#making-mods-general

1 messages Ā· Page 225 of 1

rancid musk
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Shush Governor, I know what I'm doin

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Just eat your xnb flavored soup

rigid musk
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I was told you don't really want (or need) to use question forks for events.. what are you trying to do with them?

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(You can use quick response for a lot of what you need for events instead)

dry flicker
# rigid musk I was told you don't really want (or need) to use question forks for events.. w...

I'm trying to do like a conversation type.
Let's say the player finds the NPC doing something, but is intimidated by them, so there would be 3 options of texts the player says to the NPC itself; ask what the NPC is doing, ask why the NPC came here, go away. For each text the event should continue depending on the text itself. Like if the player ask the first question, the NPC would respond in a type of way, if the player ask the second the npc responds in a type of way or go away. So i would need 2 forks SDVpufferwaaah

rigid musk
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Yeah you can do that with quick question!

dry flicker
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how so?

rigid musk
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I actually just found out about this myself a few days ago thanks to a few people here one sec

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Cause I was doing something similar

violet valley
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@tacit moth just put it in your assets folder (I recommend putting a . in front of its file name, so it loads the original) and load it in tiled

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(daisyniko's tilesheets will do the heavy lifting)

merry rampart
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I'm trying to convert a CPA mod over to Spacecore for personal use. The only problem is... the source images aren't 16x16

from looking at Spacecore's documentation, I can use the SourceSizeOverride tag, but the only problem is I don't know how exactly to apply it. And I can't find any examples of how to do so

rare orbit
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you probably can resize the sprites

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it's all i can think of

merry rampart
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Unfortunately not an option. Resizing just makes them look funky

rare orbit
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ahh i didn't know

ivory plume
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Yeah, that error is pretty vague. There are no differences in the Data/BigCraftables asset and data model between PC and Android (aside from a couple of translation discrepencies), so I'm guessing the way the data assets are compiled on Android changed in newer versions so it's no longer compatible with the PC code?

rancid musk
rare orbit
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prob obivious... but fun fact! if ya change from a vanilla shop to the casino it automatically changes from gold to qi coins

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i feel dumb for that

rancid musk
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Honestly, since xnb.js works I can just write a script using it to unpack everything.

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I think the problem might be that the android version isn't using compression but the PC version is? If you'll forgive the screenshots of binary data... the PC version is on the left and android is on the right.

The android version of the file is quite a bit bigger and has human readable strings in it.

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It kind of makes sense to use worse compression for phones on the theory that they have weaker CPUs, I suppose. šŸ¤”

uncut viper
brittle ledge
errant kettle
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Apologies if this isn’t the right place for this;

Is there a mod I could get to increase the character limit for Animal Names/Textbox in general? The 9-12 character limit based on width really hurts.

I didn’t find anything on Nexus searching for; Animal, Name, Text, Character, or Limit — and scrolling through every page.

I assume it’s hardcoded and probably a pain to change, but some of the mods I have don’t have the character limits in their own menus; most notable the Generic Mod Config Menu, and Chests Anywhere both have seemingly unlimited characters. I presume that is because they use their own Textboxes šŸ¤·šŸ»ā€ā™€ļø but honestly idk, I have a what I call a ā€˜logical’ understanding of coding, so once I know what something does, but I mostly learn by tinkering or asking (possibly stupid) questions.

To me it sounds like it would be a ā€œframework modā€ kind of feature, if it exists. Maybe an Animal framework might have it. I don’t care about the rest of the text limits in-game, just the animal names.

Apologies for any awkward grammar or anything, I Originally Posted in Modded Farmers, and they referred me here, so this is edited for reposting.

Any information would be appreciated.

uncut viper
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if you're just looking for a mod and not wanting to make it, then modded-farmers was wrong to direct you here

rigid musk
tacit moth
teal bridge
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Not really, I think that's more of a question for you than me. The mod I built with it does use a color scheme (just one, using the same colors as the fallback defaults), just to fit in with how Data Layers itself works, but it's really up to you whether you want mods to participate in this or just hardcode their colors for their custom layers.

lucid iron
fallen lagoon
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Hi I tried to mimic how the native Stardew Valley events used fork [req] <event ID> by using addMailReceived <letter ID> in a previous event after a fork question choice so that I have a flag I can use for later events using fork [req] <event ID>

However SMAPI is showing this instead:
[game] Event '131313133' has command 'fork carriedJasprincess embarassedJas' which couldn't be parsed: can't load new script from event asset 'Data\Events\Woods' because it doesn't contain the required 'embarassedJas' key.

