#making-mods-general

1 messages ยท Page 216 of 1

rigid musk
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Yippie :D!

#

Tentative android fix uploaded, we shall see if it works

flat sluice
#

Hi,
I got an error report from a user of my mod regarding this error:

ArgumentException: An item with the same key has already been added. Key: 610
   at System.Collections.Generic.Dictionary`2.TryInsert(TKey key, TValue value, InsertionBehavior behavior)
   at StardewValley.NPC.parseMasterScheduleImpl(String scheduleKey, String rawData, List`1 visited) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\NPC.cs:line 6574```

However, I have no idea what is wrong. Could anyone tell me what's causing the error and how to fix it, please?

Their log: https://smapi.io/log/1658baddbfba4ccdb8c7b5f9fc8184d2
Schedules: https://smapi.io/json/content-patcher/0f4451feb2f04831a4240c6120dcae86#L72
(please note that I am changing `a610 WizardHouse 5 15 2` to `610 WizardHouse 5 15 2` because the game handled the `a` command the same way, I guess it was too early for it to react differently, I just forgot to delete those)
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 75 C# mods and 461 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

uncut viper
# flat sluice Hi, I got an error report from a user of my mod regarding this error: ```NPC 'St...

i believe this can happen because of the "a" thing, but on the a910 instead. i think this happens when the game calculates what a910 means, which is "they need to arrive at 910am" which means it has to figure out what time they leave. and with the right circumstances i think it can happen that they would need to leave at 610am in order to arrive there by 910am... but they already have a bit in their schedule for 610am

flat sluice
#

I'll look at it either way, just reporting

uncut viper
#

it might work fine for you. they might have a slightly different map that causes the pathfinding to need a different path which affects the timing

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like if theres an extra bush in their mod list that the NPC needs to pathfind around, that could be the difference between leaving at 620 and leaving at 610

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bigger changes could then take it from "leave at 8am" to "oh crap theres a whole other map we have to navigate thru now with this modlist, lets leave at 610am instead"

brave fable
#

a lot of game issues do make more sense if you imagine the pathfinder is actually panicking trying to do its job in time

flat sluice
uncut viper
#

(looking at the schedule parsing code again just as a refresher im upgrading my "i think" to "im pretty sure")

#

move the schedule to later or just make it not an "a" schedule would solve it

#

the latter being more foolproof

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bc ofc making it later might mean it breaks with someone elses very particular set of maps and valid paths in their modlist

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(bc it might make "a" schedules that come after that one break)

flat sluice
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Or maybe do it even later?

uncut viper
#

my point is there is no foolproof way to do it as long as you're using an "a" schedule

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if you are using an "a" schedule you just have to accept that sometimes, it might break with someones mod list and theres really nothing you can do about it

#

you can try tweaking it and if you get no more bug reports thats great but it wont guarantee you wont get one from someone else

uncut viper
#

honestly i wonder how easy itd be to just transpile that bit of code to check if the schedule key already exists and just fudge it with a +/- 1

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can schedules even do like, 611

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if not fudging it by +/- 10 is probably fine too. better than breaking completely

#

i dont see anythin on the wiki saying it cant do 611...

flat sluice
flat sluice
uncut viper
#

timeOfDay >= this.queuedSchedulePaths[0].time SDVpufferthink

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doesnt seem like it shouldnt work

#

in theory i think that should mean 601 โ€“ 609 should all be equivalent to 610?

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in the absence of mods that change how time works

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equivalent, but without the duplicate schedule key error

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with 611โ€“619 all being equivalent to 620, and so on

flat sluice
uncut viper
#

started walking to the wizardhouse at 610?

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or to the seedshop?

brave fable
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surely the problem still remains that two schedule entries are going to try and parse at the same time

uncut viper
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thats why you'd want to -1 i believe to ensure the order remains

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the actual problem in the error log is simply that each of their schedule bits is put into a dictionary of things to do that day but its keyed by the time

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and sometimes the time can be equal when using a

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but the thing that actually makes them Do just takes the first thing in their queued schedule bits

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which does mean if two things were very close like that, they would immediately change course again at the next 10 minute update

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but thats surely better than, yknow, breaking completely

flat sluice
uncut viper
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what if you do 609 instead

flat sluice
uncut viper
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bc i think putting 611 instead of 609 did reverse the order of the two schedule bits as far as the parser is concerned. i think

flat sluice
uncut viper
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which is good right. thats the intended

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i will say though that trying to decipher this schedule code is far too much for my 545am pre-bedtime brain so even if the schedule is still working as intended for seedshop with the 609 schedule that does not mean i will be 100% confident in recommending it as a solution lol

brave fable
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(in what dimension is 545am pre-bedtime??)

uncut viper
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my nocturnal dimension

#

if anything this is an early night for me

flat sluice
#

Hmm... Something is very, very wrong with Eleanor's scheduling. This very schedule
"winter_Sat": "610 WizardHouse 5 15 2/700 SeedShop 12 29 3/1030 SeedShop 4 19 0/1100 Forest 16 30 1/a1800 Custom_WizardBasement 13 5 2/a2200 Custom_WizardBasement 23 6 2",
does not work as intended - poor Eleanor doesn't even walk to Pierre's general store (SeedShop). What on earth did I mess up and break this time SDVpufferwaaah

uncut viper
#

is that broken bc of the 609 thing or is that unrelated

flat sluice
uncut viper
#

o i thought you were still testing it lol

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 63 C# mods and 30 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

uncut viper
#

i actually dont know fuck about schedules so i have no idea what might be wrong here

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so i will hope someone else is awake and able to help while i go to bed SDVpufferthumbsup but thank you for doing some curiosity-satisfying testing with the weird time stuff

rigid musk
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Im a bit behind on the conversation I was going through TSA

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But the scheduler might be upset because you don't have enough time for her to do the first parts

#

Also make sure when testing schedules you're starting a new save or switching to another day

flat sluice
# rigid musk Where does she spawn?

// Spawn Rules
"UnlockConditions": "true",
"SpawnIfMissing": "true",
"Home": [
{
"ID": "Default",
"Location": "WizardHouse",
"Tile": {
"X": 10,
"Y": 17
},
"Direction": "down",
"Condition": "true"
}
],

vernal crest
#

If she doesn't have time to get from the wizard tower to the seedshop before 1030, I think she won't go because she won't be at her first seedshop destination before she has to start moving to her second one.

flat sluice
vernal crest
#

Yeah try that but make sure her later ones are also more spread out (or just remove them for now)

latent mauve
#

To be safe, you generally want to allow for 3 hours to traverse 2+ maps, unless you have a NPC warp that is closer

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NPCs move slow

vernal crest
#

Poor Hiria barely makes it into town before midday

rigid musk
#

Qi gets into town by like 1 or 2 or something for his town schedules and he leaves around 8 so.. yeah

flat sluice
rigid musk
#

Is there a reason you have her going to that tile in particular?

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/gen

vernal crest
#

How are you reloading the day to check? I set the date to the day before and then sleep

rigid musk
#

Yeah schedules are set for a day and if you change them it won't actually change that day you have to sleep

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Or load a new save

flat sluice
rigid musk
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(Learned that the hard way)

#

Im just thinking she might not have enough time between going to that tile and then the trigger for the 630 part of her schedule

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So the scheduler is getting messed up and upsetti

flat sluice
#

So when I have a testing profile with Winter 6, it won't work? Should I have Winter 5 save and always sleep?

vernal crest
#

If you're changing the schedule and then reloading a save from Saturday morning it won't update I'm pretty sure because schedules are set the night before or something

rigid musk
#

^

vernal crest
#

Just use CJB to set the day to Friday and then use debug sleep to make it Saturday every time

#

Or use the debug command to make it Friday it doesn't have to be CJB I just don't remember the exact wording for the debug command lol

flat sluice
#

Oops... I should debug my schedules one more time...

flat sluice
vernal crest
#

But winter 4 is Thursday so now you're on Friday, not Saturday?

#

Unless you're saying you slept twice

flat sluice
flat sluice
vernal crest
#

Just felt like some variety?

#

Okay are you certain she's actually being assigned that schedule? Can you use Lookup Anything or Schedule Viewer to check her schedule for the day?

#

Also, is she moving at all?

rigid musk
#

Try setting the seed shop section to 7 or 730

flat sluice
rigid musk
#

(If she doesn't move after that it could be a separate issue)

#

But those two times are really close together

flat sluice
rigid musk
#

With scheduling you only really care about 10 minute ticks btw

vernal crest
#

He did say she arrives at the first stop at 0615 so she should have enough time but it's worth checking again just in case if you weren't sleeping last time you checked

rigid musk
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Cause that's when the schedule ticks over iirc

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Or begins to do the next route, at least that's how I remember the in game ticks working

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Hmm if she does have enough time I'm not sure why it wouldn't work, i know it's not a pathfinding issue since npcs can get in and out of the Wizard's house.. pondering

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It would be worth it to use lookup anything, ik it has a green highlight when the part of the schedule theyre supposed to follow is happening

#

Also sorry if i am reiterating anything that already happened:3 I'm in the airport rn

flat sluice
vernal crest
#

You need to enable data mining fields

#

I'm always surprised by how little information LA shows without it lol

flat sluice
vernal crest
#

Lol yeah there's a lot and it gets really intense when there's a bunch of options for their dialogue

rigid musk
#

Mmm.. 800+ lines of dialogue...

