or like pick a day you like
Make it 19 instead
i just set it to 28
random thought - monday/tuesday/etc being in game implies that norse mythology exists in the SDV universe
(and roman)
sure, so long as you play in english
which brings us to another question - what's the language the pelican town resident speaks is called
ferngillian
ferngillian?
ferngillian.
is there a console command to list the mod an item is from if it isnt listed in their context tags
thinking about it i dont really think i have a reason why i went with ferngillian instead of the maybe more similar ferngillish
the game doesnt have a way to differentiate between items added by different mods
they are all simply items
if their internal data does not make it clear then theres not much you can do
doesn't lookup anything know the details
it does so by hoping that the mod author prefixes the item id with the mod id
i tried it doesnt show
The mod itself may have the authors same but I am not sure who it is
Its supert
file system search time probably
if its not in the item data then your best bet is ctrl F on your mods directory
grep -ri my beloved
Thank god I have an ssd
there is but its not fun...
im going through 200k + to sort items so i can find the categories im looking for.
well I did this aeons ago
#1284189032930349127 message
Would someone mind telling me what this is saying? https://smapi.io/log/45d94902b0654b57877d48dd30c95d23
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 12 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
!tilesheetclimbing
When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.
If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.
Okay, so I should just change where the tilesheets are coming from?
the .pngs need to be in the same folder as your .tmx when editing the map to prevent it
if you've already made the map then you can just edit the .tmx in notepad as a quick fix and just remember for next time
Can I use Editmap to add map-properties?
yes
Alright, ty!
THANK YOU
they reverted that
same, and that there was some workaround or something found
if they reverted the reversion then i missed it ig
hi uh. trying to figure out how to make a shop that'll sell every 'forage' tagged item in the game. can't figure out how to get the item ids to work. am i silly
use an Item Query, most likely
been trying to do that - have it set like this:
{
"ItemId": "ALL_ITEMS",
"PerItemCondition": "ITEM_CATEGORY Target -81"
}
]```
i feel like i'm bashing my head against the wall tbh
Whats the different between AT and CP? and which one should I download?
CP and AT isnt even comparing apples and oranges its like comparing apples to walnuts
you download whichever one you want to make a mod for
which one do you recommend?
well, that looks right to me at a glance. what result are you getting?
if you're not talking about making mods, you're not in the right channel
Does anyone know if the DayStarted event repeats in multiplayer? I'm getting data parsed and then it immediately disappears (I only log this once in DayStarted)
i can't even open the shop at all actually which makes me wonder if it's not an issue with how i'm loading in the assets
like i've been looking at things and it should work! but it's just. Not
is this a splitscreen log?
No, it's not splitscreen
try giving an Id maybe?
daystarted only happens when the day starts or after you connect, so it shouldnt happen twice back to back as far as i know
is it a existing game shop
unless you are adding your event handler twice
no it is not--i'm loading extra tiles onto an existing map
sounds like you replaced the whole items list then
Hmm...just checked and no, I'm adding it once
would anyone be willing to look at the mod and see what the hell i'm doing wrong because i'm kind of at a loss tbh
!json sure, upload your content.json and link it here
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.
...wait. hold on. i think i might have done a very silly
if this fixes it i'm going to feel so dumb
yeah no okay. hold on
did you include a tile on the Buildings layer beneath your (presumed) OpenShop TileData?
i also presume that you have seen the warning about Format not being permitted in included .json files (you want nothing but Changes in those)
yes, and just changed it to nix Format and that still does zilch
just to be super sure, its on Buildings and not like, Buildings2 right
can you send a log after doing patch summary
(the shop is well-formed. i threw the code into a dummy pack on my end and it opens correctly)
but chu is right, you should try that
yeah let me check that real fast
okay debug command runs fine, portrait shows up and everything which is good
besides that the common tmx tiledata stuff gotchas are
- did you snap to grid
- is it
Action:OpenShop ..., do you see a hand cursor when in game - did you try to use any content patcher tokens? you can't do that
snap to grid yes,
Action: OpenShop myAphelion.CP.ForageShop_Shop yes, no hand cursor,
by CP tokens what do we mean here?
my extremely serious note is that fiddlehead ferns are a Vegetable so your item query does not return them, even though they are on your stall's counter /lh
mioele
afaik the only place i have those are in the dialogue string for i18n which
no hand cursor means the tile data didn't make it into game
also my mouse wife would be visiting this stall constantly. it's in the forest and two of her favorite foods are for sale
can u send ur tmx
yes i can
i am suspecting an extremely minor goof on the actual tiledata property
it's probably something so small and so silly
fwiw this is my first time screwing around with shops specifically so i'm all out of my depth. i've been on the wiki and trying so hard
its not named TileData
...are you serious
is this the entire forest
is that the only issue
yea its missing
also yes but i'm only loading a single chunk
that would be my guess, i didnt think to ask for a check on that bc its in the screenshot
i'm so so silly
anyways since you are patching only a bit
you can crop down ur tmx so it's not the whole forest
how would one go about doing that
also for the record: i've been saving it into the wrong folder 
im getting odd error and since i havent done any programming in like 30 years... not sure how to fix.
PS D:\temp> py parse_objects.py
File "D:\temp\parse_objects.py", line 56
sanitize(entry["Type"])
^^^^^^^^^^^^^^^^^^^^^^^
SyntaxError: invalid syntax. Perhaps you forgot a comma?
Map > Resize Map in tiled
i dont think tiled has a ez to use crop tool does it 
the kind that let u crop to selection
nevermind i hate commas
sadly it does not but i'm sure i can figure it out
thanks y'all i feel a bit silly now
i thought it did, but maybe i'm just remembering the preview in the resize/crop window. it's been a while
Map -> Crop to Selection
oh WAIT it does
You can use the select tool to just select the bit you want to keep and then use crop to selection
it totally does. yahoo
Yay use that then
(update your EditMap and remove the FromArea when you do)
done and done, let's see if that works now
i feel very silly but it should
folks we have a winner
But fiddlehead ferns
i'll probably add anything that's not specifically 'forage' tagged from vanilla at least
This is gonna be another victim of vanilla shop menu limits once u have enough mod
lmao yeah it will but it's fine. i'm mostly using this for personal stuff anyway :) friend and i are doing some things where we really need to be able to buy forage
def add the jelly's and seaweed ๐
so i want my crop to be sold by the raccoons. I'm not sure how to do that but i found this mod that makes stardrop tea purchasable from the raccoons. would this be helpful for adding my crops to the raccoon shop? here's the stardrop tea mod that i found https://smapi.io/json/none/a9ee9f46a2f54065b93e5ae749d321d2
Yup, that's just editing the raccoon shop to add an item to it and you'd do the same thing
If I am using mapedit to add map properties do I put in the tile coordinates of the map im putting on or the map im putting the thing onto?