Can someone please tell me if I used it correctly or if I need to somehow specify the req is a mail ID?

rigid musk
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you can use quick question for thattt

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(I don't know how to use the question fork)

merry rampart
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Nevermind I got my issue fixed

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It's now working as it should :3

hot gale
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!vscode

uncut viper
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you can experiment with governor commands in #governors-mansion . im not sure what command you were intending

hot gale
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lol derp, thank you. Someone posted about fixing the json format in vscode

proven spindle
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Hey all, is there a way to use vanilla tilesheets in a map that aren't in the game's maps folder (without having to store copies of them in the mod folder)?

uncut viper
proven spindle
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I'm fine with it

uncut viper
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you need this then

proven spindle
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Thanks!

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...the link to the mod authors documentation doesn't seem to work SDVkrobussad

uncut viper
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oh hm

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let me uh

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try to fix that real quick lmao

proven spindle
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Appreciated SDVpufferheart

dry flicker
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setRunning in event doesn't work🤨 my farmer doesn't run when I put it, she walks normally

/setRunning/move farmer 13 0 1 true/
rigid musk
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I think you use the speed command for that maybe

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And the set the speed back to normal after

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I've never actually used it before though so I'm not sure

dry flicker
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imma try

toxic flare
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hello

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I'm having a trouble at making some basic codes

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It says that 'can't fing namespace "stardewvalley"

uncut viper
proven spindle
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Awesome, thank you!

rancid musk
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I'm looking at weather stuff again, and it's a bit odd that green rain code for locations only runs if the Default location context has green rain. And likewise the cleanup method only runs if the Default location is not green rain but had green rain the previous day. Basically means custom location contexts can only have green rain that functions as green rain if they mirror the Default location context's days for it exactly.

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I would almost want to call that a vanilla game bug. But I guess I should just fix it with Cloudy Skies.

rigid oriole
vale stream
toxic flare
toxic flare
rigid oriole
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You referenced the stardew.modbuildconfig package?

toxic flare
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yeah that nuget one

rancid musk
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What are the contents of your .csproj file?

blissful panther
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(I'd also want to know the game path, just for sanity checking!)

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Because it doesn't check past the first... few drive letters, if I recall?

toxic flare
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like these

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I did everything that the guide told

blissful panther
toxic flare
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ohh

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then should i move it to the basic drive??

blissful panther
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        <_SteamLibraryPath>$([MSBuild]::GetRegistryValueFromView('HKEY_CURRENT_USER\SOFTWARE\Valve\Steam', 'SteamPath', null, RegistryView.Registry32))</_SteamLibraryPath>
        <GamePath Condition="!Exists('$(GamePath)') AND '$(_SteamLibraryPath)' != ''">$(_SteamLibraryPath)\steamapps\common\Stardew Valley</GamePath>

It pulls it from where Steam is installed, yeah.

rancid musk
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The .csproj looks good at least.

blissful panther
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And no need, you can just specify the location in the csproj.

toxic flare
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uhh then

rancid musk
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You can add something like xml <GamePath>I:\Some\Path\StardewValley</GamePath> to your .csproj file

toxic flare
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ohh

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thank you

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i will try it

rancid musk
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I am once again writing a transpiler for a big long method from Game1 šŸ™‚

toxic flare
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where do I add it? the item group or property group?

rancid musk
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The PropertyGroup

toxic flare
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thank

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s

vale stream
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oh yeah while i'm here, is there a JA to CP converter?

rancid musk
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Surely nothing will go wrong from transpiling Game1._newDayAfterFade

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!converters

blissful panther
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Once that's in the csproj, a rebuild should force it to pick up the new location and add the references it needs automatically.

rancid musk
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it's a threat šŸ™‚

versed crypt
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Anyone able to help me with positioning for this texture file? I'm not sure how to align or position things and nowhere on the wiki am I able to find how to figure that out unless I'm missing something, but everything in the game itself is off the model. Anything is appreciated!

uncut viper
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i trranspile _newdayafterfade and its fine

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ezpz

rancid musk
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Basically I'm changing the green rain logic so someone can safely use the green rain weather flag for weather in non-Default locations and have the map changes apply and unapply correctly.

gentle rose
blissful panther
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Might honestly be worth pinging Pathos first if you think it might really qualify as a vanilla bug?

rancid musk
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It's very borderline.