#

[Dramatic sigh] now i can't romance the blue man for a whole week :(

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All my hard work and I can't even enjoy it aheem ahoo

vernal crest
#

Absence makes the heart grow fonder

flat sluice
#

OH!
I compared Friday schedule in Lookup and in the NPC code and it isn't the same.
Code: "winter_Fri": "610 WizardHouse 5 15 2/a1500 Mountain 68 24 3/a1930 Beach 20 20 2/a2230 Custom_WizardBasement 23 6 2",
Lookup: see picture

vernal crest
#

I cannot imagine wanting to romance Hiria once I've finished her. I just wrote everything she's going to say and do, what's new to gain from romancing her in game lol

vernal crest
#

Also is that the SVE wizard basement?

rigid musk
#

Also the benefits to romancing Qi is that I have him in my house and I love him

flat sluice
rigid musk
#

Thanks for coming to my Ted talk

vernal crest
# flat sluice No.

Then I cry in pain about your lack of a unique location name puffer_cry Ignore this, I misread which question your reply was in response to!

vernal crest
flat sluice
rigid musk
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I just think he's really cool

flat sluice
vernal crest
flat sluice
vernal crest
# flat sluice No.

Hmm, I actually noticed in game the other day when I was trying to find an NPC that LA showed a different schedule than what Schedule Viewer showed. I wonder if LA is actually doing something weird there. I can't think of any other good way to check an NPC's schedule for the day though to confirm whether it's LA that's the problem.

vernal crest
flat sluice
vernal crest
#

You could do a patch export of her schedule but that wouldn't help to know which one was being used for the day.

vernal crest
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I find it a handy little mod for gameplay and testing

flat sluice
vernal crest
#

Hmm you could use debug hurry eleanor to warp her to her next schedule position and see what that does

flat sluice
vernal crest
vernal crest
vernal crest
#

It makes them jump straight to where their next schedule point sends them without waiting for the time they're meant to leave, so we can judge by the location which schedule she's following. If she's following your code she will end up in Mountain, if she's following the one in LA she'll end up in the SVE wizard basement.

flat sluice
vernal crest
#

That sounds like her Friday schedule might be going strange too then. What time does she normally leave the house to get to Mountain by 1500? It must be pretty early because that's ages away from the wizard tower. You could change the time to just before then and see if she does actually leave.

flat sluice
#

I'm asking myself how could I even release such a broken mod... SDVpufferwaaah I even classified the schedules as working in the prerelease checks, but I should've checked them much more detail.

vernal crest
#

Schedules are extremely tricky and can be broken by the tiniest change in...too many things so it's entirely possible that they did work and then you changed something without realising it would affect them and they broke.

flat sluice
#

So, I'm sorry, but I have no clue.

#

I made these schedules in September 2024, maybe even earlier. So I don't remember...

vernal crest
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Since you're having to make changes to her schedule for this fix anyway it might be worth really reducing your use of a since it's so fragile?

rigid musk
#

Might be useful to try and redo them

vernal crest
#

If you're okay with me downloading and testing her, I could have a poke around in her schedules too

flat sluice
flat sluice
# vernal crest If you're okay with me downloading and testing her, I could have a poke around i...
Nexus Mods :: Stardew Valley

Eleanor is a young witch who studies at Mr. Rasmodius' tower.

GitHub

This Github repo is a repo for NPC Eleanor, which is a mod created by StrojvedouciDenis (a.k.a. DenisSilent or Denis001 (at Discord)) for game Stardew Valley. - DenisSilent/Eleanor

vernal crest
#

Is your github version different to your Nexus one at the moment?

gentle rose
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for reference, I believe vanilla only uses a in one instance, and it's for some of Emily's oasis schedules

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so it's best not to overuse afaik

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(like aba said)

flat sluice
vernal crest
#

Yeah it's so Emily and Sandy can be together SBVLesbianHeart

rigid musk
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I used it in qi's marriage schedules only iirc and those seemed to work.. watch them break while I'm gone lmao

#

The world is trying to get me to stay away from boston though, my og flight got cancelled ๐Ÿ˜ญ

vernal crest
#

Every time I see SMAPI 4.1.10 I think "oh no I'm only on game version 1.6.10 I need to update!" Every. Time.

rigid musk
#

I mix them up too it's okay Aba

vernal crest
#

Schedule Viewer is showing the same schedule as LA for her so far

next quarry
#

for Schedules do Weekdays take priority over seasons?

if I have spring, summer and Fri as entries
will the NPC do Fri on every Fri regardless of season?

rigid musk
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Yes i believe sk

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So*

vernal crest
#

Their precedence is the order they're listed on the wiki so yes DayOfWeek takes precedence over Season

next quarry
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okay cool thanks guys! <3

flat sluice
vernal crest
#

AmI right in saying that about the wiki order? That would mean that spring takes precedence over spring_Mon

vernal crest
flat sluice
vernal crest
shut edge
#

anyone know if you can use a game state query to track player progress in dangerous skull cavern?

flat sluice
vernal crest
#

I also figured out that the reason that the LA/Schedule Viewer schedule is not matching any you have in your file is because it's showing the time she's calculated as having to start moving to the next point to reach the a1630 time in your schedule.

flat sluice
vernal crest
flat sluice
shut edge
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i think i can get by with just floor levels and dangerous state for what i want

#

thanks tho

#

"Condition": "RANDOM 0.25, MINE_LOWEST_LEVEL_REACHED 1 10",

#

is that how that would go?

#

i guess if i want a specific floor i just use the same number twice?

flat sluice
vernal crest
# shut edge is that how that would go?

Is this for checking random AND mine level reached? They'd need to have reached at least level 1 and not more than level 10 and have the random roll true.

vernal crest
shut edge
#

ah

vernal crest
shut edge
#

i'm trying to make animals that unlock as alternate purchase / birth types by mines progress

#

so like oh you hit floor 40, now this one can happen

vernal crest
#

What's the RANDOM part for?

vernal crest
shut edge
#

doesn't that effect the chance of it being one of the unlocked ones?

#

it's really just an example i've pasted in at the moment

#
      {
        "Id": "BlueChicken",
        "Condition": "RANDOM 0.25, PLAYER_HAS_SEEN_EVENT Current 3900074",
        "AnimalIds": [
          "Blue Chicken"
        ]
      },
      {
        "Id": "Default",
        "Condition": null,
        "AnimalIds": [
          "Brown Chicken",
          "White Chicken"
        ]
      }
    ],```
#

like here's the vanilla chicken

vernal crest
shut edge
#

i think it's just anytime you buy one / one is born? maybe

#

of course stardew gets weird about probabilities in a list doesn't it...

flat sluice
# vernal crest Unrelated to schedule but is she meant to have Introduction dialogue? Her first ...

Err... what?
She has an Introduction dialogue: "Dialogues.CT.Introduction": "Hi, {{DT_dialogues}}.#$b#I hope your farm is doing well. It should...",

Or wasn't it her intro event? That one triggers the day after the event in Tower (Id 112)

Or maybe the spring 1 dialogue? "Dialogues.spring_1": "Time for you to start working on your farm, {{DT_dialogues}}.#$b#I don't say you weren't working on %farm farm, I just wanted to tell you that it has got some powerful magical properties.#$e#How do I know, you're asking?#$b#I can sense the magic in it.",

vernal crest
flat sluice
#

Her first words to you are in her intro event, then it is the Intro dialogue, then normal + CT dialogues, etc... Spring 1 should be for year 2 and later, as you "unlock" her in like spring 7 or so

vernal crest
#

Is it possible to meet her before her intro event when you're not debug warping to her?

#

This is the first thing she says to me when I start a new game and warp straight to her (so obviously bypassing any event)

flat sluice
shut edge
#

thinking something like this

vernal crest
#

Okay then hopefully it's just an artefact of me bypassing the normal process

vernal crest
flat sluice
#

You'll find...

shut edge
#

cool, thanks

flat sluice
#

Wait! Where on earth is my when condition for intro event?!

vernal crest
#

I already have her files because I downloaded her and have her in game so I am just reading them from your mod folder

flat sluice
#

Oh, I'm blind, it is right there - /e 112.

#

Anyway, back to Winter 6 schedule...

vernal crest
flat sluice
vernal crest
#

Okay good! In that case you might need to test her dialogue because it is weirdly swapping between part of her spring_1 dialogue and her Introduction dialogue.

#

I promise I am not scouring your mod for things to pick on! I just noticed because I talked to her so I could look at her portrait lol

flat sluice
flat sluice
# vernal crest Okay good! In that case you might need to test her dialogue because it is weirdl...

