#making-mods-general
1 messages · Page 218 of 1
the only roommate in vanilla is 
they will be npcs
yeah but if you modded in other roommates, do you need a poly mod to get them all
can you have a spouse and a roommate in vanilla? ive never tried
both occupy the same part of the map, so i shouldn't think so
what happens if you force it with spacecore's stuff but dont give the pets a spouseroom tmx
or just like, a completely empty tmx
you tell me, livestock bazaar
pets arent livestock
ik rokugin made something for pet shop but i dont remeber if he did that
With enough c# the world is possible
if i want to farm cats i goddamn will
what do cats produce 
hair, mostly
Can I spin that
For anyone else that might run into this problem in the future and stumble upon my message, one of the particular offending maps appears to be FarmHouse_FarUpperRoom_Remove.tmx, which I believe the game inserts at the default coordinates and is overwriting the portion of Farmhouse2.tmx that I updated. So like others told me, modifying the bounds of the upstairs rooms can have negative implications for a number of other tiny, renovation maps.
Can't we use something like MEEP to put the pet as a wandering, interactible tile data on the spouse room?
You could!
a previous want was for you to have to have max friendship with her pets to romance her though
if you marry ES' Aideen then her cat moves in with you. I have not looked into how that is accomplished though
hence them bein npcs
i'm sorry, wandering tile data?
I'm sorry. I don't know if there's a term. Just that MEEP has a feature where you put its specific TileData and then it'd spawn an entity that can wander around on that tile.
For the love of Yoba, Montressor!
mario 64 goomba homepoint meep
The Cask of Aged Goat Cheese
Aah, I guess my hacky way of doing that would be to hide the NPC-pet afterwards...
RSV does this with Kiwi if you marry Jio
(ask me how I know)
RSV uses CC tho
Lavril also does this with Void if you adopt her, I think
CC?
Custom Companions
The Mandalorian NPC has Grogu replacing our pet if we married him. (which is the main reason I didn't, because lay off my pet, Grogu.)
yeah, there's not a good way to get multiple characters to marry/roommate, which is part of why Jorts and Jean aren't
Dang the kiwi moves in with you?
Nope but she comes to hang out on your farm sometimes
well couldn’t i just have a mod dependency on custom companions?
yes 
(slmost misspelled his name as juice? Thanks autocorrect)
OK this is accomplished by MEEP. Unfortunately that does mean ol Baron Munchington isn't actually an NPC you can friend
I had thought he was an antisocial
Either MEEP or Custom Companions can do the job. The upside of MEEP is you can target the entity's portrait via Content Patcher.
I guess for the idea above you can "disappear" the pet NPC once married?
whats MEEP
and spawn the MEEP pet in its place
you'd lose the ability to interact with them, though
you can talk to MEEP animals
like sure you could interact with the tiledata but no gift giving
you get dialogue from the Baron once every day
pretty sure they're the same as CC where you just get one string (or randomized ones)
presumably tho the act of max friending her pets involves giving the lovely critters some yummy tasty treats all the time
you would not be able to after
which would be sad for the cats 
its doable its just a sacrifice
is there a way to just change the pets walk path based on being married to her or not? like with a bool? does c# do bools? i know c++
like can’t i just set their walk paths to check if she’s married to the farmer
as atra said, anything is possible with enough C#
you cannot path them on the farm really
you mean their schedule? NPCs can't path onto ... yeah
emphasis on the "enough"
even the farmhouse is iffy iirc too
Could you 0 schedule into the farmhouse with a when condition?
There are some NPCs that just hang out in the farmhouse 24/7
can they walk around accurately in there?
I don't know that they can walk around at all
also, what do you do if a farmhand marries her?
(also there's this https://www.nexusmods.com/stardewvalley/mods/31620)
that requires manual configuration
mostly for determining which spouses are the ex
the actual schedule is just a 0 schedule
true
maybe i need to scrap the pet friendship idea
but they stay in place all day
I think Minu does that too
kairi, is your pet able to talk or just making animal noises?
animal noises
in that case I think you could just make them a CC/possibly MEEP, yeah
generally people don't have a lot of interest in leveling up friendship with non-talking animals
fair enough
we've just been practicing pedantry really. your idea is already doable if you're willing to live with the fact you can no longer gift the pet after marriage
thats fine with me
how hard is it to level up max friendship with someone and fav gifts, bc i could just make the gifts easy gets
Honestly ime if an NPC has nothing interesting to say, people lose interest and don't even bother to gift them
there's not really any incentive
is the incentive to romance the girl not enough?
(one day, Peace will return and make it possible to gift CCs
let me feed Marigold)
my incentive is i like making friends
Are you locking your romance behind befriending the pet?
yes
I don't think that would be very popular, no.
okay
on the other hand, if it's what you want for your character, i say go for it and ignore whatever happens to be popular
ES takes some flak about their friendable animals sometimes because they also don't talk and do lock other things
i was also going to say what blueberry said
when you're making it you'll find out if the idea 'works' to you or not, and you can adjust it afterwards if you think it needs a change
(
meanwhile one of my stupid brainstorming ideas is an NPC that requires maxing out four other NPCs to even begin befriending. I should probably tone that down lol)
on the other other hand, then you get to field ten thousand complaints about "why is she so hard to marry" 
my philosophy when i eventually release my own NPC will be "this is my NPC. if you complain in my comments i will block you on nexus. thank you for your time"
nobody said falling in love was easy 🙏 you've gotta work for a relationship
even if it means feeding 100 milk to a cat
i kind of like challenging npcs to marry
Hey, if you know and want to commit to it anyway, your choice.
My latest NPC will only be dateable by women/enby farmers and I'm sure some folks will complain about that, too
I will aggressively not care 
now that is a bold decision
i was thinking my second npc to be inspired by keira from harvest moon ds and be a sleeping princess in skull cavern at level like 355
one i support, but very bold
lesbian gotta lesbian!
lets go lesbians
i have considered making the sword that can only be handled by the delicate touch of a lesbian too, has that been made yet
thaaat is probably going to be difficult because I'm pretty sure the SC maps are not readily editable
not really no
(level 100 is a fixed floor so that might be doable?)
pretty sure they share tmxs with the regular mines
my forest npc yasmine will mention when she starts dating a male farmer mention she’s never really been with a guy before
i mean you can do what you want but i'd say it's kind of an iconic part of stardew that if someone's romanceable then they don't discriminate
anyone will accept you if you like them
how quickly bluebs goes against the "if its what you want for your character" line
well i did say you can do what you want 
could i make my own custom combat area you have to work through to get to said sleeping princess?
i'm just also very focused on being vanilla themed is all
You mean like your own dungeons or mines? Yes.
generally when it comes to NPCs in my mind "you can do what you want" is all that needs to be said unless someone asks "will people like this"
Spacecore I think has a thing for that, or you could just do a bunch of maps with monster spawns.