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Honestly, could let Pathos decide I suppose. šŸ¤”

toxic flare
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umm

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i successed to change the path...

gentle rose
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what is your Unique ID?

toxic flare
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the log says that this line is incorrect

blissful panther
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The one in your manifest.json, if you have one. If you don't... you need one!

gentle rose
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I don’t think that’s the right line

blissful panther
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{
  "Name": "<your project name>",
  "Author": "<your name>",
  "Version": "1.0.0",
  "Description": "<One or two sentences about the mod>",
  "UniqueID": "<your name>.<your project name>",
  "EntryDll": "<your project name>.dll",
  "MinimumApiVersion": "4.0.0",
  "UpdateKeys": []
}
toxic flare
gentle rose
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it shouldn’t have spaces, it should be something like modauthor.namewithoutspaces

toxic flare
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I've edited like this

gentle rose
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so no space after The in The Succubic

toxic flare
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oh

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then

rancid musk
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@ivory plume Hey there! I've noticed something that I think could possibly be called a game bug, but it's one of those things that could only be an issue with mods installed. Basically, the green rain update methods for locations (performGreenRainUpdate() and performDayAfterGreenRainUpdate()) only run based on the weather in the Default location context. Mods adding custom location contexts might want to use green rain too, but that would only function as intended if they are perfectly in sync with the Default context since _newDayAfterFade() only runs those methods based on the weather in Default.

If it was just performGreenRainUpdate() I don't think it'd be an issue, but since performDayAfterGreenRainUpdate() is also affected someone could end up with a map in another location context that permanently has green rain changes applied.

This seems very borderline to me, so I was thinking I'd just fix it with my weather mod Cloudy Skies and a transpiler, but thought I should bring it up.

toxic flare
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should I add '_' there?

rancid musk
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(This is a very hypothetical bug, so it's probably not worth much effort on it.)

gentle rose
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yup, or just remove the space entirely

blissful panther
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_ or ., your choice, really.

toxic flare
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thanks!

gentle rose
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I wouldn’t do . in mod IDs personally because that would get weird with the author notation

toxic flare
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waw I successed! thank you guys!

uncut viper
gentle rose
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(also, just because the name is giving me a vague idea of what the mod may be about, remember that if it’s NSFW you can’t post literally any details on this server šŸ˜…)

blissful panther
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Oh geez, missing a domain expiration is always spooky.

uncut viper
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at least it only expired literally like a few hours ago

rancid musk
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That reminds me, I should double check a couple of my domains that were on Google Domains, which was bought by Squarespace and I have recently transferred since their renewal was up. Just to make sure everything is going properly.

uncut viper
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seems like the kind of thing your registrar would yell at you a lot about in your inbox

gentle rose
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huh, squarespace bought google domains? I didn’t know that

iron ridge
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yep

rancid musk
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Yeah. It's crazy

gentle rose
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iirc last time I bought a domain it was through godaddy lmao

rancid musk
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Why would google sell a registrar it's literally a money printing factory

blissful panther
uncut viper
iron ridge
gentle rose
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is THAT why they’re trying to kill search using gemini?

iron ridge
uncut viper
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i did!

iron ridge
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ah, great

uncut viper
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it was in grace

iron ridge
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ahh

uncut viper
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(thankfully it also re-enabled my whoisguard or w/e bc i just realized if you'd checked like 20min ago the whois wouldve just doxxed me lol)

gentle rose
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that’s why I’m grateful UK’s whois has builtin anonymisation 😭

uncut viper
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that is fair

iron ridge
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thankfully most of my domains are on registrars that are one click for anonymisation

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all of them, I think?

uncut viper
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its a free on-by-default thing with my registrar too, i imagine its commonly so
but it went Poof when the domain expired bc the protection expired with it

iron ridge
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i really need to reduce the amount of domains I have, i had to make an obsidian note to keep track of them

uncut viper
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what you need to do is buy another domain to host your obsidian notebook on so you can keep track of them from anywhere SDVpufferthumbsup

iron ridge
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i didn't even know you could do obsidian on a domain

iron ridge
uncut viper
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theres some external libraries thatll turn your obsidian stuff into a page and then you can just serve that anywhere
its what i almost went with for my mod docs before i just decided to make em myself

iron ridge
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ooo

urban patrol
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regarding dialogue strings that should occur during an NPC animation, should those go into the schedule, or into the animation coding?