You put the coordinates of the map you are Targeting with your EditMap action
Alright, ty!
okok i see. What would i put in the "TradeItemID" "ID" and "ItemID" fields?
If I am adding a new location I need to load the map into content/maps first, right?
Given that the snippet we're looking at here is for buying Stardrop tea (and has StardropTea in Id and ItemId), what would be your guess?
well i'm trying to add a mod item soooo
Would it be like {{ModId}}_blahblah ?
Have you already written the code for your modded crop?
Like its entry in Data/Objects and its entry in Data/Crops etc?
Yes
What ID did you give your crop in its Data/Objects entry?
{{ModId}}_YellowBoboberry
so ig thats what i would put...
Yup
okay, does anyone know what the fuck SMAPI is smoking by throwing this error? JSON says I'm fine
https://smapi.io/log/5dc5e1415efe4b4b83fc4f7f10fc1f6a
https://smapi.io/json/content-patcher/da11181290c748698c04f8e83000b7c4
Log Info: SMAPI 4.1.8 with SDV 1.6.14 build 24317 on Microsoft Windows 11 Pro, with 90 C# mods and 239 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
All of this was working until I changed the i18n strings.
I have never seen that LOL Even the log parser* is confused how to handle of those symbols
do you have a }} mismatch
I posted my JSON, but not that I can see
which is why this is so frustrating
I even copypasted over an i18n key with the range from a working file, didn't change a thing
this is sadly what the warning is about tho, lexer failure
can you post Jio.Dialogue.8heart keys?
Error parsing '' as a tokenizable string seems like the most relevant part
and Jio.Dialogue.10heart
hm
yea i18n itself
although hm
this failed before tokens even resolved right
but theres several nested levels o tokens
so maybe it could be i18n yes
so yes pls post the i18n 
[sigh] Avi found it. There's a missing bracket in the next patch down
so in other words the log was negative help
i reiterate: I hate brackets
well it is kind of unmatched }} isnt it
yeah, but the actual patch it said was the error was fine
it was the next one down

rly i wonder how that works
But thank you for taking a look, I appreciate it even as I contemplate stabbing something
In case anyone is curious about my final approach to making my Colored Honey Labels mod more save game friendly, I ended up going with just tweaking object properties in the 'SaveLoaded', 'Saving', and 'Saved' events to make the honey ColoredObject "backwards compatible" if the save game is played without my mod installed.
Since the sprite index is stored on objects themselves, I set ParentSheetIndex back to the default honey one for all honey objects just before saving.
Also colored objects have their color and whether to tint them or use the sprite next to them as a tinted overlay stored on them, so I flip their ColorSameIndexAsParentSheetIndex to true and - after storing their current color's PackedValue int in their modData - set their color to white.
This effectively make them appear as a standard Object since "tinting" with white does nothing. Note that using transparent as the color actually makes them invisible, so don't do that.
Then when loading the save or just after saving, I just set their sprite index to the current one for my mod's current honey texture, and reset their color and which-index-to-tint back to what they were. Shuffling the properties of the honey objects around in this way was about twice as performant vs creating new Object and ColoredObject for each of these events.
I use StardewValley.Utility.ForEachItemContext in each event handler to deal with all honey objects and immediately filter the item by qualified item ID so as little processing as necessary happens per loop.
Hi. This is my first time on discord and in this server. I'm working on an npc mod and looking for advice on diffrerent things. Is it cool if I ask some questions?
!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!
that's where to get started, but if you have specific questions fire away!
Thank you, though I am slightly past that part
Yes
just be aware if we don't answer, its not that we are ignoring you, its that we all have our own specialties, and we tend to stay silent if we don't know.
some would say not knowing is my specialty
hush, C# wizard ๐
C# i would still consider a specialty, not an omni
i definitely don't know npcs though 
i have approximate knowledge of various aspects of npcs if that counts
I know some things 
Ask a wizard how to flatten a field and grow crops and they quote spells at you, then you ask how a peasant would do it and they shrug and look at you blankly.
you definitely know things though 
So, i was wondering if Having multiple TMX files for the interior of one house would cause lag for players. I kind of want to make variations for seasons and may even some dirtier variations of the house's interior that could get pulled randomly each day. Is this worth the effort?
it wouldnt be an amount of lag to be worth worrying about, really
and it'd all be hidden behind a black loading screen
If you want to, sure! I do a small patch on mine that randomizes a part of the house between 14 variations, it's definitely not super hard
Oh neat! so i could just patch certain areas intead of having a whole different version load each time?
if you're really concerned about it, just make sure that you're loading it once and then patching it conditionally to change it instead of doing something like having 10 houses loaded or something.
different loads based on condition is more performant than applying major edits on top, and the performance savings goes up by the size of the map
What is the action to remove a tile on a layer? I don't want to have to make another mapedit.
Do you mean using a CP patch or just the eraser in Tiled?
CP patch
map edits is one of the most expensive things you can do in content patcher
ty!
if you use the subscription plan with ads it's not so bad
what?
i stand corrected on best practice, I just know that when i make a farm map with 16 maps it loads slower 
Blueberry was making a joke
oh
I've been spending the last week staring at profiler logs of maps taking forever and one of the last things I tried (and failed) to optimise during 1.5.6 was making map edits less expensive
Which is more expensive, an edit or multiple loads?
So, I'm getting closer to finishing the house in tiled, but i will need to replace some sprite sheets with updated changes I've made to some custom assets. Do you know if doing that will delete everything the previous tile sheet had placed on the map, even if the updated ones are in the same place?
If you're not expanding the image width and just expanding it down, it should be fine.
depends if you mean in terms of performance or community
There will only ever be one load that runs.
and changing your mind and wanting a different edit will run the load anyway so you may aswell make your overhaul change in the load.
loading makes the mod compatability trash but performance isnt as bad i dont think
Yeah, I was thinking about SVE's performance issues and I know maps are a big part of that, but I thought SVE loaded most of its maps 
If you edit the source for the tileset to replace it with a tilesheet that's the same in terms of tile placement, it will be fine. If you've moved stuff around, the tiles will stay on the map but they'll be of different things.
SVE does load most of its maps but it also makes a whole bunch of edits to them afterwards too
so by multiple loads I mean more like that, where a mod/mods are loading over vanilla
Thanks
when talking about vanilla maps you are kinda forced to do edit unless you throw compat out the window, but doing a major edit with increasing map size will kinda break compat anyway
Thanks
Only if it's a vanilla asset - if it's your own you get free reign to load whatever you want
Hum that was meant to be a reply to this message
I think he was saying the loads are better when conditional, so its doing a load once, without having to patch with say 10 variations on conditions (10 checks), vs applying a patch in 12 locations with 10 variants, being 120 checks(and the base load)?
is that right SinZ?