Quick question, does anyone think it would be possible to use C# to make a mod that only allows grass to grow/spawn on grass type tiles?
cool i’ll look into that when i start working on that
anything is possible with enough C#
really i'm just making all my npcs non-romanceable to avoid the hassle (and the marriage schedules (and the spouse rooms (and patios))))
yeah, but also I think it's good to have an expectation of how people will react so you're not disappointed or upset by a user reaction you didn't see coming 
i plan to make gender queer npc’s that lean one way more than the other but not gender lock it
also if we really wanted to stick to vanilla there's no dateables over 30, so I'm already breaking that rule 
totally valid
i think that would fall under caring about "will people like this." NPCs are just usually a pretty personal thing for people so i dont default to assuming they care what others think unless told otherwise
i'd say shane may be 20something but on a spiritual level he's around 40
with a mortgage (spiritual)
People that publish them generally care at least a little about the reception ime 
so yeah, just tailor your expectations to your audience
my npc yasmine’s story isn’t super thought out yet but she’s going to be trans femme with mostly wlw experiences
she already has my download
she can come be friends with my trans woman NPC 
i made her as a sim in the sims 4
i’d love to make compatibility with other mods when i get her more fleshed out!
wonder if the shrine of illusions is one of the reasons sdv npcs will happily marry any farmer. i don't even want to think about handling a gender swap while dating
that already happens irl
that reminds me
@ivory plume Is Central Station pathable by NPCs? Like if I had an NPC that lived on a map reachable only by CS, can they reach PT by pathing or would I need to add NPC warps direct to town bypassing CS? I assume the latter, but
You'd need to add NPC warps like usual; there's no warp path to the Central Station.
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!
(you can run commands for yourself in #governors-mansion too)
oh thank you!
i get this exception when opening game
[game] Error initializing the Galaxy API.
TypeInitializationException: The type initializer for 'Galaxy.Api.GalaxyInstancePINVOKE' threw an exception.
---> TypeInitializationException: The type initializer for 'SWIGExceptionHelper' threw an exception.
---> DllNotFoundException: Unable to load shared library 'GalaxyCSharpGlue' or one of its dependencies. In order to help diagnose loading problems, consider setting the LD_DEBUG environment variable: libGalaxyCSharpGlue: cannot open shared object file: No such file or directory
i have steam version though 
SWIG is an acronym you never want to see.
The type initializer for 'SWIGExceptionHelper' threw an exception.
No one else thinks that's a hilarious error message?
arch?
alright, one last tweak to make this look better
(tbh I likely won't release a "make Leah second Carpenter" mod. I'll release the framework under it for anyone who wants to, and I'll most likely use said framework for my own mod which I may or may not actually get to making some day)
they have to be real npc?
Why is she just standing there. Is she using telekinesis to build it?
she's supposed to do the hammer smashing anim, which OBS has failed to capture
Chu wants subcontractors, haha
ok OBS crashed on me, and I'm too lazy to record new videos. anyway pretend she's smashing it with a hammer
yes they can
i have probably a stupid question: do you need to have "Action": "Load" for every single file you've created for a mod? for example, all NPC sprite sheets/portraits, their schedule.json, dialogue.json, etc?
Hey, just a quick question, when I send the special order prompt in a letter like this, if I use a trigger action to mark that letter received, that doesn't clear the special order, right? I'm adding in the exemption for the farm type and the easiest thing I can think of is to just mark the letter received so it never shows up, I just want to make sure Pam's special order will still show up like usual
typically, yes. you need to Load anything you want to use so that it becomes an asset that the game can access
two wrinkles to point out: the first is that if you want to use content patcher tokens in your file (extremely common desire), you will need to Load it first and then use EditData to actually put the data in there, since tokens aren't usable during a Load
How could I add multiple positions into this?
"Action": "EditMap",
"Target": "Maps/Forest"
"MapTiles": [
{
"Position": { "X": 72, "Y": 15 },
"Layer": "Buildings",
"Remove": "true"
}
]```
"Action": "EditMap",
"Target": "Maps/Forest"
"MapTiles": [
{
"Position": { "X": 72, "Y": 15 },
"Layer": "Buildings",
"Remove": "true"
},
{
"Position": { "X": 1, "Y": 1 },
"Layer": "Buildings",
"Remove": "true"
}
]
Etc
the second is you can use the InternalAssetKey token to have content patcher load certain things directly on your behalf without having to do the Load yourself; but this doesn't work in all cases
Ah, ty!
I'm going slightly mad here, I made a simple map patch to the desert to add a signpost, and for some reason, even though there's a mod that changes the signposts on the tilesheet, it is still using the vanilla signpost in the desert
First thought to check is patch export the tilesheet to double check that it's actually being changed in the tilesheet you're using?
That's the thing-- I pathed to the same tilesheet as the patch code is replacing when adding the tileset in Tiled, and it's correct in town, for instance, but not in the desert
What do you mean you pathed to it? Every path for a tilesheet in a map should always be the same: nothing.
Meaning that my tileset in Tiled for the signpost is created based on spring_outdoorsTileSheet, which is the vanilla asset that the mod changes the signs on.
Like when you create a new tileset (because the desert doesn't use the outdoorsTileSheet by default, so I had to "add" it)
And you definitely had the spring_outdoorsTileSheet file in your map folder when you added it? Or your map in Maps?
Yep
Yeah you'd most likely be getting path climbing issues otherwise
The mod that changes the signpost doesn't have any conditions preventing it from editing the tilesheet when in the desert for some reason, does it?
I'm going to try adding the tileset over again
No, there's no conditions on the patch
And if you patch export the map, it exports with the vanilla tilesheet?
yep
But patch exporting Town exports with the edited tilesheet?
I wonder if it has something to do with the season
You sure desert uses the same tile
because it sees no patches on spring_outdoorsTileSheet OR fall_outdoorsTileSheet when I do a patch summary, but it sees summer and winter. (I'm currently in winter)
and patch export pulls up the spring tilesheet in the desert
Oh it might be spring locked
if it's winter and you're in the desert, it makes sense that nothing has requested spring or fall
so I should make it use summer, right?
(it's still wrong when I tried to change the tileset to summer)
The rest of the sheet is correct, but the sign patch is missing on the export
when a map uses tilesets prefixed with a season, vanilla hotswaps them out with the correct season.
what does the patch export of summer_outdoorsTilesheet look like
desert?
summer_outdoorsTilesheet looks mostly correct, but all the little patches the mod author did for specific components appear to be missing.
it wouldn't be vanilla without weird esoteric hardcoded exceptions
yes yes
agh
that would have broke on the island as well
as I dont think the CP token is player location aware and just uses the global season
oui
What would be the suggested fix for me to pass on to them, then?
This is for JazzMinK's Zelda Overhaul since we're working to be cross-compatible with each other.
(I have NPCs, they have... just about everything else. LOL)
{
"Action": "EditImage",
"Target": "Maps/spring_outdoorsTilesheet, Maps/summer_outdoorsTilesheet, Maps/fall_outdoorsTilesheet, Maps/winter_outdoorsTilesheet",
"FromFile": "assets/Tilesets/outdoor/{{TargetWithoutPath}}_zaun.png",
// etc
}
thank you so much
actually now I think about it, a player location specific Season token would be broken unless it was only used in OnLocationChange patches anyway
yep, that code's resolved everything
my sign finally works!
all that effort just for this xD
that toolbar and clock look very stardew you know
Yeahhhhh, those aren't my components to touch xD
hasn't the faintest idea what would make them look more zelda
I mean, they did make it a rupee counter for money?
I don't need more mods thinking its a good idea to edit cursors
why not edit cursors, says person who no longer plays the game
I've stared at "StardewModdingAPI, StardewModdingAPI/CoreAssetPropagator.PropagateTexture (LooseSprites/Cursors), xxxxms" for too long
can I introduce you to the art of staring very closely at rainbow knitwear instead
I'm good
I think the farmer needs a green tunic.