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they mention message keys in the animation tutorials but not what they are or how to code them, and the only example of a schedule with it i could find was like 0800 Town 49 88 2 "Strings\\schedules\\CharlesRowland:Soccer.000"/

thin hamlet
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Oh my god i didnt even think about it but the rocks in the quarry mine can drop ladders

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Is there any way to prevent it? It broke someone’s enemies lol

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Or somthing, i got a bug report about it

uncut viper
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it shouldnt, the game checks if you're on that level before saying its ok to spawn a ladder

hallow prism
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i don't understand what you mean by "it brokes someone's enemies"

royal stump
# urban patrol they mention message keys in the animation tutorials but not what they are or ho...

I'm not very familiar with it myself, but it looks like you'd want to do that in the schedule. The animation key would come before the dialogue key; the format's described here:
https://stardewvalleywiki.com/Modding:Schedule_data#Schedule_points
In your example, Strings/schedules/CharlesRowland is a targetable game asset. That schedule should load dialogue from that asset's "Soccer.000" key, if it has one.

rancid musk
royal stump
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So for something with both an animation and dialogue, it'd look like
0800 Town 49 88 2 animation_name_here "Strings\\schedules\\CharlesRowland:Soccer.000"/

rancid musk
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But it seems to work šŸ¤”

rotund elm
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Hey Button I know last night we came to the conclusion it’s not possible to add an item use animations with spacecore alone, but would it be possible using something like CPAT? I know currently it’s hidden so I probably can’t do anything at the moment but I’m trying to think of a work around.

urban patrol
uncut viper
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i havent the faintest

royal stump
uncut viper
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i dont know what CPAT is or does

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farmer animations are not done easily though

rotund elm
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Ooooof I really just want it to look similar to the warp totem one but I can’t seem to figure out how to do so without using C# 😫 thank you anyways

uncut viper
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is the item you're making a custom warp totem?

lucid iron
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is it an item or a building

rotund elm
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No I did add some totems but the two items I’m working on now are recipes you buy for unlocking machine recipes

thin hamlet
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ā€œI don't know if this counts as a bug but: I found the Crystal of Death in the Quarry Mines and I used my pickaxe on it; the crystal badly burned me (by the way, what can I eat/drink to heal from the burn?) and stairs appeared along with skeletons. I used the stairs and I found myself in a Skull Cavern level full of dinosaurs and when I started fighting them, they froze. I had to exit because I could do nothing.ā€ I could post their smapi log too

rotund elm
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So a cask recipe for aged ray venom and one for eel mayo

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I got the unlocking portion down, but the item just disappears when it’s right clicked so it looks more like a bug, I could switch it to a food and use the food animation and then make it so it’s like a special dish that unlocks the recipes tho. I didn’t think about that

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That may be better than the recipe item just disappearing in a millisecond šŸ˜‚

uncut viper
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a recipe should automatically be used when you buy it

rotund elm
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But there isn’t actually a way for me to unlock a machines recipe like that no? I may need to relook at the wiki

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I was of the understanding that works for crafting and cooking alone

uncut viper
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oh, i thought you meant a recipe to craft the machine

pine elbow
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i want to edit the map for the flower festival but i cant find a tutorial for this DX!!! someone said to me that festival maps work different than the normal ones, is this true?

brittle pasture
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you can also make your item show a hud message when used

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spacecore has a trigger for it

rotund elm
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I didn’t see that! That should work perfectly SDVpufferheart

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Thank you all!

brittle pasture
lucid iron
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For unlocking machine recipes (as in the actual put A in get B out) you could gate them behind a mailflag

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VMV does this for some

royal stump
uncut viper
pine elbow
brittle pasture
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you want the festival area to be permanently accessible?

brittle ledge
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you would basically need to load a copy of the map as a regular location

thin hamlet
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Anything i can do about it? Or report it to IE?

uncut viper
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report it to IE

pine elbow
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Sorry if you don't understand me, I don't speak English that well and I'm using a translator DX

thin hamlet
brittle pasture
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that would just be a regular map edit

urban patrol
lucid iron
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hm does RSV bonk down that tree

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turn it into stairs to their upper festival zone

fierce vault
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Hi again. I was thinking about frameworks today, and wondering how many frameworks are too many, because there is always a chance that some will stop being maintained and that a bunch of dependencies could stress a new player out who is interested in your mod.