So, how should I go about with currently making my house than? Should I just make the first version complete and than... make cropped out duplicate TMXs to patch the original one? Maybe I should come back here when the house is complete and then worry about additional variations.
Complete Newb to coding/modding I followed the wiki tutorial to get me started and have successfully managed to get SMAPI to โrunโ my empty mod. I want to start by creating a clock that displays the current system time upon mouse over of the in game clock. Where do I start to learn this language??
oh...
that would be C# which i have been modding for 1-2 years and i havnt gotten close to learning
The when conditions may as well be free, it is very computationally expensive doing the edits to a map.
https://smapi.io/json/none/b7d9e51b9b434545b7ae2a6086c6567f
the load itself by sve was only 55ms of the 886ms and another ~40ms or so of edits, and the other 700+ms was the other edits to the asset.
The bigger the map the more expensive the edits become, though CP is smart enough to be much cheaper if its just map properties (though wanting that map property edit to be different causes everything else to run again).
i would reccommend starting with sprites and mapping
(mapping isnt so hard when you get the hang of it)
If nothing edits the map during the day, the performance cost doesn't matter that much.
but it just takes one mod to decide doing a LocationChange or TimeChanged edits a good idea, and everyones edits has to run again
me when the json validator says im missing a comma
they said they followed that tut
they want to learn C# now
Oh does this mean that if someone is doing a mod with an OnTimeChanged update rate for a map edit, every other mod's edits to that map will be run every 10 in-game minutes as well?
Yup done that already lol
While I see that you're trying to start with something "easy", doing that involves some of the more complicated parts of modding Stardew, namely messing with UI elements since most of the game's UI is pretty hard-coded. You could look at UI Info Suite for lots of examples of integrating with the UI and doing things like popups, though.
https://www.nexusmods.com/stardewvalley/mods/7098
https://github.com/Annosz/UIInfoSuite2
There is also Stardew UI, a framework for dealing with UI stuff
https://www.nexusmods.com/stardewvalley/mods/28870
Whoops wrong reply
Draylon linked to the part of the wiki page that links to resources for learning C#
you just started modding and you have already made a map?
That page has a section on learning C# i linked to that section.
oh
I meant to reply to the wiki tutorial
if the edits conditions (or contents) changed, yes.
the act of OnTimechanged or LocationChanged wont cause the edits themselves to rerun, it just controls how often cp checks if it needs to rerun
all good
There is a performance cost for cp to even need to check again, which in isolation is negligable but does add up
I just need a good source to reference for this mystical craft of logic and letters.
Ah okay so if the actual change is only made once a day it will make everything only re-edit once a day. But if a mod were to actually do a map edit every 10 minutes (like Pau was thinking of) it would make everything re-edit every 10 in-game minutes which would be extreme.
See my message above with example and reference mods
Are you sure you want to get into this area of modding? It is very hard and again, I have been modding for 1-2 years and havnt touched it
Iโm a determined individual
honestly if you already know some C# it's not that bad, you'd just copy parts of StardewValley.Menus.DayTimeMoneyBox.cs but with some tweaks to show system time
the sensible parts, at least
If you're not already confident with C# I can definitely attest that trying UI stuff is a hard way to start (see my recent attempts to try doing UI even with StardewUI lol #1256552123202539561 message)
Well then, godspeed. https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started (This is the C# starter guide)
They have already said they've done that bit
entering the world of ILSpy and then Harmony patches is very much a learning curve
Ye. Let him do what he wants to do, even if one person struggles with something doesnt mean another will.
you don't need harmony patches or ilspy to add a new clock, though
Fair enough
I concur it will be hard! And that is exactly why I want to do it. Force myself to learn what is necessary to achieve my goal.
I know ppl here who haaaaate doing mapping or struggle with it, but I sit there happily working on a map for 16 hrs straight (usually my sessions aren't that long, but i've done it before).
instead of working on my mod i will lurk in the chat to see if i can help people
There's nothing inherently wrong with starting with a hard project, as long as you know it'll be difficult going into it
Good for you ^_^ I am definitely not wanting to deter you from it, especially since it's basically what I'm doing hahaha
Thats kinda what i'm doing, I finished the map i'm working on, and taking a small break before i tackle Map 4 of 5 
who is this directed to?
you, when you said you were procrastinating.
oh fair enough lol
Thanks M8 a decent shortcut
Summer Greenhouse map
if ppl are curious. Just gotta do Fall and Winter now.
Pace yourself, take time off as you need to. But have fun at that.
Ye, NPC's and Coding are in my opinion the most difficult/involved things to do with modding. NPC's touch on so many systems, and coding is well... coding.
๐ค sometimes you get into a groove with some fun new tilesheets and you honestly can't stop (me, i'm addicted to kailey's tilesheets)
I am a slow mapmaker, especially for outdoor maps because of all the water edges and cliffs. I try to switch it up with other things so I don't get frustrated.
Did your question about how to do your map changes get answered, btw?
it's like a cheeto version of playing lego 
Thats Fair, the Map that became Forever Falls Farm started purely because I saw that we got 2 tall cliff tiles and i wanted to showcase them. https://www.nexusmods.com/stardewvalley/mods/18317 if you're curious.
maps r great but also make me want to die because of how finicky they are
NPCs aren't really hard per se but if you're starting with one, it's easy to get overwhelmed because they do have so many parts 
my first NPC was like my 9th mod
Yes. I unfortunately need the maps done before I can make events, schedules, and some other things though. But you know, it's alright, it'll just take a while
Maybe I should make my wife make my maps then since she's the one who considers building Lego to be playing with it whereas I want to tell stories with it after it's built xD
the important part is to call Game1.onScreenMenus.Add(new MyFunnySystemClockMenu()); at a sensible time, maybe on GameLoop.ReturnedToTitle, e.g.
// ModEntry.cs
using StardewModdingAPI;
using StardewModdingAPI.Events;
using StardewModdingAPI.Utilities;
using StardewValley;
using StardewValley.Extensions;
namespace MyFunnyCSProjectName;
public class ModEntry : Mod
{
public override void Entry(IModHelper helper)
{
helper.Events.GameLoop.ReturnedToTitle+= this.OnReturnedToTitle;
}
private void OnReturnedToTitle(object sender, ReturnedToTitleEventArgs e)
{
Game1.onScreenMenus.RemoveWhere(menu => menu is MyFunnySystemClockMenu);
Game1.onScreenMenus.Add(new MyFunnySystemClockMenu());
}
}
yeah maps are hard which is why I give some tips on how to avoid them 
maps are easier to me once i finished designing a workflow that's good for me 
from there you just have to make a menu. which is easy or hard depending on how you look at it
I have often described mapping as "making the tiles go click clack" to "paint a picture".
searching for hover in any menu class will show you pretty much how hovertext works
same for draw and update
Draw the rest of the damn owl
I got my tilesets question answered if that's what you mean. I'll figure out the tmx files stuff later
i like that we're saying variants of "this type of mod is easy for me" - person who is said type of mods georg
in this case the owl is made of lego and we're interested in taking the head and gluing it somewhere else
back
i'm still waiting on bluebs university of drawing cutscenes
first you subclass IMinigame. the hard part comes next, because IMinigame doesn't actually contain a single line of code at all
People have been asking me to make a mapping tutorial for yeaaars. 