It's one of the Makeover Outfits.
😛
But I'm not gonna go through the effort of dressing up a farmer every time I have to make a new save for testing LOL
(I will make one appropriately attired when I do the mod screenshots for the NPC mod though)
I've been using the same save for dev and testing for the past 4 months.
I keep messing with schedules, new saves are safer.
Every screenshot I take is in the same house with the same furniture and placements.
I'll bet players have learned to identify my mods just from that screenshot.
I can only watch Malon deforest the world so many times
I'm shuffling houses for at least 4 of the NPCs instead of keeping their vanilla spots because of how I had to set things up
Yes, I suppose maybe it's easier to start over if you're making major changes to maps and NPCs and all. (Not that I would know.)
(Penny/Malon, Jas/Medli, Vincent/Komali, and Alex/Groose all get relocated)
Would have been so much less complicated if I was able to make Jas into Malon, but then she couldn't be romanceable per NexusMods terms.
Don't really want to know why they had to come up with a rule like that.
one of the vanilla shirts is link's tunic from a link to the past
ah, now i understand what you meant
Was gonna say, you need the hat.
And there's a default makeover outfit that gets VERY close, but it uses a skirt instead of pants
i thought makeover outfits was a thing for your mod
So just gonna add a pants option there
Ah, no, it's the desert festival outfit combinations
I hear pants are a lot of fun to work with.
thankfully I don't need to make any custom pants. 😛
Just use the dyeable tight pants in a green color, goodness knows they're used in enough of the preset combinations
I guess there's only so much creativity you can apply to... 8 pixels.
@ivory plume is "paths" here "roads" or the paths layer?
A _map_ asset describes the layout of the in-game terrain (like water, cliffs, and land), terrain
features (like bushes), buildings, paths, and triggers for a particular area. When you reach the
edge of an area or enter a building, and the screen fades to black during the transition, you're
moving between maps.
I think the intention was roads (i.e. the map has the visual stuff like paths, grass, dirt, etc).
QQ is there somewhere I can request a mod be updated from someone other than the author?
I've checked the perms, they allow updates.
post the og mod?
There are other mods that fulfill this, but it's just so much better than the others, I feel silly for requesting it but the original author doesn't appear to be interested anymore.
More so curious if someone would be interested in getting it to work for multiplayer but that's likely a larger ask.
@keen nacelle it looks like the perms say that updating your mod is okay in case you disappear but to ask permission to create a fork otherwise - are you still updating this mod?
I'm having trouble giving my custom npc a schedule. They load in fine, and I can talk to them, but they don't leave their spawn tile and don't show a schedule in look up anything.
"LogName": "Lana Schedule",
"Action": "EditData",
"Target": "Characters/schedules/{{ModId}}Lana",
"Entries": {
"spring": "610 Beach 40 36 2/1600 Mountain 58 35 1/2100 FishShop 9 5 0",
"summer": "610 Town 102 55 2", //todo
"fall": "610 Town 102 55 2", //todo
"winter": "610 Town 102 55 2", //todo
//todo "rain": catch catfish
},
}
She should spawn inside Willy's shop and then step outside to fish beside him first at 610.
try sleeping a day or starting a new save. newly-added NPCs take a day to start following schedules
Hey, what do you guys think think about dual posting a mod on two different platforms like nexus and curse forge? Is that a good or bad idea?
Pros:
- more exposure
- no one can steal your mod and post it "on your behalf" to curseforge
Cons:
- more platforms to manage
It's really up to you whether the pros outweigh the cons
ModDrop and CurseForge both support auto-syncing a mod from Nexus.
That reminds me, I had a representative from Curseforge staff message me a few months back seeing if i was willing to put my mods up on curse, stating they have an auto-porting system and were trying to buff up their stardew mod section.
Ok, it sounds like it might not be too harmful than. I was thinking that ppl who would download a mod from curseforge probably wouldn’t take away from nexus downloads because everyone on curseforge likely don’t also use nexus. Does that sound about right?
Seems plausible, though I have no actual evidence either way
Thanks for the anwers everyone
I think curseforge was trying to pay people in some way, dunno how that turned out
might have just been a raffle/contest
Nexus technically does pay in DP too, but its not a lot.
but its entirely up to you, how much effort do you want to put in really.
yes, I assumed Parcy was wanting to keep DLs high on Nexus because of that?
CurseForge does have a reward program similar to Nexus' Donation Points program, and it's actually quite a bit better than Nexus' (both in terms of amount per download and what you can do with them).
through ads or something?
^^what Pathos said above
* If a tilesheet isn't referenced by the target map, Content Patcher will add it for you (with a
`z_` ID prefix to avoid conflicts with hardcoded game logic). If the source map has a custom
version of a tilesheet that's already referenced, it'll be added as a separate tilesheet only
used by your tiles.
is the z_ thing automatic
they also used to run (may still be) running a contest for most popular mod/modpack hosted on their site
i was under impression it's a "do this or map explode" thing
I hate mod maintenance so i only post on nexus, mainly because its the most popular for SDV atm 
Oh, i think i did hear that curseforge was better for creator in the minecraft mod making scene. Thanks
Since both CurseForge and Nexus have a reward program, and you can auto-sync, I don't think there's much disadvantage to being on both platforms. ModDrop can auto-sync too, but it doesn't have a reward program yet that I know of (though they were thinking of doing it).
hmmm auto-sync does make it sound far more reasonable to do
Some of the features like auto-sync and their reward programs are a bit hidden; we could maybe write up a wiki page about the main platforms and how to set up a mod page, join their reward program, set up auto-sync, etc.
I haven't played stardew in a hot minute, I could give another shot at updating it though
I hate when people report bugs in too many places so for now I stick to just Nexus (and Github, technically)
That might be helpful to a lot of mod makers. By the way, you probably get this a lot, but thank you for Content Patcher. Working on a mod has been a fun and rewarding experience for me.
If you want to make a fork and try to patch in multiplayer mode I wouldn't be opposed
I gave it a shot a while back but had trouble getting clients to communicate which each other when tasks were completed
I know that when i first tried downloading mods for SDV i only knew about curseforge, so i think that dual posting would be a good way to reach some people.
Are there advantages to having it on github? I’m not really sure why npc mods for example would have a page on there, unless gihub is THE bug reporting page.
The benefits of making mods open-source apply to content packs too, and you can disable the bug reports feature if you only want the code there.
I github my Content Packs (which includes an NPC) because I don't want Nexus to be the only place I have a record of my changes and copies of my older versions in case I lose acess to that.