What exactly do you mean by that?
You can't see the spring 1 dialogue without cheating/warping to her. The community center is from spring 5 (https://stardewvalleywiki.com/Community_Center) onwards, and the mail from wizard is the day after.
Plus, with the change, she'll be visible after her intro event.
In that case, should I have the condition "has seen event" or something like that to wizard vanilla/SVE event or to her intro event? That one is on the farm, so you can't get past it without seeing it.

Stardew Valley Wiki

The Pelican Town Community Center is located in Pelican Town, on the screen north of Pierre's General Store. Initially, it appears as a dilapidated building, and is locked to the community.

vernal crest
# flat sluice What exactly do you mean by that? You can't see the spring 1 dialogue without ch...

Oh yeah of course I did cheat by watching the wizard event on the first day lol. Okay so in normal play there's no risk of her dialogue including spring_1 the first time you meet her, but it's possible that it might go strange on whatever day you do meet her without cheating (I say this just because she shouldn't ever have dialogue that consists of partly daily dialogue and partly a CT so something is going weird there).

However, if you can never meet her on the first Spring 1, why do you have dialogue for it?

If you're changing her so she won't be findable in game until after her intro event even if the player is in the wizard's house, her schedule condition is fine to stay as her intro event (if that's what you're asking?)

shut edge
#

i wonder if i could make an animal that requires two previous unlocks to breed together

#

that might be a bit ambitious

flat sluice
# vernal crest Oh yeah of course I did cheat by watching the wizard event on the first day lol....

Wait, that one is only for spring 1 year 1? Then I should add a "_2" to it...
I was asking if CP will change the schedule for that day, so if you'll (for example) have event 112 with Wizard on spring 10 and then, as you can't escape her intro event, on spring 11, so if I should direct the when condition to the Wizard event or to her Intro event, if I want to meet + talk to her on the day I had her intro event. That should be directed to Wizard event, right?

vernal crest
flat sluice
#

Well, that one doesn't look like it is correct, not at all... Original Winter 6, btw.

vernal crest
flat sluice
#

That is why one of the users (why does it sound like I have thousands of them, I have like 200 unique downloads) had that error with Eleanor.

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 64 C# mods and 31 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

vernal crest
#

Yes I got the same error

flat sluice
vernal crest
#

It's the one Button told you about right at the start of this conversation

#

The problem is because you're using a. Remove those, no more problem.

#

I just changed her schedule to the one you wrote without a and she's off to the seed shop

flat sluice
vernal crest
#

Also, Eleanor and Hiria are going to be walking a very similar path to town at possibly a similar time so maybe when I publish Hiria they will be walking along together like they are friends DragonDance

flat sluice
vernal crest
#

Thanks, I hope so too! I'll find out in the morning because right now it's bed time.

vernal crest
flat sluice
vernal crest
flat sluice
shut edge
#

well what was once an idea for 2 animals has become 8, typical

wispy gale
#

hey folx, good morning from EST SDVpufferchickmorning

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 55 C# mods and 67 content packs.

flat sluice
wispy gale
#

oh, thank you! i changed the last value of the trigger action to "false" with quotes. and can you clarify what you mean by changing the when condition?

scarlet saddle
flat sluice
wispy gale
#

hmmm yah it's still not applying the trigger action...i'm not sure what else may be wrong. the mod ran fine before i added the "When" and "Has Flag" condition

rigid musk
#

Huh I can't look at your json, it doesn't load confetti

naive wyvern
rigid musk
#

I thought it was my internet but I can see the other ones

scarlet saddle
#

it's a recolor, so the whole image

naive wyvern
#

okay, then try commenting out the PatchMode block

scarlet saddle
#

ill try that

#

ty

naive wyvern
#

it worked? my silly ass thought you already edited
lemme know if it works ! //sorry in advance, I just woke up uhsauigsf

rigid musk
#

It just looks like this to me kekw which i find pretty funny

hallow prism
#

it happens when the first thing is a comment

naive wyvern
#

Naw Lily thats the only thing I was seeing too kamo_laugh

rigid musk
#

SDVkrobusgiggle that's really funny ngl

viral grail
#

Uh hey question, for some reason a lot of tokened strings don't seem to be doing the tokened thing in game and just show a full asset path

#

Is it probs an outdated mod or?

calm nebula
#

you have to get people to replace the files in the zuz mod themslves

rigid musk
calm nebula
rigid musk
#

It can be a few things

#

I'm guessing they meant i18n translation tokens

wispy gale
viral grail
rigid musk
#

For the names of things

rigid musk
#

These**

calm nebula
scarlet saddle
#

well, as it is now, the mod i have up is just a straight copy over recolor, no manifest or anything. I thought doing it properly might be better xD

calm nebula
scarlet saddle
#

oh D:

viral grail
wispy gale
#

oh yah, so i'm trying to tell it to run my dialogue mod only if the player answers yes to the NPC's question (using $q and $r dialogue) in the save file. but i want the NPC to ask the question again at the start of the new season, and it was suggested to try a trigger action to remove the mail flag

rigid musk
#

That depends on what you're updating.. I'm not sure what you mean by marital status and all that- are you trying to fix an npc for personal use?

calm nebula
#

you cannot use content patcher to target a tilesheet if it is in the same directory as the tmx file

scarlet saddle
#

ooh okay good to know.

calm nebula
#

!unpack

ocean sailBOT
#

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

calm nebula
#

!decompile

ocean sailBOT
calm nebula
#

just grep the unpack for where they moved to I guess

viral grail
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 55 C# mods and 66 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

viral grail
#

Note to self

scarlet saddle
viral grail
#

Fix the mods once I shovel 7ft of snow

scarlet saddle
#

7ft

#

holy heck

rigid musk
#

Do you live in the mountains pixie oh my goodness

wispy gale
#

oh no worries, thanks for helping so far anyway, safe travels!

scarlet saddle
#

not me, I don't have the 7 feet of snow thank god xD

rigid musk
#

Ope i read the wrong message I meant banana

#

Autocorrect I did mean bananer not banana

scarlet saddle
#

xD

wispy gale
#

same, barely got snow and the rain melted it all by morning. we keep getting half-assed snow that leads to delayed openings for the school district but no real snow days SDVpufferchickcry

rigid musk
#

Ah it all makes sense

#

๐Ÿ

pine elbow
#

Hi guys, let me clear up a doubt, I'm trying to make the wines copy the color of the fruits, but what I did wasn't enough, because it didn't work.

private void preserveColor(object sender, AssetRequestedEventArgs e)
{
if (e.NameWithoutLocale.IsEquivalentTo("Data/Machines"))
{
e.Edit(asset =>
{
var data = asset.AsDictionary<string, MachineData>().Data;
data["(BC)15"].OutputRules[3].OutputItem[0].CopyColor = true;
data["(BC)12"].OutputRules[7].OutputItem[0].CopyColor = true;
});
}
}

What do I need to do to make the bottle have the color of the fruit? It's a new fruit that I made.

pine elbow
#

But in the item's context tag it is red, but the wine is coming out purple

drowsy pewter
#

show me

#

did you add a new wine item?

#

if you just added the fruit and the context tag is correctly applied, it will work

pine elbow
#

data["slicedWatermelon"] = new ObjectData
{
Name = "slicedWatermelon",
DisplayName = slicedWatermelon_name,
Description = slicedWatermelon_description,
Type = "Basic",
Category = StardewValley.Object.FruitsCategory,
Price = 100,
Texture = $"Mods/{this.ModManifest.UniqueID}/slicedWatermelon", // Caminho virtual correto
SpriteIndex = 0,
Edibility = 20,
IsDrink = false,
CanBeGivenAsGift = true,
ContextTags = new List<string> { "Red" },
CanBeTrashed = true,
};

drowsy pewter
#

follow the color tags that are in the image i sent

#

refer to vanilla items for examples

minor falcon
#

Hello, I need help with map making in Tiled
I'm using water tiles from the spring_outdoors tilesheet in an interior map, but the water animation is not working. The modding wiki says if the tile custom property has Water set to true, an animation will overlay the tile. Anyone have an idea what I'm doing wrong?

ornate trellis
#

have you looked at how vanilla maps do it?

minor falcon
#

yeah

calm nebula
#

You need the TreatAsOutdoors map propertu

#

Or something like that

minor falcon
#

oh nice i will try that thanks

pine elbow
minor falcon
#

Eh, the TreatOutdoors property didn't work. and the modding wiki also says the animation ovarlay should work anywhere, even indoors. I'm probably making a silly mistake somewhere. when setting a custom property, the type should always be string, right?

ornate trellis
#

you did do Water T on the water tile itself, right, not as a general map property

#

alternatively you couldve just exported the tilesheet and embbed it into your map so you'd have all animations and stuff already on there

minor falcon
#

I exported the tileset as a .tsx so all the animations and properties are intact from the base game.

ornate trellis
#

hm

minor falcon
#

hmmm

hallow prism
#

post screenshots of the properties

#

of the map and of the tile

brittle ledge
#

โ€ผ๏ธ How long have we had this on Nexus?

sleek flame
#

Are you able to make web requests with mods in SDV?