I mean you can make complicated NPCs [shoves Wren's schedule shenanigans under the rug] but putting together a basic NPC isn't too terrible, it's just A Lot of Parts
if people read the documentation this chat would be so much less active (i dont count)
Stuff like "your NPC won't use CTs until you have given them gift tastes" are the diabolical bits though lol
maps are very relaxing. the stressful part is thinking about seasonal variation and festival layouts
i don't want to make my tilesheets 4 times
Oh no i forgot about seasonal variants
I have simply pretended seasons don't exist thus far
what are CTs??
conversation topics!
if i ever make a map again i'm going to make you take a plane to get there and it's always going to be snow
hold on a sec
ohh
So lets say i have like, one setup for one season, can i just EditMap myself out of trouble
Conversation Topics! Things like the first thing that an NPC ever says to you etc
One of the easiest and best ways to add compatibility between other custom NPC mods and even the vanilla game are through Conversation Topics.
Have you ever wondered how the villagers all know to greet you and introduce themselves the first time you speak to them? Or they know to comment on you choosing the Joja Route? It's easyว Conversation To...
no idea what you mean โ๏ธ
you can just put a seasonoverride iirc
What are you trying to do with your EditMap?
Thanks, I have heard of those
as long as your map tilesheets don't start with spring it won't look for any seasonal variants at all
if they do, the game expects spring summer fall winter variants and it'll fail with errors if they're missing
They're lots of fun, I toss a ton into my NPCs 
Which I adore 
-# we are not the same, i use them as offbrand mailflags
Like i had (several) plots of spring seasonal crops, and since im using a vanilla tilesheet it's not like i can just use a seasonal version... So i was wondering if i could just editmap those crops to like ex: fall crops
tbf a conversationtopic really is just a flag by another name, with useful timing behaviour
ngl i would LOVE to make a mapping tutorial, but whatever advice ive got so far is specifically catered to my workflow and ive never had any real difficulties comprehending the maps/location wiki pages 
thats it! I am going to make a mapping tutorial! Both visual and in text!
i feel like those wiki pages are sufficient to me
btw, when i finish the house interior, can i only trouble shoot if i make at least a warp edit to on of the vasnilla maps?
I'd almost consider that more of a pixelart problem versus a mapping problem, as if you just use base game stuff you shouldn't have to worry about seasonal variation. then again I make naturalistic maps, not NPC/Festival/Event centric maps. 
first i have to figure out how to do visual because my computer is a potato...
Yeah you definitely could. You're using TileSheets/crops.png right?
as long as you've loaded / made a data/location, you should be able to debug warp <yourlocation>
nope! you troubleshoot no matter what, you may have put something on the wrong layer or something went wrong, you never know
oh
to be fair most of the people who've requested a mapping tutorial from me are more about my artistic style and workflow than technical details. 
yeah you've got a very comfortable niche doing farm (and farm building) maps almost exclusively, very little to stress over, all the heart and attention goes into the nature
If you're just trying to check it, you should be able to warp into it with console commands, but I'd do the warp just for convenience.
ye, tbh is why i mainly do just that XD
Im avoiding drawing anything by using as many tilesheet resources i can find on nexus
Ok, thanks. I'll figure out warp commands later lol
okay yeah that makes sense
if i may ask since you make really big maps, do you draw your maps one layer at a time or one area at a time (as in focusing on one area, drawing in all layers there, before moving on)?
my first mod attempt was making new sprite overhaul for the farmhouse and i crashed hard on it, so now large scale pixelart projects put the fear into my heart.
oh my god i was drawing bushes when i left off. why do i do this
foliage my nemesis
If you don't mind that the crops wouldn't be affected by mods that retexture TileSheets/crops you could cut crops.png up into seasonal tilesheets and then make use of the vanilla seasonal tilesheet change mechanic, but if you do want them to be retextured you probably want to use EditMap
if you mean going ahead and setting up your CP code for warps in/out, there's a tutorial for that too! https://stardewmodding.wiki.gg/wiki/Tutorial:_Adding_a_Custom_Location_(CP)(1.6)
Rokugin here with a quick tutorial on adding a custom location to Data/Locations using Content Patcher.
Github repo can be found here, with the download for the whole mod here.
This tutorial assumes you have SMAPI and Content Patcher installed.
I suggest using VSCode for automatic formatting and real...
do you want the wall of text option or the short response version?
both work 
but ill let you know that ill be scared if you say you draw one area at a time
Incoming Wall of Text, Sorry.
Yeah, since im a frequent user of retexutres I'd like them to work just for my sake XD so I'll go with the editmap method
Could also use Arbitrary Tilesheet Access to grab the crops.png I'm pretty sure?
Thanks!
i decided to re-do the map i had been making because i decided i hated it
yeah that happens a lot
Won't work for seasonal changes though because all the crops are on the same tilesheet
huh, Discord just converted it into a txt File, I guess that works.
this is why i spend what feels like 6 hours sketching and 3 hours drawing the entire map because id cry if i decided i dont like my map at all mid-process
^ is a write-up i did for a user when they asked how about my design process and i was in the mood to do a writeup
I mean Forsy can (and should) do the EditMap thing with ATA but that won't let them take advantage of the vanilla season change mechanic.
bye guys, thanks for the help
oh yeah, if you're trying to swap them out for different seasonal crops, that wouldn't
Pretty sure SVE and ES both just did seasonal patches
you could ofc do manual seasonal switches but yeah, no auto-seasonal with ATA bc... well, nothing outside of Maps has seasonal variants
not that auto switch
wont be any spring_crops.png in the tilesheets folder
you actually have almost the exact same map drawing process as i do! except i decide where the building positions are in the sketching stage 
I am so bad at the "avoid straight lines" part 
I intentionally ignore making space for buildings, so to make people adapt to the map and figure out their own designs 
unless you mean like the greenhouse/farmhouse
i make my maps for myself 90% of the time so i designed em based on how i want to use the map
something something cook my own food
ahh, and I view it as drawing a landscape painting, and just go "They'll figure it out"
honestly kailey giving me the automapping for leaves was the greatest gift from yoba i could have ever asked for 
I am making one (1) farm map and it's just for me so every single building has a location planned in advance
that but also i do have areas i designate as the animals area, the crops area, etc, so my maps are actually neat, it's just that i make my terrain appear wiggly so it still looks natural
I am going to have to learn how to use it, definitely. If only she could make me one for water edges and (perhaps even more importantly) the underwater rocks at water edges.