Oh, does having multiple versions of the mod up for download at once not come with nexus or is it done poorly?
you can, but source control is more than "have multiple versions of a zip"
yep, version control is more of collaboration, time travel, and history lessons all in one. for example, a complete history of love of cooking changes at whatever milestones i chose:
https://github.com/b-b-blueberry/CooksAssistant/commits/master/
not to mention being a very effective backup tool once you've pushed to remote
multiple versions of the mod? how about every single step along the way, line by line, file by file?
you can see bluebs art from 3yrs ago
dont look at that
Does that also make all the dialogue and secrets in the mod readable without downloading and peeking in the files first?
yeah but nobody bothers looking at that stuff
well yes, but cheaters gonna cheat
if it's plain text yes, most sdv mods are
you can always choose to make your github repository private
packing it to binary defeats the purpose of version control though
having my own content mods on github helps me sync it between devices, keeps track of the changes i make in case i mess something up or forget to fix something, and makes it easy for me to link bits of code to other modders for help
but really nobody cares about snooping through mod files
not that i'm aware of, but again, that would defeat the point of version control
this is a tool for you
you can just not commit certain files
but then you don't have version control on those :/
correct
i really dont think people bother looking at the git repo unless they get a incompat reported
you can self-host your own git
you dont actually need to push ur local repo to anything anyways
can just git init a folder
sure, but now you're sacrificing the extremely-useful-backup feature
and any collaboration
nobody looks at git. especially if the mod is already released. the only reason i had to private a github folder was when my players wanted to download and play with an unreleased WIP mod. if the mod is released, they genuinely dont care
you'd be amazed how scared players are of code
mmm, github really isn't designed to be user-friendly at all, it's for developers primarily, hence "give me the fucking exe" syndrome
Lol, I guess it might not be something to worry about then
again, the user can see everything in most mod types just by downloading and looking through the files, so why worry about what they see online
Would it be best to only have bug reporting on github or are nexus posts still good for that?
do you want to like, explain your concerns from your perspective?
very few people report bugs on github (the less visible and user-friendly website), so if you want to be aware of any issues i'd use nexusmods' bug reports
as codey person i like git but the reality is most content mod makers arent codey people and dont use git or github
people know how to use it, they absolutely will use it, you will have bug reports
nexus users arent gonna know to go to github to open issue mostly
does anyone know why my NPC wouldn't be loading into the game? SMAPI isn't throwing any errors but debug where isn't finding him at all
content.json: https://smapi.io/json/content-patcher/90bebd48ef264008ab2b03c33ab02b59
character file: https://smapi.io/json/content-patcher/8a2d598e036a489fa5d235f5394008dc
schedule: https://smapi.io/json/content-patcher/2428a2dc59cf4fc8a13432a91c60709d
I guess I’ll have to consider using github when the first version of the mod comes out because of back ups. Thanks
I think having the empty {} might be the issue. You can’t have //reminders without also putting the dashes in front of both brackets
I think having the empty {} might be the issue. You can’t have //reminders without also putting the dashes in front of both brackets
Sorry for the duplicate, i made a mistake
which file are you looking at?
the character file
you set reminders for stuff like for dialogue
I’m pretty sure you can’t have {} contain nothing
oh no i'm sorry those aren't reminders, those are supposed to be comments denoting what the following function does
i think your schedule numbers are wrong. you use 0620 when 620 would be the correct value
^
iirc you can't start schedule numbers with 0? unless that's changed. do also remember to sleep once to load your character's schedule for the next day
Nope, game handles the 4 digit times just fine
The schedule or the location is the most likely issue.
I use them because I hate the 3 digits
Does your DeadBoyAgency load in properly, and have a valid warp?
yes and yes
i can both walk into it and debug warp to it
i can send the mapimplementation.json and the map if that helps
Do a patch summary of your mod to see if your patches for adding the NPC are applied
Can you pull up a log, just in case?
Even if you don't see a red error there might be something in the trace.
Also, just to confirm, the file under "Character File" is charles.json?
What im saying is some of your comments are inside brackets and because content patcher overlooks them, comments make the inside of the {} empty, which may be the issue.
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 4 C# mods and 1 content packs.
yes
i can try moving the comments
i dont see any comments that would be affecting anything
my college CS professor would shoot me if my issue was my comments 😂
This might be silly, but could you temporarily comment out your appearance block?
sure give me one sec
Your Portraits and Sprites assigned in Appearances need to be an asset name/loaded property starting with Portraits/ or Characters
So they won't work the way you have them written
that wasnt an issue bc of the comments though. that was an issue bc they were empty brackets
wouldve been the same with or without the comments there
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 4 C# mods and 1 content packs.
that's with the appearance block commented out
Random question but does anyone know how many frames the farmers walking anim is?
so not file names, but something like "Portraits/CharlesRowland"?
correct
Fireredlily, did you make the laundry mod?
yes
I love it sm, great job!
ha, thanks
not sure if it's causing any issues, but the patch summary is complaining about your map targets containing periods
it has issues because i used {{ModId}}, but i thought 1.6 allowed tokens, and the maps work (minus the community center looking a little funky, but that's to be expected i hear)
he's still not showing up :/
does every line in the patch summary have to say it was applied?
grumble grumble
(I don't have a question I just want to complain before going to bed lol)
That type of tuple is a value type so if you have a Nullable<tuple> you need blah.Value or whatever
The map target is the only immediately issue I can think of from what I'm seeing here, nic99, but it's late and I'm tired.
(I know you said you don't have a question but I had to answer it anyway cause I saw C# language oddities.)
One last check: Is your blank JSON a JSON file that just has {} in it?
I have to ask, because some people don't put the {} in
and it's needed
hooray for tired brain coming through
time to load it up again, moment of truth
Also on the topic of tuples in C#, I really wish the built-in Tuple<T1,T2,...> class had a different name because the ambiguity when you just want to use the word tuple is annoying.
IT WORKS!! you're a lifesaver
And not just the ambiguity, but (int, int) is a value type and Tuple<int,int> is a reference type and just aaa
-# Alright I'll shut up about C# now
What's the problem? They're even called "value tuples" in the language.
good lord mapping is easy and hard at the same time
BRO WHAT IT TOOK ME AN HOUR TO DO THIS AND IT DOESNT EVEN LOOK THAT GOOD
make it look... presentable.
Well yes but im not sure what exactly it's meant to be
i have trouble with making maps look good
I wouldn't say it looks horrible.
im making the flower dance area accessible all year round and i am putting a forest back here thats why there is a barrier there
that makes me a little bit happier lol
Mostly repetitive so it'd likely catch your eye more than anything.
But doesn't look horrible.
I added some more on and tried to fix some things with it
I'm a perfectionist so it would bother me, but I've seen much much worse. I'd finish it out and touch it up kind of thing later on once you have the 'foundation' down.
Re: someone who has no artistic ability, but is basically married to an artist who talks about nothing but art lol.
lol, thank you for your suggestions and i will see what i can do
I like the idea though! Flower dance area being accessible would be cool. Would be neat to have like a hidden event for a spouse to go there.
At night or something like that.
oooo thats a good idea, i SUCK at NPCs though so not sure if i can do that
Most of the rivers in Stardew aren't perfectly straight lines, so adding some points jutting out further into the water might help?
Not a bad idea, I will add a tiledata note for me to do that later
Is there an easier way to add gift tastes for modded items than appending every field manually in content patcher
that’s so annoying 😭 how do you even set a return type for a value tuple then? (int, int)?
looking it up,I think it is that but the documentation is weirdly vague about that
The rivers usually have more of the shallow ground before going deep so I'd maybe increase the light blue area a bit compared to the dark blue :0
it's ValueTuple
I did find the ValueTuple syntax, but the documentation seems to indicate the (A, B) method should also work 
I’ll test later, cba rn
yeah, makes sense
same as Nullable<SomeStruct> being the same as SomeStruct?
Nullable<valueType> is quite different from a ReferenceType? though
yup yup
see these things are why I don’t like strongly typed languages /j
alright, ty!
punches my keyboard, im strongly typing my language!