I was thinking about the possibility of making endpoints for external applications.

#

Sorry if this is a common knowledge question. Never modded in SDV.

brittle ledge
#

should, there's a Twitch integration mod and an archipelago one that both go through the web iirc

#

It's not common but should be doable?

sleek flame
#

Gotcha. Sounds good!

#

Another game I play exposed an API endpoint that returns certain information like health and inventory. So, I was thinking it would be cool to make something like that for SDV.

#

Creates really cool possibilities for external apps ๐Ÿ˜„

minor falcon
#

please dont laugh at the map XD im in practicing mode

rigid musk
#

Could I ask someone here a favor?

minor falcon
#

wait idk how to send pics

#

gimme a minute

rigid musk
#

Aur naur

naive wyvern
#

what favour lily

rigid musk
#

If you could download my mod and look into the event json and see what the event ID for the six heart event in cindersap is

#

I messed up something with the preconditions and someone can't trigger it but I want to give them that so they can still watch it

#

But hell if I remember the event ids

naive wyvern
#

sure gimme a sec

naive wyvern
rigid musk
#

I think that's right it should be anyways

naive wyvern
#

in the notes it says "must have seen 6 heart event" and then thats the line in parenthesis

rigid musk
#

OH that's the uh.. you're looking at the secret woods event i think but it requires the six heart event so

naive wyvern
#

its probably the right one kamo_laugh

rigid musk
#

I was really specific with the naming conventions so I can't imagine I named any other event that

#

Iirc he only has one six heart event ๐Ÿค”

naive wyvern
#

but more importantly, youre supposed to be on a trip whatre you doing providing support while on vacation ๐Ÿ˜ญ
what happened to taking a break sobbing

rigid musk
#

Ngl i don't even want to be on this vacation

#

The last 24 hours has felt like an omen not to go ๐Ÿ˜ญ๐Ÿ˜ญ

naive wyvern
#

you might as well enjoy what you can from the vacation, it gives you time to reset and rest from modding
you worked long and hard to finish your mr qi mod, you deserve the break

rigid musk
#

And yet here i am on my second plane GruHolUp

Yeahh i mean i won't be able to do much anyways it's why I didn't bring my laptop actually, I knew damn well what I'd end up doing lol

#

Anyways the plane is about to take off I must vanish peaceout

naive wyvern
#

take care !

minor falcon
unique sigil
#

FloorID does not have anything to do with what you're doing, it only makes it so the floor area with the relevant ID can be changed using flooring from the catalogue.

minor falcon
#

I see ๐Ÿ’” thanks so much for the advice. The outdoor water looks really pretty, especially with recolors, so I wanted to add it inside the house as some sort of pool (the grand ideas of newbies these days...๐Ÿ˜ฉ๐Ÿคฃ)

naive wyvern
#

hello gang
im trying to learn FTM to get my custom forage in my custom map

I was wondering how to specify terrain
saw this part in FTM's config html and i thought, "Oh, how would the game know my grass tiles are grass" ThinkyThonk

#

i made a new save and my forage did not spawn in, so i was thinking it must be that

hallow prism
#

you need the property on the tile or on the tilesheet data

#

it's usually why we suggest starting from vanilla as the properties are here

naive wyvern
#

oh man
okay, that would make sense
i overwrote the grass tiles with my own (separate tilesheet and all) and thats probably why I lost the property

gaunt orbit
reef kiln
#

Does anyone know what needs to be done to the "Magical Crops" mods contents.json to make it so you can ship the crops from it. You can't get perfection because you can't put them in the shipping bin. I just want to fix my copy.

naive wyvern
gaunt orbit
naive wyvern
#

from my understanding I can make custom monsters with it too I think //unless I misread pausweat

gaunt orbit
#

You can!

naive wyvern
#

hell yeah

gaunt orbit
#

SVE uses it for that

hallow prism
#

you can-ish

#

you can't do custom behaviour, you can do custom appearance of existing monsters

naive wyvern
#

thats good to me, dont think im creative enough to come up with new monster mechanics

hallow prism
#

๐Ÿ™‚ good, i prefer mentioning limitations right away

naive wyvern
#

and i really appreciate it Lumina, thank you SDVpufferheart

#

that wont be til far along the line for me I think
im very slowly chipping away at stuff ๐Ÿ˜” im being too perfectionist with my maps kamo_laugh

brittle pasture
#

existing items remain unshippable, you'd need to harvest new ones

true coyote
#

huzzah I believe I've found the issue SDVpufferthumbsup

reef kiln
next quarry
#

can you use {{ModID}} in the default.json?

#

or dynamic keys in general?

brittle pasture
#

it's most likely unintentional

gaunt orbit
next quarry
#

got it! thanks

reef kiln
rocky copper
#

Hey, wondering if I could get some feedback on some ideas: I'm working on two mods, a farm map and a Distillery building. While I'd put both of them up as separate mods, the farm map is designed to give you a headstart on distillation, similar to how the base game farms give you a headstart on a particular skill. However, I like the idea of the Distillery being made available after completing a Special Order, and that Special Order makes sense narratively to only be available after completing Pam's Potato Juice Special Order, so we're talking a minimum of late Spring Year 2. Given the price and resource requirement to build the Distillery, I estimate most players won't get to it until late Summer or Fall Year 1, anyways, but is Spring Year 2 too long to make the player wait to build something like this that the Farm Map itself is (slightly) geared towards?

molten charm
#

is it possible to animate a growing crop?

brittle pasture
gaunt orbit
fleet oxide
#

You could also have a configuration for the distillery to get it immediately or use the quest route to suit people's preferences

molten charm
#

I also have another random question can you prevent certain crops from being put in a seed maker?

brittle pasture
#

(EDIT: NVM See Frog's answer below)
you can edit the seed maker's rule and add a condition to its trigger to ban your crop item

#

check RequiredTags

calm nebula
#

challenge mod idea: ancient fruit doesn't seedmaker

gaunt orbit
#

that does kind of make ancient fruit useless though, since gem berries are more valuable and can be obtained more reliably

calm nebula
#

they are however, infinite regrowing in the greenhouse

reef kiln
calm nebula
#

you can't propagate them

brittle pasture
reef kiln
#

Look at golden carrots from SVE

brittle pasture
#

it's seedmaker_banned

reef kiln
#

It uses it. I know because I removed it ๐Ÿ˜‡

rocky copper
gentle rose
#

ancient fruit seeds are a pain to get directly though

also it's quite literally the most propagating crop rn, seeing as it's the only one you can get seeds of by putting OTHER crops in the seedmaker SDVpuffersquee

#

(which I'd imagine would actually need C# removal tbh)

reef kiln
#

It always annoys me when that happens. If I put a crop in the seed maker I want that crop

gaunt orbit
tiny zealot
#

i'm like two weeks into the qi fruit quest and i have gotten four ancient seed drops from my seed makers. my greenhouse is already full, thanks a lot

gentle rose
#

amazing

sleek flame
#

rip

calm nebula
#

adds the idea to mod ideas instead of making a 5 minute mod

#

to be fair to atra, atra is vaccuuming

sleek flame
#

The SMAPI documentation seems to add a lot of 'how to add more to the game', but is there a reference of vanilla properties?

For example, I'm trying to find if there's an object that contains the CC bundles for that game.

gentle rose
#

add these spam comments in as letters

ocean sailBOT
#

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

sleek flame
gentle rose
#

"50g gift zuzuegift . com"

it has a consumable attached that, when consumed, gives a debuff for the entire day

gaunt orbit
# sleek flame Oh lit. Thanks!

if you're familiar with programming you can also decompile the game code to see the real guts of how everything works. That's where a lot of the wiki info comes from!

calm nebula
sleek flame
gaunt orbit
#

!decompile

ocean sailBOT
sleek flame
#

Awesome. I'll give it a looksie in a bit! (Wife is currently staring at me to play our save file, but tonight I will give it a try :D)

gentle rose
rocky copper
gaunt orbit
calm nebula
#

tbh if you are making that special order so important, I'd actually launch the special order via trigger action too

rocky copper
calm nebula
#

have her write a letter requesting not-vodka or something like that

#

so it's less of a chance gate

rocky copper
#

I was curious about that; is there a chance Pam's SO doesn't show up in Spring? I kind of thought the game made an effort to ensure seasonal Special Orders would show up in their season

hallow prism
#

it can't show in non spring if it has the proper tag

#

but it can not show in spring if the player has enough orders that can be shown instead

rocky copper
#

Good to know

#

Can you trigger a Special Order through a letter or would it just be a regular quest?

hallow prism
#

SO can be added now outside of the board with various ways in 1.6

calm nebula
#

letter yeah

hallow prism
#

wiki likely has details on trigger action page and maybe mail

calm nebula
#

"atravita_LocalFruits_Invite": "@!^ {{i18n:atravita.local_fruits.invite.text}}^^ -{{i18n: Lewis}}%item specialorder atravita.LocalFruits %%[#]{{i18n:atravita.local_fruits.invite.title}}", example

#

there are other ways (like an event, etc.)

rocky copper
#

Oh sweet, this makes it so much better

calm nebula
#

you could also just use a triggeraction but I find that a little player unfriendly, since they just...have a quest show up

#

better to put a letter or event in

#

(three of the quests I did for additional special orders first launch via letter.)

rocky copper
#

Letters I can do, event scripting I never quite got the hang of

uncut viper
#

trigger action in dialogue seems player friendly enough

#

does AddSpecialOrder make a little ding sound when it fires?

calm nebula
#

no idea, button, I mute the game and I don't play lol

hallow prism
#

i would say the main "issue" with events is that they aren't a guarantee to show up, but they can be a nice alternative if it's not too crucial to have a specific timing

uncut viper
#

one of those things is a much bigger reason than the other

hallow prism
#

i meant dialogues, not events

#

because otherwise it doesn't make super much sense

uncut viper
#

(looking at the code i dont think there is a ding sound when AddSpecialOrder happens, but ig you can use spacecore to play it manually)

flat sluice
# calm nebula ` "atravita_LocalFruits_Invite": "@!^ {{i18n:atravita.local_fruits.invite...