This is also the reason why I'm known for large maps, because I go, "I want more design space to do this here, but it goes off the map" expands the map
i was honestly gonna beg her for the grass/water one tbh 
i felt that water edge underwater rocks, took ages for me to figure out how to use the ones from the 1.6 tilesheet
i could whip up a .tmx for that real quick, but i dont know how to integrate it with automapping
all this conversation makes me want to make a map 
yall stop because i have to make a map soon(there is a super annoying bug in one of them i cant figure out)
you have a tilesheet directory climbing issue ๐
Oh and a shortcut that I use, That apparently not a lot of people know about is the randomization (shortcut D Key) in Tiled, it picks a random tile from the selected, and when i say selected i mean any selection, if you select 6 grass tiles (same tile 6x), 3 tiny plant (same tile 3x), and 1 bunch of flowers, it will random 60% grass, 30% tiny plant, 10% bunch of flowers, as you click around, or paintbucket/fill.
its a great way to get a good area filled up and started, then go over it again for modification and detailing.
NO I DONT
THAT WAS JUST FOR A MEME
last time i tried using the randomization thing in Tiled i didnt realize i also accidentally selected one invisible tile
drove me fucking nuts trying to find out why i was running into random invisible walls
I learned pretty much exclusively off Documentation, and from Mouse.
i refuse to use randomization most of the time because it makes my maps look distractingly busy
so i uh,,, still place flowers and grass deco manually 
Then you modify the ratios of the cluster for randomization 
but then again, i dont mind manual placement for smaller maps, but when i lean back and look at a 150x200 or 200x200 monster, I go nah, Rando time, then go over and modify it.
fair enough i would too
That was aimed at me, My maps are.... Very Large
oh
what can you even use a 200x200 map for?!
draylon you can be the Massive (Farm) Maps Georg (i still maintain that the original farm maps georg is daisyniko tbh)
Monocropping /j
Farming \o/ and Multiplayer. (this one is only 200x150, but has 8 sub-maps)
my miserable ass did the 60x60 exterior and i never want to see a grass tile ever again, i am gladly paying you
Thats fair, Niko's maps are very pretty and very approachable. :3
I did a bunch of custom grass tiles recently for my bendy pathways and maaaaaan it was a PAIN
But super worth it ๐
m-m-maassive?
Pretty sure I hold the Record for the Largest Farm at 65,000 farmable tiles. (Standard Farm is 3,500)
When I play, I allow myself one barn, one coop, and one 3x3 patch (1 tile for sprinkler) of soil for each crop in a season (with zero crop-adding mods unless the crop is from an expansion or something), plus one small tree farm. I would live on about a quarter of one of Draylon's maps lol
can i try to beat that :3
To be fair its also the map I care the least about, because its just a massive open space, 3x. its fairly boring, also i think its technically broken right now? according to some user reports.... I should go fix it.
Go ahead, Its not like that "record" means anything to me :p.
just know that you're going to need at minimum 2 maps bigger than the one i linked above.
can you send the map to me :3333333
for...
refrence...
you could probably download it off nexus?
oh
like i said, its fairly boring. its just "Big Space"
yall how do i get a mod like this ๐ญ
Definitely do not just take Draylon's map and make it bigger though, that would be uncool
anyway dw Draylon, you'll always be known for your big maps even if other people make huge maps

ik i wasnt going to, i dont wana do the record anyway
it was just a silly joke
I think i'm half known for big maps, and half for my naturalistic designs tbh.
cliff
oh yeah, that too
well, to start, you stop relying on external validation as a standard and focus on making mods that make you happy instead
you broke me
I say that genuinely because it's a difficult thing to learn 
i feel very targeted
It's because you keep saying very worrying things, Person
oh yeah?! like what?
even now i still worry about external validation a little 
i think my brain is just broken in this way
Make a Recolor, Massive expansion mod, new Sprite Art for something (farm animals, npcs, buildings, etc.), Maybe new NPCs? Those are the most numerically popular.
take my advice: you do not want a mod like this ๐ฅ
alternatively just add Witchy to the title. people love that shit
why
Actually yeah, If you make a massive mod, lets just say the upkeep is INSANE
ohhhh
like I said, it's a difficult thing! I have the advantage of having done (largely unpopular) creative stuff for literal decades so I genuinely don't care about external validation anymore 
tbh after going on the profiler crusade, im scared of big maps
i like download numbers but i am not solely motivated by download numbers
please go to nexusmods dotcom stardewvalley 6830 and look at the bug reports page
i work everyday because i wanna see my creations yap at me
3 million downloads roughly equals 1 million bug reports
I get half a dozen pings a day from Stardew Aquarium, and I just did the outdoor map and Aquarium Building Exterior.
I may have abandoned Gervig and others to mod management of that.
Too hard (and im not good at sprites/colors), My computer is a potato and I am already in a big project, I cant do sprites, maybe a new npc.
my 1.6 loadout intentionally does not have Dam anymore specifically because its large maps with timechanged edits that didn't add enough value to justify the performance hit
Like the thing about pulling an all nighter because it's worth hurting yourself for the "community", focusing repeatedly on getting popular ideas rather than enjoying yourself, immediately trying to jump on anything that you think might be a quick and easy win, etc
you left them to the fishes
i am using 2 of my mods in game already
putting aside the fact that no one plays game here
Framework for boing beyond 200x200 when?!?!? 
boing?
you make a framework used by a massive amount of super popular expansions and maintain it for years ๐ why are you comparing yourself to farm type manager
HOW DID YOU TRACK DOWN FTM THROUGH THE STATS
nou
oh it's going
that wasnt a joke I was legitimately stupid
boing
I struggle a lot with feeling bad about myself if I don't get external validation that what I produce is "good enough" and that's even though I mod for my own enjoyment (and I do fight against it). I worry that if you encourage yourself to focus on the validation part you will just set yourself up for never actually feeling good about anything you do.
that wasn't very uogra of you
itโs one of the most popular frameworks lmao, I literally just had to sort nexus by endorsements
if you want max lag, dont forget to fill it up with hundreds of layers, and do map edits that have a source file with all of the layers.
and then to trigger the bomb, a timechanged to change a map property to a random value
I actually made it a goal at one point to make FTM a core Framework when I found out that it wasn't cuz it had under 100 mods relying on it (By making more of my mods use it). I'm super happy its a core mod now.