I am looking to get this cliff right. Any suggestions?
(This is allowed in this channel as, the channel description: "For help creating custom content and discussion among mod authors.")
#making-mods-art would probably be better though, no?
That channel is for showing off stuff, not specifically for giving feedback.
"Please do not give feedback unless it is specifically asked for or unless you are given permission to do so!"
what? that channel is also specifically for seeking feedback
its not for unsolicited feedback
you can 100% ask for feedback in the art channel
hello, i'm looking for a source code for translation mod, because i want to translate stardew valley on my native language, i find this on github https://github.com/WarFollowsMe/TranslationMod is it the thing that i need? i need help please
idk what that is, but it's definitely not what you need
you should really just look at an existing translation mod
for example, there's a Polish translation
plays SV for the first time in a year, changed distro twice in that time
Why is the SMAPI terminal white on white background when launched from Steam??
This is the instructions for how to add a custom language to Stardew and like Shockah said, look at existing translation mods for other languages to see examples.
then I'm just gonna edit the language? I'm just gonna translate everything then I'm good?
can you share that please? 🥺
it's on Nexus
It's not easy to find without knowing Polish though, so it's here: https://www.nexusmods.com/stardewvalley/mods/3616
I only know about it because I saw it in the mods list of someone I was helping and searched for the name to find out what it was lol
yall it’s 10 pm rn should i go to sleep or doomscroll
I think there is an obvious answer to that
Especially because there is never a time where choosing "doomscroll" is the right decision
gn
Hey, sorry am new to the server so i suspect the question might have been asked already, but how do you folks go about getting a savegame that helps you with the mod development? Do you just overwrite save-files Manually? Do you have a go-to save you just duplicate?
i usually either start a new save, or grab a save on this farm upload site to get something more advanced/natural if needed
I just have a go-to save for testing, you can use cheat mods to get the setup you need
I make new saves constantly
It's rare to need an established save for checking most stuff, but when I do need one I either use my saves from a previous playthrough or a perfection save I downloaded from Reddit
I really need to clean out my saves folder. I have 34 saves right now because I got lazy about deleting them after I was finished testing with them.
it depends on the kind of mod you're making. i mainly make maps, furniture, and other cosmetic mods plus some resource mods like tilesheets, those can be safely tested in an established save.
if you make anything involving schedules (like an NPC) or complex progression (expansions, etc.) it's best to start a new save every time imo
Thankyou so much!
I am also constantly enabling and disabling mods so I make new saves to avoid getting errors in older saves from lacking mods that were enabled when I made the older save (because then I might miss an error that's relevant to what I'm testing).
Ahh ok, cheers!
Yeah i just want to get into modding, so i was thinking of a Journal Type Mod (haha yay, already read that Harmony is what i'll need D:)
So for now i just wanted some save where i can immediately go around and gift people various things
I recommend getting very comfortable with debug commands for any kind of testing. There is a command that lets you increase friendship with every NPC at once, for example (debug friendall).
ahh ok, good to know!
adding to what aba said, i also recommend having folders with increasing levels of testing loadout.
by this i mean i have a "basic" folder that contains all mods i will ALWAYS need for any testing. for example, since i make maps, so my basic loadout (not counting Content Patcher and Generic Mod Config Menu) always has Farm Type Manager, Data Layers, Noclip Mode, CJB Cheats (for timefreeze and move speed cheats), and tilesheets i use in my maps.
a second "tier" of testing loadout in a separate folder contains for example any expansions i may want my map to have compatibility with. this tier is only activated once basic testing is done, so on and so forth
Oh yeah that makes sense. IIRC wasnt there a Modloader that enables different Mod setups?
And can someone recommend a website for save files? I seem to be unable to properly google for that hahaha
stardrop can do that. i prefer manual though haha
I just do my different mod folder setups manually because it's easy and you can run different mod setups at the same time
Which is not a frequently necessary thing, I will admit lol
Well to have the option is nice though 😄
yeah sometimes i dont even bother to deactivate stuff above the "basic" testing loadout
though again, it depends on what kind of mod youre currently working on!
I have a "play" folder, a "moddevtesting" folder, a "messy" folder, and a "vanilla" folder (for almost-vanilla, though this is not really necessary now that it's so easy to enable cheats in actual vanilla)
Honestly, i am just glad that i finally have an idea for a game mod 😄 Its always a struggle to find the creativity (especially bc i barely have any hours in stardew oop)
My messy folder is for testing other people's mods for them, for when I want to write tiny mods just to check an idea or to figure out how to do something I want to teach someone else, etc.
i do tend to keep my expansions, custom NPC, anything that adds a ton of content in a special folder though to reduce load times when testing
You're well positioned to become a cheeto then (mod author, named for being orange) because the cheeto curse is that you don't play the game because you're always modding it instead
If i am able to give my obsessed friends some fresh air, i am a happy cheeto
I think I will turn my "vanilla" mods folder into a "compat" folder when I finally get far enough for that with Hiria. I was going to just add a bunch of mods to my moddevtesting folder but then I have to deal with the load times and stuff just for when I want to tweak things or work on another mod. So instead I will take a leaf out of your book Kisaa.
And since I symlink my mods folders I don't even have to have multiple copies of my mod anywhere
so… i may have done an oopsy
uh
i went to check 1 thing
and 1 thing turned into another
and now it’s 1 hour later
The doom cascade...
atp if i’m still awake i should do something meaningful with my time
you know me too well
good morning
I'm gonna go make coffee, then go lift weights for twenty, then go to work. You?
Doomscroll, if i’m still awake then grab some coffee and mod
And before you say it’s not good for me, it’s my life choice.
Its a vibe in my eyes
As i want to work with graphics, any tips i should keep in mind for scaling?
Scaling in what sense?
Stardew scales up 4x (though not sure if this is consistent across everything), UI is a pain, and all the cool kids use StardewUI.
I suspect that while i work with 1920, 720 might look different if i dont take care of UI Backgrounds
Ahh, will take a look, cheers!
IMO focustense has done a great job with the StardewUI docs, plus he has a thread here.
He's got examples in his docs of stuff you can do with it and looking at the mods requiring StardewUI on Nexus will link you to the existing mods which use it too.
I also found this guide to making UIs last night. Might be too simple for you but also might give you some insight, I don't know. It is old and I don't know what, if anything, has changed since it was written in 2021. https://stardewvalleywiki.com/User:Dem1se#Getting_Started_with_Making_UIs
ok i am satisfied with my map for now, i can finally sleep
honk shoo mimimi
maybe i shouldn’t have had so much coffee
@acoustic summit Maybe a dumb question but--I noticed the documentation has been getting updates!! Are some of these useable already or will they be in the next update? 👀 💖
if you specify which ones it may be easier to answer
(i also assume you speak of nature in the valley)
It's NITV and they've been working on follower AI and~~ GSQ~~! 
I thought gsq is already out
I'm fetus programmer so I have no clue if that's something they can update without updating the mod itself??
And it was but from what I gathered it wasn't implemented correctly?? I've been lurking so I could have missed something 
i had no problem using the GSQ
I dunno what awa's system is, but usually I do not push doc updates until I put up corresponding mod update
at least no problems that i was able to spot
Then it's me misunderstanding/missing modder talk!! 