I know I shouldn't mind, but I'd like to ask, why do you use more i18n keys like that instead of one i18n key?
For example, I have
"{{ModId}}_Secret_Mail_Eleanor_warning": "{{i18n:Secret.Mail.Eleanor_warning |DT_dialogues={{DT_dialogues}}}}"
in Data/mail and the i18n looks like this:
"Secret.Mail.Eleanor_warning": "Dear player of Stardew Valley (a.k.a. {{DT_dialogues}}),^^if you don't know, you installed a custom NPC mod that adds an NPC named Eleanor. If - by any chance - you paid for this mod, please demand a full refund immediately, as this mod is fully free and downloadable from Nexus Mods (ID is XXXXX).^^-StrojvedouciDenis; author of NPC Eleanor^^^^^^^^^^^PS: Thanks to NPC mod Qingfeng and the 'secret message warning' in it that inspired me to this.",

brittle pasture
#

so they don't have to put %item specialorder atravita.LocalFruits %%[#] in i18n

#

it's highly recommended you put mail commands and other untranslatable bits outside of i18n

#

it makes translators' job easier, and removes the risk of them accidentally leaving it out and creating a bug that's only present in their language

latent mauve
#

Oof, a user left a comment on my mod and another user didn't even give me 24 hours to respond before telling them to edit the code for a personal edit and providing the exact code

calm nebula
#

although I'm about to rip out all the {{i18n: Lewis}} for [CharacterName Lewis]

flat sluice
latent mauve
#

I was going to implement the request today but that kind of kills my desire to do so quickly, feels like I didn't get a chance to address it as the mod author

flat sluice
calm nebula
#

[CharacterName Lewis] actually asks the game to look up the display name of Lewis and use that there

uncut viper
#

not quite. [CharacterName Lewis] checks the game for its own internal i18n

#

which other mods can edit

calm nebula
#

so if some mod, say, renamed Lewis to Mr. Macho, it would show that instead

#

huhhh does that not work in letters?

#

I swear I thought it did ๐Ÿ˜ฆ

uncut viper
#

not in letters unfortunately

drowsy pewter
#

You have to copy the entire mail twice iirc

#

including commands

uncut viper
#

probably due to the fact that the parsing would conflict with things like [letterbg]

latent mauve
#

There are a few places where the tokens just do not work

calm nebula
#

argh, fine

scarlet saddle
latent mauve
#

Letters, map tooltip strings, etc. I ran into this last week and ended up redoing all my work to make them static names again

uncut viper
drowsy pewter
#

"GusSpecialOrder_letter": "Querido @,^ Gracias a ti, he podido probar muchas recetas nuevas con pescado ahumado. Aquรญ tienes unas cuantas indicaciones sobre cรณmo mejorar tu ahumador, para que puedas experimentar a ahumar mรกs tipos de productos.^-Gus %item craftingRecipe Cornucopia_DeluxeSmoker %%[#]Receta de ahumador deluxeยฆQuerida @,^ Gracias a ti, he podido probar muchas recetas nuevas con pescado ahumado. Aquรญ tienes unas cuantas indicaciones sobre cรณmo mejorar tu ahumador, para que puedas experimentar a ahumar mรกs tipos de productos.^-Gus %item craftingRecipe Cornucopia_DeluxeSmoker %%[#]Receta de ahumador deluxe",

#

The entire thing is displayed twice with a ยฆ separator and the item commands go inside both versions

uncut viper
#

i didnt expect | to work like that in mail data

drowsy pewter
uncut viper
#

i knew it would work in general in mail but figured itd come before the title

drowsy pewter
#

I'm going to have to test that

calm nebula
#

I'm looking at the code.

#

Anyways, atra task list is actually "do the vaccuuming and the dishes"

#

so unfortunately atra has to adult

drowsy pewter
calm nebula
#

this is such such a scam

scarlet saddle
#

adulting? Yes it is.

drowsy pewter
#

Now that I think about it, I think what ended up happening was that people copied both approaches and ended up doing ${maleยฆfemale}$ and that of course broke everything

#

Idk why they did that

uncut viper
#

im kinda confused how that | separator thing even works at all bc looking at the code it does split it between the mail text and the mail title first, and only the mail text has the genderswitch code applied to it

drowsy pewter
#

I have to admit i was too lazy to test all the mail

#

it stopped users complaining so i assume it works enough

uncut viper
#
mail = mail.Split("[#]")[0];
mail = mail.Replace("@", Game1.player.Name);
mail = Dialogue.applyGenderSwitch(Game1.player.Gender, mail, altTokenOnly: true);

im not confident its very safe to assume, but, if you've no reports then shrugs

drowsy pewter
#

If the ^ method actually works then I'm going to switch all the languages to that becuase the mail syntax breaking all the time has been really annoying

rancid musk
#

Well, I've got the start of an API design for my new game menu reimplementation mod. I think the main things I have yet to address are:

  1. Exposing which specific provider has been selected for a tab thanks to user input.
  2. Allowing mods to insert a spacer between tabs (since UI Info Suite 2 has a space before its tab.)
  3. Events when the currently active tab changes.

https://gist.github.com/KhloeLeclair/e685106131e60d48b4c727338bc58b77

gentle rose
#

the gendering issue is so real - I wrote some code to create custom relationship labels for individual NPCs and despite the fact that only three are gendered in English, if you change an NPC's labels you have to i18n all of them because some languages do gender all five (well, one language that's supported out of the box, Italian, and then Russian and Belarusian both gender four)

uncut viper
rancid musk
#

MenuChanged wouldn't be happening a lot with this. This is functionally the same as GameMenu where it's one menu with many child menus.

#

This would be an issue with mods that are looking for GameMenu specifically I admit, but I don't think that those mods already existing is a reason not to pursue this.

#

Determining what those mods are doing and working with the authors to update them should be pretty easy.

#

A lot of code changes should be pretty simple. For example, a pattern that I expect to be fairly common is something like cs var menu = Game1.activeClickableMenu is GameMenu gm ? gm.GetCurrentPage() : Game1.activeClickableMenu; which would now be more cs var menu = Game1.activeClickableMenu is GameMenu gm ? gm.GetCurrentPage() : bgmApi != null && bgmApi.TryGetActiveMenu(out var bgm) ? bgm.CurrentPage : Game1.activeClickableMenu;

#

And logic about messing with tabs would just be, use the API and don't worry about messing with the menu on the fly.

#

Also, I'd probably include like an optional corner button that lets users open the actual vanilla menu in case they need it because of mods that aren't compatible.