I can think of other ways to add even more lag
Yeah it's kind of nice that FTM didn't get et by CP and now has a chance to shine 
how laggy is nic cage vs the world
C# can do magical things, but lacking that, Iโm sure you can put something together with BETAS and possibly custom companions 
not at all
this feels like something a parent would say... and its nice
idea: what mod setup generates the maximum amount of lag, while still being functional (i.e. no excessive stuttering and freezes)
i think we can design expert this shit. optimal lag amounts
you really can't go wrong with good ol' OnUpdateTicked => new Texture2D(Game1.graphics.GraphicsDevice, new Color[Game1.Random.Next(int.Max)]);
youโd think it would be laggier given the number of errors it continuously logs 
just make a ton of warps to random locations maybe?
No! More Lag!
Fun fact, if you InvalidateCache a Texture2D from the asset pipeline it wont actually remove it from the cache, because it will try to do an in-place edit instead.
I mean If I really wanted to, I could just make a 12 map deep cave system with interconnected warps all 200x200 of course, with conditional loads so it changes every day so its like a maze to explore, then i'm going to add a warp to the Mountain and the Forest so its accessible anywhere, I'm sure that wont break anything right?
so if you want to do memory leaks have dynamic asset names that will resolve to a texture2d
does this mean i should leave the big hogwarts team im working with for a mod? i dont intend to play it and its alot of work and i dont enjoy working on it tbh
you dont need conditional loads, you just need a random map property edit
WAIT WAIT
CONDITIONAL LOADS ARE A THING?!
yes.
sure, just have several Load actions with mutually exclusive When properties

(and dont forget to make sure one actually loads or bad things happens)
they do need to be exclusive though, since without allowing multiple loads on the same asset specifically, it'll collide and fail
in that case i will remove the extension to the Shop in The Woods and keep it small (not related to conditional loads)
(and if its a Character sprite or map, make sure it has a load that does not depend on save state or you will blow up farmhands joining)
oh I typed conditional loads, i meant conditional patches... to all 12 maps, to generate the maps and make them look random.
If you don't enjoy working on it then yes, you should leave
it's a hobby, not a job
or enjoy being hunted down by us when we have to debug it in support! each mod authorโs call ig ๐
NGL that actually sounds kinda cool, but i'd have to scale it back to make it actually explorable/reasonable.
im not, i had to do 2 days of research and 500 lines of code for 1 file and that was 1/4 tasks done
CP does expose priority to cp loads these days and is possible to avoid the exclusive collision
every time you do something in a mod you plan to publish, imagine the support volunteers staring at you while holding a bat /lh
since when did this chat turn into a therapists office
hey, i'm the one that mentioned allowing multiple loads, you just said bad things would happen 
its always been one, but we have all been treated already. 
is this supposed to encourage me to leave or discourage me, i cant tell
the bad things happen is when none try to load
this is unrelated
hm.
oh i see, in my mind mutally-exclusive meant that only one would always load
not one at most
Iโm talking about the conditional loads thing
ohhh
but ngl itโs a good rule in general
no offense to any support volunteers but i would literally stare any of you down none of you scare me
i have literally never thought of the support volunteers in my life.
^
People are lucky I don't actually play anymore, because its usually me hunting down mods that dont have multiplayer support (usually for dumb reasons)
i think the only person who posts in tech support that could intimidate me is Pathos but i dont think he ever would (but thats why it would be intimidating if he did)
so essentially, i should stop making mods for the community, but for myself?
yes
If you poke me, with a reasonable small request, or bug, I'll probably help.... if i'm in a modding mood.
always should have
100% the thing I dislike the most about making mods is upkeep.
well in that case i wish the farm cave had more to it
(nobody is required to offer support for their mods or anyone else btw, I am 99% joking and 1% asking people not to do overly stupid things)
this channel is the community centre you give back to, and what you give back is the knowledge you gained when making your own mods
or npc portrait pics. whichever
I can't answer this dispassionately because I'm trans, sorry
collecting battlescars is the only way to improve as a dev
why? what does hogwarts have to do with trans people? (i may be out of the loop)
JKR's a huge bigot
Oh-
anyway my most popular mod is me going "there aren't enough talking cats in this game, I want more so I'mma fix that"
Let me ask you this then, why ARE you doing it then? because you said you would? is it out of obligation? the hope it will make your name big? that you'll get recognition?
the popularity is incidental, I just want more talking animals dammit
tbf I was surprised people actually listened when she started saying that stuff because for some reason nobody seemed aware of the super messed up things sheโs said until that point ๐ญ
Iโm glad people ended up realising eventually though
I'm not even sure what my most popular mod is... probably Everfarm? goes to look

I am sorry it took me until the transphobia to understand the rest of it (in the books, I didn't know about anything she did in her life until it was thrown in my face everywhere all the time)
I try to do better now
in all fairness i found out that the 99 portrait limitation was removed-- 
(do I have another talking animal NPC on my list to do? yes, yes I do)
is that your contribution to the community center
mine's 5 parsnips. you all can do the rest
(and breaking cp with localtokens with your help)
I have contributed the nic cage and boncher are everything mods and I think thatโs a contribution on par with SMAPI itself
to be fair to you that was all you doing the breaking, i was the one going "well the docs say it shouldnt happen so i guess you broke it"
Yeah, Everfarm (12.8k) Barely Beats out me just Putting up Maleha's Waterfalls (11.3k) as a standalone tilesheet to be accessed, Followed by Dirt to Grass (9.5k)
all that's left now is to make the official JMAPI merge request...
j-club modding api, hopefully
i knew iro would appreciate it
sounds like something npm would do. it depends on leftpad
Well I left the project, now to just... play the game.
I actually did try to do javascript smapi mods, but the DLR implementations exposing a js runtime sucked and gave up and found a lua one instead
I think legally you arenโt allowed to create javascript implementations that donโt suck
I should do another one of these maps before I go to bed >.> Got about an hour.
So. I am happy with this screenshot, but this will make no sense to anyone because it just looks like the vanilla options menu.
well the problem was more there were no actual DLR implementations and were more different userland ones, but I wanted the DLR guarentees
(But that is actually a reimplementation of GameMenu that, hopefully, sucks less.)
btw you are really good at whatever this is
wait you actually ended up doing that? 
one that doesn't lag the game? 
That's the idea.
doing that with mod compat seems like hell
Menu pages only instantiated when you try to use them. Not constantly recreating the menu because someone sneezed in a nearby country.
My answer to that is:
- uh
khloe out here making Better No More Lag
okay but can you make it so that opening the map via M and via the tab does the same thing in both cases
hi Lily, congrats on your release if I didn't say so already, and congrats on hotmodding!