And they r do changelogs on nexus that u can refer to
Idk where the source repo is but ppl sometimes do CHANGELOGS.md there too
it's hard to say without context 🙂
I was mostly using their tutorial docs and didn't think about the changelogs, thank you! 
This is where I got confused! Somewhere along these lines I got the impression GSQ wasn't working right 😅
I was pretty tired and very very new--thank yall for helping so fast;;
In the backend, a GSQ may receive some context about what is checking it
We were discussing ways to do "spawn Bug after another specific Bug"
RIGHT omg wow yeah my brain mushed that--even though I brought it up LOL.
Still excited if that's ever possible so I can sneak shinies in 
( think I just found the 1.2.8 example that...literally lets me do that in a way
)
It's a narrow case of gsq usage
ugh even after a full restart it's not updating my tilesheet, its like that one move reverted all my work to a previous version. I dont know how its even pulling that because that version doesnt even exist anymore :(
Patch export
And patch summary
how would I patch export my specific asset? the things I'm trying arent working 🤷
What's the Target for it in your files?
That's an unusual target
ok well, Im not sure if its
It's not a tilesheet for a map, is it?
thats because I'm trying to pull things out of my ass lol the example is for vanilla patched items I assume
I tried something else for the base sprite to see if it would pull the patched one
but it gave me an error
If you don't know what your target is meant to be, you might not be doing the right thing at all with your files in the first place
and I'm not sure if its because its "replaced" or just.. errored
I havent made changes to any of the jsons in over a week Im not sure why moving a tilesheet sprite would affect that 
Do you mean you moved a file into a different folder in your mod folder?
no
I physically moved a sprite within its sprite sheet to adjust it for lining up
and it somehow, decided to revert all the moves I did previously to where I had started, and now changes are not reflecting
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 6 C# mods and 1 content packs.
failed to load all together or failed to load because I have it set to an alternative option that isnt the default fence
The png failed to load into game content, the error tells us that
the default fence is what gets patched, I was currently using the alternate dark version for edits, and yes it was a png
Im seeing now that it blocked the replacement asset
but like... why lol
So it's as if your png file is borked
If you're trying to edit vanilla assets, I don't think you should be loading anything anyway.
Im not
it is a custom item
so I am editing my own sprite sheets for config changes
lets see if I can just make it in a new file
Ah okay. So either like Chu said your PNG is corrupted somehow or you're trying to put it into the wrong field in your json, maybe?
If you share your json we can check and I can also explain how to do a patch export. Even if you end up not needing it this time, then you'd know how to do it in future.
I'm guessing its corrupted
cause I havent touched my jsons in a while and the last thing I did beforei t happeend was physically moving a sprite on the tilesheet
why that made it corrupt, I'll never know or understand because technology is so dumb
now, thte question is, is it just that one png that is corrupt
or is my whole psd file corrupt
Have you tried just exporting another png from the same psd
Just test it with a black PNG you make in mspaint first
Blank, not black. Stupid phone.
To confirm it definitely is the image that is the issue before you start messing around and then later find the image was fine
For my own sake I tend to update the docs pre pushed updated with a preface (1.2.8) where it isn't implemented. But yes followers are added in 1.2
8, along with creature releasing and the GSQ / Trigger Action fixes.
well
ok there we go just had to toggle that back and forth
interesting
it seems no matter what, moving that one sprite
always corrupts the file :)
fun
Post the file here?
the sprite thats the issue is the bottom left corner (closed double doors) I'm just trying to adjust it over 1 pixel to line up better (which it is here already, its normally butted up against the side) but honestly if its gonna keep corrupting the file doing so, I'll just have to deal with it being misaligned
Discord rendered it fine looks like
yup, I know. I dont know why it screws it up in game though
I'm just a sad fence girl
assets/NonSeasonal/Alt/Vanilla/Picket Fence.png
for the record, every other sprite change is fine -- just that one
Have you tried adjusting it in a different program?
I can try once I get everything else sorted
I need help about immersive farm
Are you making a mod
so what are the chances the whole psd is corrupt 
well, I'll be safe
and just do a new psd
Not that likely
why dont you ask someone else to try
Do Quests get _memory_oneday stuff? Or just Events?
Alright. So I'd have to make a CT upon completion of the quest for it to work
Got it
I still don't understand how to negate conditions like this:
"Relationship:Sebastian": "Married",
},```
Would it be
```"When": {
"Relationship:Sebastian |contains=Married": false,
},```
?
I want some lines to show up only when not married (so divorced/dating/single all ok)
is there a limit on how big json files can be?
every event you see generates a conversation topic, so you effectively get _memory keys for events
exporting some data in SMAPI that is 282 elements long (expecting something in the range of millions of lines) but it just isn't exporting the file. and the json export line throws 0 errors
likewise if you use an event to complete your quest, you could use that. quests don't get their own topics
Thank you! I'm not currently using an event for the quest, so I'll probably end up using a Trigger I guess
technically, yes (disk space, maybe ram limits), but practically speaking, no
how hard is it to create a separate area?
im just confused though because if either of those were an issue i'd get an error right?
yeah, it's very unlikely you are hitting one of those problems
because the line right after (Monitor.Log($"Exported {npcs.Count} NPCs to JSON format", LogLevel.Info);) says ' Exported 282 NPCs to JSON format '
Oh it's not patch export then?
oh no it's my own scuffed data scraper
Those NetFields could get a little... spicy to export to JSON.
it's my own data model tho
I would assume my export thing is not quite right somewhere if i was trying this
Oh, well... what's the model? Just for a sanity check in case there's something super obvious!
Maybe u could post full snippet in pastebin
it works totally fine on vanilla but the person i'm doing this for has 1400 mods and im trying to get it to export the npc data for their ungodly setup hehe
public class NpcData
{
public string Name { get; set; }
public string Birthday { get; set; }
public string SpawnLocation { get; set; }
public Dictionary<string, string> GiftTastes { get; set; }
public Dictionary<string, string> Relationships { get; set; }
public string Schedule { get; set; }
}```
maybe
never mind i need to fucking retire oml
everytime i was checking for the file export i was checking the .7z mod folder they sent me and not my actual mod folder because windows 11 just shows '... / Mods' when ur inside an archive...
hello, so i am looking at the game source code to get more used to the syntax to do mods in c# and i was wondering if these are Game1 attributes as in can we access them by saying helper.Game1.year for example.
What I want to retrieve things like: time of the day, day of the season, year, money, levels (mining, foraging, fishing, etc) and in the wiki I just coudn't find a way of looking up all those items
should I do this exporting the data somehow?
just call Game1.whatever in your mod code
have you followed the C# mod getting started guide
yes I have
I know that I can do Game1.year and it gives the year but I dont know how to get like fishing level for example
or money
That's on player iirc
Game1.player.fishingLevel
A good reference is GameStateQuery, which implement many of these
and I guess for future references how did you find out that was the way of doing it? just looking at the source code?
read code yeah
both game code and other mods' code
okay, thank you so much!
in general, would you guys recommend adding a new location for adding a custom map, as opposed to increasing the size of the Town map to add buildings to it? i’d like for it to be in town ideally but not if editing the Town map is going to be an enormous headache and probably conflict with other mods like SVE
it will be
darn lol okay thank you
It will definitely conflict with SVE, unless you make two versions of your town map. One for people without and one for people with.
interesting okay
btw? when editing a mod's shop seller.... does it automatically switch to the currency used? ex i wanna edit this mod to the casino but i wanna make sure it targets the qi coins
dis one
Pretty sure you have to specify currency on the items sold. You could look at how VMV does it.
ahh
but the wiki may have info
yeah i just wanna change the shop for that mod to be casino and be bought with the coins ya get in the casino
i am lookin but idk if it automatically picks the coins
i am also checking out other mods that add items but it seems to be similarly set up??