#

Since it's not like the vanilla menu will be gone

jolly torrent
#

hm. okay. does anyone know if it's possible for a shop to pull a list of items from, say. a loot table of some kind... like monster drops or daily forage

lucid iron
#

You can use RandomId i suppose

#

Can't cover all modded things though, unless they all got a context tag

jolly torrent
#

hm. disappointing but fair enough i guess

#

i'm just thinking because i used to use pelicanfiber to grab certain items and they seemed to use a context list like that but i have no experience dealing with C code and it's not updated for 1.6

lucid iron
#

Pelicanfiber bolbwaitwhat

#

Anyways u can make custom context tag for this kind of thing if u want, just gotta edit the tag into every modded object

true coyote
#

is there anything I can do to get these vertical pieces to move off of center? I'd like them to be on the rounded posts instead SDVpufferthinkblob

hard fern
#

is this your custom fence?

true coyote
#

yes

jolly torrent
true coyote
#

also I need to find out why that right connection is two pixels wide instead of 1 and is more off center than the left side

#

hm, it adds the pixel in when I add just the right vertical piece

hard fern
#

maybe check the fence png? it may be off-center by chance

true coyote
#

yeah, I guess it's naturally going to be when the grid is 16 px and the vert fence piece is 3

#

but I dont think itd be off center if it wasnt adding in that extra pixel

#

everything is in its grid

rough lintel
#

can i check a dynamic token's value in an event precondition?

true coyote
#

hmm maybe its this pixel here..

hard fern
true coyote
#

ok well got that pixel issue taken care of, but the vertical... I can move it where I need it to be on the left side, but it doesn't actually mirror it for the right side like I thought

#

bah gate isnt working

#

fun...

hard fern
#

yet another victim of custom fences ๐Ÿ˜”

true coyote
#

how do I tackle that is now the question

#

which is... another thing without reference... all the custom gates Ive seen are AT and SVE didnt change the default gate

#

I'm now on my own... must find the gate tilesheet in vanilla stuff I guess

#

mm but they're with the fence tilesheets... so now.. wah

#

theres gotta be a data json for the fences somewhere

#

hmm, maybe I have to overlay it onto the vanilla one

#

otherwise I would have to make a custom object, recipe and gate json to go with it which ... sounds like a lot more work

#

never mind the fact that I cant even find where the "gate.json" is actually in in the vanilla stuff

hard fern
#

but if you're making a custom gate, i thought you had already did that? ๐Ÿค”

true coyote
#

I have the sprites, I had asked if I needed to do a separate item in the past for the gates but it was brought up that the vanilla one exists and I shouldnt have to make a new item for it

#

I may be able to just area patch the gate part of my sprite sheet over the vanilla ones so I dont have to go through the trouble of finding out all the little nuances of whats needed to make a custom gate item as well

brittle pasture
#

if's not that you shouldn't have to, but more that you can't

#

not without C#

true coyote
#

but I should still be able to area patch right?

brittle pasture
#

why are you doing that

true coyote
#

because its coming up as the vanilla gate?

#

I have no experience in C# so I will not be able to code a custom gate

brittle pasture
#

did you place the gate item on top of your own fence

#

instead of on a blank space between two of your fences

true coyote
#

I placed both on my gate and on its own

#

both were vanilla

brittle pasture
#

can you post both your fence png and an in game screenshot

true coyote
#

I can

#

but I mean there is technically nothing in the code right now to tell it to use the gate sprites of my sheet

#

also I just crashed my game ๐Ÿคช

#

oh nvm

brittle pasture
#

there isn't code because it should just workโ„ข๏ธ

#

(if you set it up correctly)

true coyote
#

everything is in their grids โ„ข๏ธ like the vanilla sheet (marked it out and compared on both)

#

let me grab the vanilla fence png just to quadruple check again though

#

ah yes of course it got shifted when I was cropping ๐Ÿ™ƒ

#

well one sprite did

#

I'l be afk, child woke up and needs sustenance

brittle pasture
#

that is strange. only if you're willing to, can you send the mod files so I can look?

true coyote
#

I can, if you're OK with waiting til I get back to my pc SDVpufferthumbsup

#

nothing makes me sadder than having to fix a million tilesheets for just 1 pixel

#

well I found a hiccup in the tilesheet again elsewhere anyway

rich estuary
#

Hey everyone, howโ€™s it going?

#

I really need something very specific, and Iโ€™m not sure if anyone can help. Does anyone here play with the Fishing Trawler mod and has managed to find the boat on Ginger Island?

#

The mod:

brittle pasture
#

have you checked the island southeast on a saturday? It's accessible only after repairing the resort
(also fyi #modded-stardew is more suitable)

rich estuary
#

And Oops

#

sorry, I didnโ€™t notice where I posted it

brittle pasture
#

ah woops, my current save doesnt have that unlocked yet, and my game might explode if I try loading an old save that does have it

hollow pendant
#

I JUST FINISHED THE FIRST BUILD OF MY MOD!

gentle rose
# hollow pendant https://www.nexusmods.com/stardewvalley/mods/31719

congrats!

just fyi, it looks like you set the version on nexus to be "V1". I'm not sure if that's also how you set it in your manifest, but I'm pretty sure that won't work well with smapi's update checker. Most stardew mods use something called "semantic versioning" (you can look it up, but in your case it would likely be 1.0.0)

hollow pendant
#

it is set as 1.0.0 in the manifest

uncut viper
#

SMAPI checks nexus's version, though

hollow pendant
#

ah

#

let me fix that rq

gentle rose
#

Then you should set it as 1.0.0 in nexus, too

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haha beat me to it button

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I'm slow today

hollow pendant
#

no wait it's set to 1.0 in the manifest

#

but still

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i fixed it

gentle rose
#

they should be the same in the manifest and on nexus, and they should be in the form 1.0.0

#

anything else will make the update checks go wonky

dusk mulch
true coyote
#

Sprinkles cheeto dust on you

dusk mulch
urban patrol
#

does anyone know where i might find information on organizing files? for example, i've seen that there's "Action": "Include" which looks like it can combine multiple .jsons into one file rather than having all the code smushed into the content.json file

#

i haven't found any tutorials on that specifically

hard fern
#

get cheeto'd

#

well, you already are one XD

rough lintel
#

dynamic token question: if i have two values for a token and different conditions for each, what does the token do if none of the conditions match for either value?

rough lintel
#

does it just default to blank without me having to include a "Value": " " on one of the options?

#

or null or whatever

gaunt orbit
#

Like how Season has no value if a world isn't loaded

rough lintel
#

oh ok!

#

so i dont need to set a valueless state

gaunt orbit
#

Correct. And you can use that with HasValue.
I think if you use it as a token when it has no value it just outputs an empty string?

rough lintel
#

ok cool beans

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question 2: is there a trigger action way... to change a character's romantic disposition to not romanceable after acquiring a mail flag

#

currently i have it set up like this but im fearing since spouseRoute is too flexible of a token, that the dispo change would randomly revert itself??

wet folio
wet folio
#

yes

rough lintel
#

the spouseRoute token is used solely for festival dialogue (so the npc wont say romantic shit about them when the player is dating them), but ... SDVpuffersweats

#

if it is able to change randomly im afraid itll fuck up the dispo changes

dusk mulch
rough lintel
#

should i just make a new token that equals the same value (the npc name) that has different conditions?

wet folio
#

.zip. Huh, i just upload a new version and this one got quarantined. Hrm

rough lintel
#

well not the same value, but. "npcnameComplete" whatever

dusk mulch
rough lintel
#

i think i may have solved this by j ust making a new token lel

lucid iron
#

i should maybe ask if you uh, provided way to access the menu for gamepad players

brittle ledge
wet folio
lucid iron
#

yea they can bind things, just real estate Dokkan

#

could perhaps look into star control

wet folio
jolly torrent
#

how would one go about making a tile impassible? not sure i completely understand what i'm doing

rigid musk
#

You can put something on the buildings layer

#

Then you can't walk through it

jolly torrent
#

eggghh i guess i'm going to have to do this edit then

brittle ledge
#

you can also edit the property in CP if it's just like a one-off and you don't want to do a map patch

jolly torrent
#

i'm trying to update what i had been doing last night and make the false npc unpassable but

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i think i'll have to go edit the tilesheets

glossy cargo
sleek flame
teal bridge
#

Congrats on publish btw, I don't know if you had already built the menu side of the mod when you were asking your question the other day, but if not, then that's some seriously quick turnaround.

dusk mulch
#

ykw im going to make a desert expanded (ik there already is one but that expands the oasis, not the desert, and !twocakes)

wet folio
dusk mulch
#

making this compatabile with SVE is going to be a nightmare though

#

meh

devout otter
#

Real test is making it compatible with Seven Deadly Sins.

dusk mulch
#

oh good lord.

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i say i just make the end of the road a warp into another area of the desert

brittle ledge
#

for a minute I thought that was desert festival SBVLmaoDog

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how does SDS handle that, I wonder

lusty elm
#

Compatability nightmares are why 90% of my mods are farm maps.

brittle ledge
#

I dare you to do a vanilla map overhaul SBVLmaoDog

#

at least you wouldn't have to worry about SVE compatibility!

lusty elm
#

There isn't a map i could do that wouldn't break mods

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I think backwoods is least modified, followed by mountain, then forest, then beach, then town?

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Just make, "big stardew" where every base map is 200x200 and tell them to make their mod compatible with mine, there is space for less conflicts now.

teal bridge
#

Hey @acoustic summit, just saw a Nexus bug report about the Net tool (from Nature in the Valley) not showing correct icon in Star Control, and after browsing the source, it appears to be because the mod never actually registers the net or adds it to any game data, everything is done by directly patching shop menus and overriding the tool's draw function.

Is this something you could look at for a future update? Not having actual item data for those items is likely going to be a compat issue for a lot of different mods.

brittle ledge
lucid iron
#

big stardew

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but finally topological sensible stardew

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consider

lusty elm
#

Looking at that I can tell it's not 200x200, not big enough.

brittle ledge
#

I appreciate that you can tell that from sight

brittle pasture
#

how expected that the two comments are about incompatibilities with other town changing mods

devout otter
brittle ledge
#

Does SDS have a 1.6 with an EN translation yet?

devout otter
#

Not the one that's good.