/hj
this really did a number on you huh
traumatised
Yeah I chose not to participate in that mod because .. all of that as well
But mostly the answer is:
- Trying to make as robust an API as I can so people can just register new tabs and stuff without needing to patch things.
- Actively detect mods that are patching GameMenu so there's a record in logs and I can... do stuff with that information I guess.
- Start working with other mod devs, doing PRs, etc.
Thank you! I'm really so happy that people like it
Now that I finally tested my mod and am ready to release, I can go actually make my new modlist and I'mma include that 
SpaceCore replacing the skill menu would be Mod compat #1 I would look into, followed by uiinfosuite and friends
all the NPCs
In relation to that, @dusk mulch, I do want people to download my mods, of course I do, but if you constantly compare yourself to mods that have been around for years, framework mods, or just anyone, you're going to be so ... so sad? It's never a good feeling. You make something because you WANT to make it, because you have a passion for it, not because other people want it and will download it.
I know I made jokes about being sad if people didn't download my mod but I don't really mean it, I would make it again because I loved doing it and learning everything I did (cough and because I love qi cough) the downloads are a bonus
so is this just a rewrite of the gamemenu container itself, or all pages contained inside?
an entirely reconstructed gamemenu will just completely shatter Special Power Utilities, so theres that too i guess
i was just about to ask where you were
Also something that helped me with the perspective of downloads is that, instead of looking at the number in comparison to large ones, i pretend I have to make a speech to that many people. 50 downloads? 50 people in a room i have to present to, oh no, oh my God
Just GameMenu itself. The pages are largely fine, I think.
and tbh the passion you put into that mod draws people in 
It's the container that's stupid.
(SPU waits for GameMenu to be created and then looks for the also-initialized PowersTab and then replaces it)
100 downloads is even crazier because oh god that's so many people in a room :( help
When you get into the multiple hundreds? The thousands?? God save me and my soul ๐
Wait so I can make a mod for the community, but just as long as I don't care about the downloads?
I'm thinking with the API you'd probably just be like ```cs
api.UnregisterTab("Powers");
api.RegisterTab("Powers", blah blah blah whatever data format here);
Tbh lily i find your affection for mr. Qi very endearing, and inspiring
do whatever you want man, live your life
You can look at them and be proud when you get a lot, but you should make them for you rather than other people
you only need a 10x10 map to fit 100 people
if you try and do everything though you'll melt
Just straight up yeet the vanilla page and register your own so the vanilla page is never instanced in the first place.
Same thing Better Crafting does, and that'll be my test case.
Might want to set up an "Alternate Provider" registration for tabs honestly.
so you've chosen to cause love of cooking problems, eh
So that users can pick which one they want if multiple mods replace a tab.
Obviously you can make them as you please, you're your own person, Person (tee hee) but .. if you're not having fun, if you feel stressed over those numbers and community opinion.. try to think about what you want instead
blueberry you know darn well you can't cook from GameMenu ๐
yeah instead of saying "oh I only have 1000 downloads on this mod" it's "holy shit a whole thousand people downloaded my mod!"
people tell me to look out for other people now this? /hj
if its something i can change on the fly (as it can be disabled via config) and would keep the same order even when i unregister and reregister a bunch then its not the worst i spose
Oh my God
12 by 12 with the middle being a 10 by 10 pool, no ladder
i'll have you know sometime in 2021 i had a small frying pan button on the gamemenu.
it lasted 1 day
thank you! I don't know why i like that blue man but I do
He's my favorite
yeah
You should look out for other people in the sense of being respectful of their feelings when they make things, but not when it comes to your own work
Exactly! Any time any of my mods breaks over 100 dls I feel heavily impressed with myself
lord this whole feelings thing hurts my brain
I don't post things expecting downloads, I post them hoping people will like something I loved to make
And if they don't well.. ptooey on them
donโt you have like 35k UDL btw 
You deserve to bask in funny blue man content
Its cool you cooked your own food so to speak, definitely the epitome of "be the change you want to see"
And all your hard work paid off! Love that for you, i hope you enjoy your trip soon
thatโs a whole lot of being impressed with yourself (deservedly)
i post things out of raw masochism. bug reports light a fire in my heart
nothing else compares ๐
wouldnโt that be sadomasochism
i'm not sure i've never really used S&MAPI
Hell yeah, well deserved
I have thought about putting a button into Better Crafting to flip it into cooking mode / back, but I concluded that doing that would make a Cookout Kit completely meaningless so I haven't.
I think the majority of those are from the berry woods mod i made which is actually heartwarming to see
i refuse to look at my shitpost(s)
I have one thatโs less popular than that but it was always intended to only be needed by some people haha
I can beat you at 117/135
My most unpopular one is when I chose to make gil and Morris into terrible animated furniture using custom furniture
ah yeah i made a whole bbq grill craftable before i heard that the cookout kit exists
classic cookout kit
I mean a grill craftable could be nice.
The Cookout Kit generally despawns during the night.
I have an optional patch to prevent that in Better Crafting.
it does, but that's what the game balance was made around, so i decided i'd avoid it
wait
when did pet renamer get that many downloads
I thought of that honestly, if qi was real I wonder if he'd be proud ๐ I saw a star and i reached for it blue man are you proud of me did I do good
But users might like a proper grill for a more permanent setup in their farm for outdoor cooking.
last I remember it was barely clearing 100
You could just make it so your furnishing can't be placed outside of buildable locations I guess if game balance is a concern?
That's more than a hundred more than my most popular mod xD I am getting a lot of practice in living what I preach lol
maybe i'll bring it back as a heart reward in a different mod, or level 10 cooking skill or something
There's a mod that let's you rename your pets? 
So people would still need a cookout kit if they're in the middle of the woods somewhere or such
first one I published 
multiplayer mod? You're a brave soul 
Mm grill that works as a cookout kit...
Heck it could be a building.
my least downloaded mod has 0 downloads
that's gonna change so hard when you release Hiria 
its not published but its there
Have robin build you a nice brick outdoor kitchen.
I exclusively play stardew in multiplayer.