There is a Currency field for each shop in Data/Shops that you can set to use Qi coins
It defaults to gold
However, I am pretty sure it is shop wide and NOT item based
Trade items or trade items + currency can be set for individual purchases but the currency should be the currency set in the shop value
"Statue Of Endless Fortune": {
"Id": "(BC)127",
"ItemId": "(BC)127",
"Price": "1000000",
"IgnoreShopPriceModifiers": true
},
so say i want it to be about this amount? what do i need to add or change??
do i need to add the currency? if so where do i add it?
im sorry i wanna make sure i do not mess it up
i kinda like the idea of editing it so it's exclusive to the casino cause the casino isn't easy to do but it doesn't cut ya off if joja shuts down
It's listed there
(if you have unpacked the files, you may benefit from looking at how the casino shop entry is laid out in Data/Shops.json )
If you are already struggling I don't really have a clear way to explain it without visuals and I have to head into a work meeting in a minute
lowkey it makes me feel really dumb sometimes. i apologize
So it's easier to look at it in the vanilla file to replicate it so you know it's in the right spot
It should be a top-level field, meaning it won't be nested inside Owners or Items
cool cool
hello, has anyone made a mod that adds the museum logic code so that it can be used on additional maps?
How to use content patcher and increase AreaOfEffect stat?
theres probably some mod that adds museum space (and thus adds more spaces you can donate), right??
i feel like there really is
it was somehow a photoshop issue for it 😭 look how beautifully aligned it is now (I had to thicken the horizontal posts but WORTH)
oh those fences are sexy oh my word
:D
i want to eat them
I just wish I could align the horizontal pieces with the corner posts, but then if I place a piece like this then it wouldnt align
which now that I've widened them they dont align as nicely but ITS FINE
now to go fetch my child and work on this tomorrow
I mean the logic the code so that we can add it to additional maps currently people just add map patches to the museum map.
yeah but what part of the map patches lets the museum recognize those are spots to also place things
the tilesheet. its hardcoded into the library museum code.
there is nothing currently there as far as im aware to let museums exist elsewhere
i have an old WIP museum framework from last year that i never finished that ill probably pick up again eventually but it never reached 100% (obv)
ok then just wondering before I start working the C# code for this
maybe like 90% though
oh you should finish something like that
cause I was thinking of making something like that just something that makes it possible to add a museum type room with the logic same as town museum
you'd be the second person interested in it in recent memory so its more likely than not i will
just have to finish a rewrite for another mod of mine first
it would be cool to just be able to set up a display room on your farm similar to that building framework mod
Mod name?
“Weapon stats”
a display room would require something different, the museum framework would specifically be for a museum with a place you donate items to and collect rewards from
there's nothing stopping someone from already adding a shop to a museum. dont need a framework for that.
Doesn't seem to be working anymore
I literally used it a week ago
I hit saved and none of the stats changed?
Read the mod page
oh
I believe weapon stats are cached, and you need to spawn new instances
also you may want to ask in modded-farmers if this is not related to making your own mod
do you think people would like remakes of characters from other games like harvest moon and rune factory?
Sure, those games are pretty popular.
If I need my portrait to load last... Do I go for "precedence" or "priority"
It's "editImage" in case that matters
(it's actually a sprite sheet but you get the point)
people have started doing this so id say probably
return to mineral town is a thing that exists
who needs documentation anyway <------- girl who took 45min to figure out how to use her museum framework wip again bc she lost her example content pack for it after not touching it for 5 months
f in the chat ;-;
whimpers quietly about not finding the thing she's looking for in the docs...
Docs Smocks. We dont need no stinkin docs! we can just try shit and then not know why it worked/didn't work until we stumble into something we dont' understand in the slightest but functions!
coughs a little autobiographical there. sorry
narrator's note: this only works best if its not your own code you're trying and failing to stumble through, in which case its a lot worse
then once you finally figure out why and how you post your accomplishment here and someone goes, "Oh i could have told you that, i did x testing y time ago." others attach nodding emoji
👆 👆
Though for me it's usually "oh why didn't you just thing that is so much easier"
tell that to me from five months ago
on the bright side I do leave very nice commit messages so it's easy to figure out what I've already done and what needs doing
to add onto that, "We do it This way instead because that way causes incompatibilites if X happens."
I'm feeling every bit of this to my bones
Meanwhile half my commit messages are shrug emojis
because raisins
XD God you sound like my kid Draylon
:3
Yeah, but on the other hand people mucking about without docs and getting it to work is how you find out things like "1.6 removed the 100 portrait limit"

Did people attempt to do 100 portraits before
I've found a few myself over the years yeah, bug finding too, I was making a weapon mod and looking at the numbers going why aren't my defense stats working?.... WHY ARENT BASE GAMES WORKING? reports bug
Mateo tapped out at 100 back in 1.5, Avi then came in with Lance Expanded at 104 and became portrait king 

Final mix mateo looms on horizon or whatever
I suspect having more portraits is actually better for perf right
keep in mind that was pre-Appearances
Vs doing many edit image
museum and framework are really beautiful words together
(sorry to break your dreams but the goal for FM is to have less portraits
)
it woulda been released last year if I hadn't been distracted by a modjam
two weeks of break is enough to kill all momentum in a mod for me
Can't believe the skeleton lord is the one who stole gunter's collection
tbf some of them probably belong to him
i need to relearn CP if i don't look at it for two weeks
Like... the giant sloth bones?
(partly joking, but i definitively need a bit of refresh course on the most advanced stuff)
Or like the golden mask
I thought the bones belong to big sloth
the ones in the museum are unknown
you know how archeologists used to just put bones together because they thought they fit together but actually they were completely wrong
Apatosaurus/ Brontosaurus
Yeah i am that archaeologist i connected the dots
the scapula is used to get the sloth pieces but it's the scapula that specifically says it's not clear what species it's for
Although they are literally dropped by skeletons, which implies they are human or humanoid bones.
But I suppose some ancient mage could have conjured millions of skeletons using the bones of some long-dead species, if we're willing to invent far-out headcanon.
The skeleton civilization rode giant sloths into battle and kept their bones for luck
Hi sorry, quick question, in stardew valley modding, can I just add a room to an existing house? And what tutorial should I follow?
Oh... Oh no... they turned off comment search??? But I need to check the comments and there are over 5k of the little buggers?!?!?
You can add a room to an existing house with an EditMap patch, just make sure that when you are placing the new room that you are only expanding the map down or to the right.
Thx!
There's this, but I'm not sure how much help you actually need: https://stardewmodding.wiki.gg/wiki/Adding_Map_Patches_Using_Tiled
The mission: to add a few items to an existing map.
Anyone know if making a content pack for Polyamorysweet is the same as CKM just with the dependencies changed? They seem to function largely the same but...
Kept where, exactly? I don't think they have pockets.