#

There's an in-progress translation that's still unreleased, and there's the released, MTL one.

dusk mulch
#

yall how can i use randomization mode to randomly place a tile in a map

devout otter
dusk mulch
#

well since its a separate location with a mapedit warp it should be compatible with everything

brittle pasture
#

I'm surprised xnb zola didnt smite that

devout otter
#

Zola just gave up.

ornate trellis
#

i dont think theres a need to bump a three minute old message

dusk mulch
#

its not about bumping time, its about it getting pushed up in chat

lusty elm
#

D key turns on random placement from selected tiles

dusk mulch
#

yeah but do i use the stamp with randomization on

lusty elm
#

Stamp for single tile, fill for fill, same as normal

dusk mulch
#

I cant get it to work, its fine. I will follow you and manually place the stuff

lusty elm
#

I use the randomizer a lot actually :p

dusk mulch
#
  • _ -
#

that didnt work how i wanted it to

ornate trellis
#

theres also the Tiled docs tho i dont see anything besides the mentioned D key for randomization

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funny how i came in here for a tiled related q but i forgot what i was going to ask

dusk mulch
#

lol

lusty elm
#

Well let me know if you remember

ornate trellis
#

its probs because of the fact of the ~80 strings i am adding to my library bookshelves that my brain forgor lol

lusty elm
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well imma be sitting here eating lunch for the next 30 minute before i dive into modding, so if you remember, ill be around.

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Tteokbokki with a side of fries for dipping rooVV

teal bridge
dusk mulch
#

yall i got to go through 30 item ID's and alphabetize them...
-# save me...

calm nebula
#

Hey, maybe there is a large Indonesian player base

teal bridge
#

Also no screenshots, no source, really no clear indication whatsoever of what precisely is being "remakened". Just great all around.

ornate trellis
dusk mulch
#

BRO HOW DO I MAKE THE EDGES LOOK GOOD

brave fable
#

use the original desert map as reference, of course

dusk mulch
#

oh yeah!

brave fable
#

alternatively you can just copy-paste the desert.tmx in place and work from that as a base if it's more convenient

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it'll make it easier to copy chunks of the map since the tilesheets will have already been setup for you

dusk mulch
devout otter
brave fable
#

(copying tiles from one map to another, even if the tilesheet images are the same, will sometimes have bad side effects such as duplicating the tileset in your map)

teal bridge
#

You think it was machine translated into that bizarre Indonesian prose with a smattering of English keywords?

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Well, it would be no weirder that anything else on that page.

brave fable
#

(heartbreaking: spending $30 on coffee grinds and it's dogshit)

iron ridge
acoustic summit
#

I'll add it into the next update

lusty elm
teal bridge
brave fable
#

(lavazza. like drinking dirt)

dusk mulch
teal bridge
ornate trellis
#

one of these days I will look at Draylons cool cliffs and figure out to make my own more seamless but rn i gonna leave em shite SBVLmaoDog

teal bridge
#

Wait, isn't Lavazza an Espresso grind? Did you make that in a regular coffeemaker?

ornate trellis
#

nah they also got Caffรจ Crema Classico and stuff

teal bridge
#

I mean, it's not the best espresso ever either, but if you put it in a drip... it would definitely come out sludge.

lusty elm
brave fable
#

(doublechecked just for you, regular coffee grinds for regular coffee pots)

ornate trellis
#

we used to have lavazza coffee for the machine at the gas station i used to work at

teal bridge
#

Heh, alright then. Didn't know they made regular grinds.

brave fable
#

(as in a coffee pot, not a machine)

ornate trellis
dusk mulch
#

does the paths layer really have any use in the desert?

brave fable
#

yup, it's used for palm trees and sounds

dusk mulch
#

oh yeah

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ty!

brave fable
#

again, reference the original desert map and you'll see the uses

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generally a good idea to have a Paths layer and tileset in your map at any time

ornate trellis
#

look at this masterpiece

lusty elm
#

i kinda just do art strokes of a tile and erase and redo it till i like the shape off the line, then use that line as the bottom tile of the cliffs rooC

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yeah, ill be honest, anything over like...6 tiles high is a nightmare to make look good, even for me.

ornate trellis
#

i just recolored vanilla tiles so idk what happened

brave fable
#

are those new tiles in 1.6 for tall cliffs? i don't remember the base game ever looking good with 5+ tile cliffs

lusty elm
#

no those tiles are the old ones, i think they just got better at doing a gradient?

ornate trellis
#

close second place with awful to work with is the AlwaysFront kinda foliage btw

lusty elm
#

i used to hate it til i figured out how to make it look good.

ornate trellis
#

I ain't a particularly good map maker but I do love making maps lol

brave fable
#

layering dense foliage is a nightmare. it turned out much, much easier to make all the trees and bushes in my maps into instances rather than tiles just to avoid it

ornate trellis
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even if its still squareish I am p proud even getting it to look like this

brave fable
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it's a squareish game SDVpufferthumbsup looks good to me

ornate trellis
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hm, now thinking bout it...was there a limit of how many Buildings, Bildings2, Buildings3 etc one can make in a map?

lusty elm
#

to be fair i dont think i've ever actually used the islands overhead foliage, i always use the stuff in season_outdoors.

brave fable
#

i'm sure you won't forget to put the trees under those leaves ๐Ÿ˜Œ

ornate trellis
#

like, any layer type not just buildings btw

brave fable
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i don't believe there is a limit, no. other than about 2 billion

ornate trellis
brave fable
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some very lush UFOs flying overhead

ornate trellis
#

i put them where theyre visible thats all the maps gonna get

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meanwhile in my grove map i just slapped trees all around on the building layer under the foliage, i am consistent

lusty elm
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for some reason I remember the time where the island had just come out, and i was annoyed over the amount of micro tiling errors in the maps (some of which you could barely see), and i mentioned it to one of the dev's and he was like yeah, make a note and send it over to me and we can take care of that, and i messaged him like 30 minutes later going okay, i've got 47 on just the island farm alone, and then it became not a priority and maybe i should make a mod fixing them instead.

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which is fair.

ornate trellis
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damn

brave fable
#

did you end up making a mod to fix them, or did it become not-a-priority when you realised there were hundreds SDVdemetriums

ornate trellis
#

thats quite a lot on just one map

lusty elm
#

also im exaggerating a bit, i think it was 20-30 little errors, not 40+.

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I uhhh did not fix them :3

ornate trellis
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I am fearful for those with such eye for details, makes me think they'll find things on my maps i never notived lol

brave fable
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not that it comes up often

ornate trellis
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25....well, I am still good then xD

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usually i dont go past 5 for each layer type...

brave fable
#

in this case, the - means it'll be rendered behind the original layer, rather than ahead of it

lusty elm
#

i mean, if u want cursed knowledge, know that the bridges in the forest are designed to lead into dark dirt, not normal dirt, so if you look at them closely you can see dark dirt where they connect to the land.

ornate trellis
royal stump
#

reminds me of the map(?) I made of unreachable forage spots on Four Corners, not sure if it ever got looked at SDVpuffermlem
(or if it was technically correct, since spawn checks are pretty inconsistent)

reef kiln
#

I want to make a map. But my skill level is only greenhouse levels. Which does not have alot of detail. I do play with the greenhouse I made.

ornate trellis
#

just do it

lusty elm
#

greenhouses are a great place to learn the basics of mapping

ornate trellis
#

i dont know 80% of the time what I am doing and i still do it

lusty elm
#

small farm maps are also popular, so you could just start with like a 50x50 farm map or something if a normal size is intimidating.

ornate trellis
#

I tried two farm maps before giving up and then suddenly started making new locations for my mod

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one was hottibly colored and another bland because i fucked up all the farm specific properties and didnt know how to fix em lol

reef kiln
#

I wanted a greenhouse with spots designed for the line sprinklers mod. So I made it. But I tried to do a bigger map but it I gave up.

hard fern
#

is that a puffer map

lusty elm
royal stump
# hard fern is that a puffer map

I spawned puffers everywhere as an example forage item, then screenshot it with the map layers invisible SDVkrobusgiggle
(prior to in-game screenshots, that was an option in...whatever the old screenshot mod was called)

ornate trellis
#

RIP Bland Farm I liked the lil cliff i did

dusk mulch
#

If anyone is good at designing maps I am accepting feedback in #making-mods-art .

dusk mulch
lusty elm
#

grass can be made diggable

dusk mulch
#

oh

lusty elm
#

which is what i assume was done there

dusk mulch
#

well i would def play it

ornate trellis
#

i didnt get that far but id have done tillable grass ye

lusty elm
#

I left my very first mod pretty much untouched on nexus so i could always look back and see where i came from.

ornate trellis
#

maybe one day i come back and check what i fucked up in there

hard fern
#

SDVpuffersweats i had a hastily made greenhouse map and then i made another one

dusk mulch
hard fern
#

debating if i want to release my second one or not...

reef kiln
ornate trellis
#

my very first mod was actually a personal use one where I converted an xnb file to cp...i think for black goats...or was it sheep? well, either way