(modding does not count as playing)
well now we're into the classic conundrum of 'i have this fantastic QOL thing, i want it locked behind a gameplay barrier, but also this would sell hotcakes as its own mod'
another person who only plays multiplayer! ๐ค
like who isn't going to download Functional Picnic BBQ Grill Pit Area For the Farm (It's Buildable)
I also only play multiplayer
or bfgfgbkjbkkhjkk(ibb) for short
Im gonna put it on The Spreadsheet TM
how do you people find people to play with consistently 
in an ideal world every modder would exclusively play multiplayer bc then maybe more people would give a damn about multiplayer compatibility /lh
Right???
step 1 is to date them
there is no step 2
high barrier of entry there button
thank you
valentines day's been and gone
this is like those tutorials that say โdraw a circle. fill in the detailsโ
i appreciate it
draw the rest of the fucking owl
But I need a step 2 my wife refuses to play with me 
i feel like you're going to make ME like the blue man as much as you do bc ngl, your mod tempted me to make a save where i marry mr. qi 
draw a cabbage. make it red
make a custom NPC after her
Do it, I think his pet name for the farmer is endearing (says the person who made like six options because i felt they all fit)
You also get Indigo in your house
also my unpopular mod is almost three and a half years old at this point so y'all still got a leg up on me 
my newest mod is almost three and a half years old at this point 
the snek? yes, good art, good snek

can I have her as a roommate directly instead
i like snek
forget qi, I just want to chill with indigo
anyone know if there's some mods that have like, animal upgrades as a feature? like chocobo breeding type stuff or something?
200 dollars and ill make an extension mod where you can kidnap his pet snake /silly
The chocobo mod might be what you're looking for?
by the way can we all stop being pink please its really ruined my ability to differentiate people at a glance again. at least with halloween people chose from like 8 different colours
300 dollars and I make a mod that changes every texture in the game into indigoโs portrait
it seems to not actually have that
i would like to remain pink though thank you
first place i looked, lol
It does higher tier eggs from happy chocobos if that's what you're thinking of?
what is a chocobo 
how much to make the snake talk
(final fantasy)
chocobos look a lot like this: 
I'm always surprised when they're not chocolate
cute
300 dollars and ill turn her into an additional full npc B)
why does this sound like a threat
consider
infinisnake still peak
Oh no, indigo got into the infinite grow juice again...
requesting Worm Time compatibility 
hm i forgor to fix up snek draws to have the connecting segment 
Fall Greenhouse Done before bed, time 56 Minutes 
oh wait, no i missed the river shading, add like 1 minute
I went through the list of mods requiring FF to lookup who I should message about testing the new version, and it's surprising how many Chinese Furniture Pack creators there are, I'm glad my mod can reach this far!
1 minute
it takes me 1 minute to find the right tile
I also forgot to do basic debris in the river/lake so 4 minutes.
where's the trees for those leaves draylon
you telling me those are flying leaves
Technically yeah, in my mind they are attached to the wall.
I'm also intentionally designing them in a way that i can reuse them for a farm map with minor edits.
ahh the four seasons. spring, summer, autumn, and
light mode made me think the last one was done & just full of snow 
You know what, Since I should be making mods to make myself happy, I have been wanting toi do this for a while. I will turn myself into an NPC.
(not like i already am lol /j)
but i will start tommorow as it is late for me
:D
that's great I hope you have a good time doing it
@uncut viper Do you think the qi gem display mod would work on Android? I would have to wager a guess not right?
i have absolutely no idea
I'm thinking about uploading an optional file for android users that gets rid of the Item Extensions dependency so they can use it since ive had a few people who seem to want that and its not that big of a deal
and then i was thinking about that
although I just know if I do that and also remove your mod as a dependency for them if it doesnt work, they are gonna comment 'ThE qI gEms KEep REsEttIng To ZERo'
You dont have to do compat for every platform to be fair
Its a nice gesture but android smapi is a hellscape on its own ๐
Oh I know I know, but it seemed from the comments that the only thing stopping them from using it (even if there were a few bugs) was Item Extensions
which the literal only reason that is a dependency is because I wanted the Gem Weapons to be an upgrade of the Infinity ones
so theyd trade in the weapons AND the qi gems...and item extensions was theo nly way to do that
Then removing IE dependency would take away some chunk of the stuff you put in no? I personally think its not worth removing a portion of what you worked on that seems integral to the gameplay loop you designed (trading weapons and qi gems)
But if you still want to try, maybe you can try testing your mod without IE on mobile
And then from there see if its worth it
Oh it would only be a switch of 'now android users get to buy gem weapons for twice the qi gems' or whatever
not really removing too much :) theyd still get to enjoy a majority of what I had in there, just not the intended way to get the wapons
I don't play modded on android... or stardew on android
its a nightmare and i hate it
i know its the only option for some people though so i dont blame them for trying
Thats smart, might be a bit of pain for grinding though (if i were to play it xD)
Thats very thoughtful of you though
<:] get in that grind set mind set
the qi gem crop regrows at least!
just fill your ginger island with qi gem crops... ez pz
Thats true, then if you think youve covered your bases then i think you should go for it
But if you need buttons gem counter then that might be the problem youll run into in the future
you also dont need that either
It LOOKs like the counter resets
because its not big enough to fit the big numbers
it doesnt actually reset though, the number just doesnt fit on the screen 
Ah in that case, put that in bold text for android users 
I can't wait for them not to read it
If someone makes a bug report or complains about it then thats no longer your problem
my response will be "Do you want to play this on android? You do? Then deal with it"
Ncjdisks
Redirect to big bolded text
Close bug report
I think you got what you need then Lily
I will do this when I return next week from my trip and am probably horrifically sick with the flu that everyone in my family apparently now has
or i could do it now while im waiting for my alarm to get up for said trip to go off 
Try drinking vitamin c before you get it
I recently got a flu shot and stuff so I should be relatively fine
But im also immunocompromised so
Ah
Then orange juice it is
i do love me some orange juice...
You get a tasty drink AND vitamin c, whats not to like
If its as simple as a few code block switches here and there like you explained then hopefully its quick and easy to finish before the alarm goes off 
And then you can just publish it when you get back from vacation
Or you wait a bit more so you can bundle it with the cutscene idea you had
alarm goes off in 15 minutes, all i have to do is change the shop and remove the two dependencies... which would take like 3 minutes
Oh that cutscene is going to take me so long
I hate events
correction, i hate non simple events
anything more complex than characters walking around and talking
Ah thats fair
Ive yet to try and write an event (i havent gotten my NPCs ingame yet, im still making the maps ๐)
and yet the concept of riding in Qi's airplane during a romance scene sounds so nice...
but moving airplane...
You can figure that out when you get back from ur trip
I might make another NPC (with significantly less content because I really did go overboard with Qi... 22/23 events is crazy not to mention the insane amount of alternate versions i did for them)
I intend on making this apple mod with a bunch of species of apples, and i think it would be so cute to make it so that you get them from a little apple orchard and there's an npc there
and I could use central station for it too 
Not yet no I don't actually know what I want them to look like
I think I might commission someone to make the sprites and portraits
I imagined a look for the npc just now actually chshxja
Okay lemme get off bed and doodle for you
I finally got all the sprites except my optional characters and Wolf Link sorted for the front-facing designs
Congrats lily !!!