They just put them in the rib cage sideways. You can carry a few scapula there
Do divorced spouses post jobs to the bulletin board outside Pierre's? If so, is there a CP way to turn that off?
I believe so (at least I don't see anything in the code that blocks it). you can turn it off by setting their ItemDeliveryQuests field to FALSE
Oooooh. That would be Character data, right?
So apparently my Laundry Machines are NOT compatible with Automate, in that they do not automatically restart 'working' after Automate takes the output.
A user reported having to pick up the machine and put it back down so it would work again, which, without Automate, happens as soon as you interact with it to take the item
hmm
Is that a furniture machines thing
Yeah, it's a Furniture Machine
In lore I think The community board isn't necessarily only meant for the Player only, so another option would be allow them but patch their dialog or rewards upon completion or something, and/or patch the request text to say (not for {{Farmer}}) or something?
Airing the dirty laundry in town square i see
Didn't realize there was a way to patch dialogue and/or rewards. Would love to go that route
I imagine Seb is going to be pretty spicy after divorce
What is a tiledata action I can use to prompt to sleep to skip the day?
I've never done it, and i dont know how its stored, but i know a lot of stuff is accessible now so id assume its patchable.
Will do some poking around. If I can't figure it out, I can at least disable it, which is fine
I think its only a touchaction, not an action for sleep prompt, bed or something? its on the mapping page.
Alright, ty!
Which does give you the question about if you want to sleep
anyone got a video tutorial on how to make mods?
not really, theyre pretty much always out of date
Ah
This map is so weird to edit, i'm fusing the 4 maps from the 4 seasons greenhouse I made into one map, but due to how i did the season locking, it has 4 sets of each tilesheet each locked into a season, and my normal workflow is sketch, slight detail, patch, detail, small detail, over the whole map at each step, now i'm having to do that in small areas instead of the whole map.
its easier to update a doc or wiki vs recording and editing a video too
Is the wiki in depth?
i would say yeah, it tells me almost every thing
Okay thanks last thing... link?
i wanna thank yall for answering my questions no matter how dumb or asinine they may sound ;w;
the wiki is more data driven with examples and use cases, than purely instructional.
if u want the whole wiki https://stardewvalleywiki.com/Modding:Index here is the index.
thanks
if you have any questions along the way then you could always ask here too
👍
i really apperciate it!
btw? how do i link this server? i wanna credit all yall for always answering my questions on the mod im uploading
I want it so when you leave a tent you come out where you went in, so your respective tent, does that mean I have to make a seperate map for each tent for the warps?
its a public server, simply link it
yes
😭
you could put them all onto one huge map and just change the coords
Just know that 1 big map will also create less lag than half a dozen small ones, if you want to reduce your contribution to lag.
Oh, then I will do 1 big map
so this means i should put every single one of my interior maps onto 1000 x 1000 map jk
of course not, you should put them on a giant 200x200 map, after that rendering errors happen 
what if ur rooms are 200x200 big
What is the best way to leave notes on maps, I cant use objects because it will cause errors. (I want to label which tent is which)
why not put a sign outside with a tiledata message
Oh yeah, ty!
Another way is the use of distinct symbols overlaid on nearby tiles, like i used to mark the greenhouse in my 4 seasons greenhouse, then you're avoiding text in the case of translations.
A little custom art can go a long way
@latent mauve it's a bug in EMC, it should be fixed in the next version I'm uploading now
(1.7 wishlist: a new function Object.CollectMachineOutput that we can call/patch mercilessly)
i'll settle for an event tbh anything better than where its burried rn
but first, clickCraftin-
Out of curiosity, is it possible to mod in mult
what does that mean
sorry i hit enter
!mpmods
You can mod your multiplayer games, but to avoid any hiccups, all players' mod lists need to match. If players have mismatched mods, you will experience bugs in your game - even if the mods were working fine earlier, there is no guarantee that they will stay that way, and strange things may start occurring.
There are few exceptions to this. The main mod page often includes information on whether or not they work in multiplayer.
See the wiki page for more details on how mods work in multiplayer!
Multiplayer Mod Checker is an easy way to determine if host/farmhand mods match.
for you the author, multiplayer is a best effort kind of thing
No, multiple dialogue options after divorce and separate events
Like, a different way to gain freindship with an ex spouse
like, you divorced leah, have an event when you have several options?
something like that
it sounds doable to have an event after divorce, i don't remember if there's a way to check who you divorced in CP
not foolproof-ly
i also don't remember if you can remove the "spouse will not talk to you after divorce"
Is there a bar on gaining friendship back after divorce is basically my question
(yes, PLAYER_NPC_RELATIONSHIP supports it) I misread
woops ping
oh wait I misread the question
you can check for "Any" but that wont do you much good for knowing who to patch
(it happens 🙂 )
yeah
hm @rigid oriole do you have features in your nemesis mod for divorce
Wait, a nemesis sounds funny
theyre working on a mod for negative heart levels
Anti heart events
Or rather its on hiatus until my distributed systems class stops taking over my life 😭
if you've thought about it at all that still counts, thats billable hours in my book
Most of the c# is done it's all content now
Like events or something?
support features to help recognize the degree of divorced-ness
like how many time u divorced a particular character 
I think I’m getting ahead of myself. I don’t even think I’m going to make my npc dateable, but I like this speculation.
and perhaps a trigger for divorce
(BETAS can handle that trigger if not)
If they could leave you that would be hilarious
I can throw it as a potential in the backlog but it probably wouldn't come out with 1.0.0 because the quantity of content I have to write is so high
yea np it just seemed relevant 
Button you're free to add the trigger to betas if you want to
not trying to skem u into scope creep
no i mean it literally already exists in BETAS
Oh even better
RelationshipChanged
So wait is there is a flag or something to mark an npc as divorced?
seems i put them a bit too close together
every divorce sets a thing you can check for
it sets a "divorced" conversation topic and a "divorced_NPCName" conversation topic
(the former will only happen the first time though)
ok, and that just keeps repeating itself right?
no. it only happens once
Oh
i should clarify, they both can only happen once, but the second will happen once for every NPC you divorce
bc it'll be different each time bc the name is different
you do get a one time CT of "divorced_twice" too tho
after your third divorce the game gives up tracking your love life
Haha
What is your plan here?
I am making a campsite and to reduce lag I am putting each tent on 1 big map, yet I have to have them a certain distance apart so that it doesnt break the immersion.
are you running into lag in the first place 
No but it is to reduce lag as people may have other mods that add to it.
Oh, that’s cool
See conversation above #making-mods-general message
BETAS could handle the tent thing with only one map
it'd require replacing the usual warp stuff though
might need spacecore now that i think about it since i dont think BETAS has a "run all actions in this list" thing yet. maybe i forgot my own mod though
finally i got the perspective right
what if you like
Well the way I am doing it works fine
Thats as much as I can get done before work (yeah it looks odd atm)
did spacecore have spawn building feature
I don't need help, ty tho. /nbr
i desire a sandy dune in the middle of that round shallow area
iirc only for farm maps, and only for new saves
That is a massive map. I’d be quite stressed filling it up
there's this for the rest: https://www.nexusmods.com/stardewvalley/mods/27359
you can look into that
this is small by draylon standards 
its about the same dimensions as beach farm, and much smaller than my standard.
what??
everfarm 
I guess empty farm maps look bigger than when finished and in the game