#

after that i realized no one could stop me from making more mods

lusty elm
reef kiln
ornate trellis
#

I am both unstoppable force and immovable object

dusk mulch
#

wait a sec

#

NOOOOO I ACCIDENTALLY DELETED THE MOD

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eh its fine it shouldnt take me too long to remake if i want to

reef kiln
#

My fist mods where statues that generated resources because I never got anything but birthday present from the statue of fortune.

dusk mulch
#

omg yes i found a file that i had lying in my garbage

#

wow this was made too long ago-

reef kiln
clear bough
#

Hello, currently following the custom NPC tutorial on the wiki. So far I have this in the screenshots. Does this look right?

calm nebula
ocean sailBOT
brave fable
#

(sounds like a healthy source of carbohydrates SDVdemetriums )

calm nebula
#

The aussies apparently put chips in sandwiches

brave fable
#

that's english, you've got the wrong hemisphere

calm nebula
#

Which is a great reminder that Australia was once a prison colony

dusk mulch
#

very inspirational

reef kiln
brave fable
#

(both, actually)

calm nebula
#

As I said: prison colony

brave fable
#

(as i said, not an australian thing)

lucid mulch
#

(Australia uses the word chip for both types)

#

hot chips and cold chips

lusty elm
#

I've had fries in a burrito rooThink and a hot dog, but never in a sandwich.

calm nebula
lucid mulch
#

rule of cubes, hotdog is a sandwich anyway

reef kiln
#

British chips are just fries. Don't know why they call them chips because they are not chipped.... they a cleanly cut into nice straight lines.

lusty elm
#

I thought it went | | is a sandwich, |_| is a taco/hotdog and O is a burrito/wrap

reef kiln
#

Tacos are technical sandwiches.

calm nebula
#

Anyways, after being the cause of off topic once again I'm off to lift weights

reef kiln
#

A sandwich is just meat between bread.

lusty elm
#

a Quesadilla is a sandwich. :3

reef kiln
#

Yup

dusk mulch
reef kiln
#

Yes

ornate trellis
#

if i put a steak between two pizzas is that a sandwich

lusty elm
#

rooThink yes.

drowsy pewter
#

I wonder what my friends in making-mods-general are up to today, hopefully mod making

lusty elm
#

i'm on a lunch/dinner break. then i intend to finish my greenhouse mod.

reef kiln
#

We are making mods about sandwiches ๐Ÿ™‚

ornate trellis
lucid mulch
reef kiln
#

Whoever made the mod that gave Sophia long hair, is my favorite mod author at the moment. She looks so cute with long hair. Though she was cute before too.

hard fern
#

wait it would be cool to make a sandwich mod

calm nebula
#

otherwise I'm very confused as to how a single gd tilesheet add could take that long, maps do not usually have hundreds of tilesheets

lusty elm
#

I am reminded of this.

brave fable
#

(love of cooking adds sandwiches. they're mildly inconvenient since eating one will return you half a sandwich with the same stats to take up an inventory slot โœจ )

reef kiln
tiny zealot
#

!twosandwiches

brave fable
uncut viper
#

you mean a jelly donut?

brave fable
#

carbs encompassing a filling

reef kiln
hard fern
reef kiln
#

Oh

hard fern
#

(i am craving a blt)

lucid mulch
reef kiln
calm nebula
lusty elm
brave fable
lucid mulch
#

is optimiztion #1 in this method which looked like it did wonders for me, will see how it behaves in the busy mod folder

lusty elm
#

Tortilla is technically a flatbread

tiny zealot
reef kiln
#

Tortilla is technically a bread

ornate trellis
#

if not bread then waht

hard fern
#

so sandwich = two slices of bread encompassing filling

calm nebula
#

keep in mind that for some gd reason everything in xtile is mutable

hard fern
#

a flour tortilla could be bread but a corn one wouldnt?

calm nebula
#

and the game joyfully goes around mutating its...everything in xtile

lucid mulch
#

the source map isn't though

brave fable
#

is a stuffed bun not a sandwich then? only one bread, no slices

ornate trellis
#

i am happy with my two pizza steak sandwich

lusty elm
calm nebula
#

yes, but you've copied the source map's dictionary to the target map

hard fern
#

hm so slices = two separate faces?

calm nebula
#

where it now can be mutated

hard fern
#

bc ive made one slice of bread sandwiches where i cut the slice in half to make two

ornate trellis
#

we need to find out the choclate bar infinite hack for sandwiches

brave fable
#

so you're saying your sandwich did in fact use two slices. interesting argument by the defence here

hard fern
#

must a sandwich be able to be disassembled? ๐Ÿค” is that a rule

lusty elm
#

its why I sub to the idea of 2 pieces is a sandwich, 1 U is a taco/hot dog, a O is a burrito.

hard fern
#

bc you cant really disassemble a stuffed bun

ornate trellis
#

what if i slice my hot dog bun into two pieces

lusty elm
#

then its a sandwich, in my opinion

uncut viper
#

how do we feel about making mods here

hard fern
#

...revolutionary

calm nebula
#

@lucid mulch does the optimization still work if you copy the previous dictionary using one of the bulk copy methods?

uncut viper
#

is that allowed

hard fern
#

mods? this is making-sandwiches-general

brave fable
lucid mulch
#

idk this is literally attempt #1 and pretty much none of the logs contain any tilesheet time anymore on my save

lusty elm
#

this is totally-not-intentional procrastination.

calm nebula
#

I guess the source map is trashed and not actually, like you know

#

kept around anymore

lusty elm
#

it doesnt help that anytime the arguement settles, someone walks back in and goes, "But is X a Y?"

lucid mulch
#

My prior cache in contentpatcher preserves source map instances

ornate trellis
#

what about calzone tho? ...srsly tho i gotta stop or im getting hungry again, hm

brave fable
#

you seriously expect me to believe banh mi is a hotdog instead of a sandwich. or dare i say, a taco

ornate trellis
#

I still didnt get any further with adding more strings

lucid mulch
#

so it might be a problem that I can attempt to solve on the contentpatcher side deep cloning when writing or reading from the cache

hard fern
#

im gonna go find a sandwich now thanks everyone

dusk mulch
#

am i allowed to post stuff here asking for feedback (such as maps)?

lusty elm
#

I didnt say my version is without flaws, but yes banh mi (and many sub sandwiches) are a hot dog unless the bread is sliced through (also delicious). Also I consider foods that are fully encompased in a solid mass like a calzone or a stuffed bun, or a dumpling to be in the same category.

calm nebula
#

deepcloning sounds awful

#

the constructor of Dictionary that takes another dictionary is pretty well optimized

#

(ie, using bulk copy methods you aren't allowed to use otherwise)

#

anyways, back to debugging why my split squat seems to be hitting quads too much

teal bridge
#

(weak glutes)

dusk mulch
#

how does this look? accepting feedback!

gaunt orbit
#

the point on the left side looks weird

dusk mulch
gaunt orbit
#

that part yes, but the sticky outy bit, not the sticky inny bit

hard fern
#

i'd say that one looks a bit off yeah

dusk mulch
#

alright, ty! i will try to fix that up

ornate trellis
#

I brought it full cycle because why not i have around 70 strings to do for the shelves

gaunt orbit
#

also the pattern of cracks doesn't line up and in some places it's really obvious where the edges of the tiles are. I know that tileset is pretty limited so there's only so much you can do with it, but I think there's a few places you could tweak to make the edges less obvious

dusk mulch
#

alright, i will try, ty!

lucid mulch
# calm nebula deepcloning sounds awful

TileIndexPropertyCollection isn't a dict though its an xtile special.
Regular PropertyCollection at least extends dict, but doesn't expose the dict constructors

gaunt orbit
#

ah, xtile and its special boy nonsense

#

I hate xtile

calm nebula
#

don't copy it

#

just don't

lucid mulch
#

tell that to the existing smapi code

calm nebula
#

the existing smapi code is wrong here

#

that's a cache

#

it's a weird cache

lucid mulch
#

the tile index properties have to get from A to B somehow, and the Tilesheet constructor doesn't accept them

calm nebula
#

they're actually in tilesheet.Properties for some reason

#

dirty copy that

#

if you look through that class's members

#

everything is actually mutating the TileSheet.Properties

ember igloo
#

how bad is _newdaytaskfailed?

calm nebula
#

or reading from it, etc

gaunt orbit
#

I was thinking yesterday about how it might be possible to get performance gains by baking maps into a vertex buffer instead of iterating them with spritebatch every frame. Spritebatch is pretty fast, but like, potentially you could save a lot of processing by just tracking when changes are made to the map

clear bough
# calm nebula !vsc

I just downloaded this program. So am I Putting everything into there or just continue using Notepad?

gaunt orbit
dusk mulch
#

Oh? I will check it out

#

I cant find anything that really suits my needs, I will see what I can do with this one

lucid mulch
#

hmm, the fast path copy for Dict only works if you are copying from a real dict, subclasses aren't allowed to use the optimization

ember igloo
#

how bad is _newdaytask failed?