I have a lot of possibly niche ideas that I may end up using at least a few frameworks for, but I don’t want to make the up keep of my mod a nightmare. Is there a list of frameworks that insure they will be maintained long term? And how many can utilized before the mod becomes too bloated?

uncut viper
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no mod will ever promise long term maintanence

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its all hobby work done by people in their free time

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if you want some kind of insurance, look for ones that are open source with a permissive license

ornate locust
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I think that if you need a framework to make your mod, that's what the framework guy made the framework for.

final arch
fierce vault
brittle pasture
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successors = anyone in the community willing to step up

fierce vault
brittle pasture
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though the idea of an SDV mod heir is tempting

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I hereby appoint chu and/or button

uncut viper
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also something wouldnt have a successor now if it was still being maintained

hallow prism
final arch
fierce vault
final arch
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we have usually stuffed them to some (in vanilla) unused area

ornate locust
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People don't exactly tend to make mods with a future where they are not maintaining the mod in mind

uncut viper
hallow prism
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my experience as a content pack author is that i didn't get a lot of obsolete stuff and usually with replacement or update

uncut viper
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(i would also entrust BETAS and CMCT to selph and/or chu too. they dont have a say in this.)

fierce vault
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What would you say are too many frameworks for one mod?

uncut viper
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((but also anyone in this channel with the mod author role has permission to do whatever they want with my mods in the event of my disappearance for longer than 3 months i just havent found a good license that says that yet))

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i would say too many is "how many do you need? that + 1"

ornate locust
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I don't think there's a specific number. Does it need them to run? yes? it's fine

brittle pasture
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SVE used to need 9 frameworks
I'd say as many as you want, and if you're worried make them optional

fierce vault
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Probably a good idea

final arch
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flower dance fest (with only RSV I think)

brittle pasture
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as lumina mentioned many frameworks now work with CP in a way that makes them able to be an optional dependency

ornate locust
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And if it genuinely needs them period, then... well, the alternative is not making the mod, so

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Even if you technically can do it your own way, it's also silly to reinvent the wheel when someone else has a perfectly nice wheel and is offering you one to use

fierce vault
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I was thinking about spacecore, and I have had issues on finding readable information on it

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for a beginner that is

ornate locust
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Spacecore's got like a thousand mods that depend on it, half everyone has Spacecore

reef kiln
uncut viper
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spacecore is probably one of the safest frameworks to rely on

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the only thing safer is CP

final arch
fierce vault
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I have played neither as of yet

uncut viper
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if the creator of spacecore is ever unable to maintain it, it will be maintained by someone else

fierce vault
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but i want compatibility with at least SVE…

fierce vault
reef kiln
rare orbit
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is it fine to use other mods as a reference? for both coding and visuals?

hard fern
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looking at examples is always good imo, so you can see how ... uhh it "works"

hollow pendant
#

how many of you would like for there to be a feature in my mod where you can punch lewis in the face

hallow prism
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reference, yes, most content pack authors are ok with copying bit of the json as long as it's structure and not personal

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assets, don't use them as base

rare orbit
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just wondering! wanna make a retexture for haley's bakery to semi match gwen's buildings

fierce vault
rare orbit
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at least to not look out of place

hallow prism
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(example : copying a mod patch to add a shop : ok
copying the whole DSV dynamic tokens : not ok)

hallow prism
fierce vault
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DSV? Sorry

hallow prism
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simplest option is to get permission

rare orbit
hallow prism
#

Diverse Stardew Valley

rare orbit
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great mod btw

fierce vault
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Oh, ok

reef kiln
rare orbit
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tho jas keeps changing to vanilla for me for some reason

hollow pendant
hallow prism
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airyn did a lot of work to set dynamic tokens fitting the mod's needs, so this is an example of personal json

ornate locust
rare orbit
#

i do do it for practice tho

fierce vault
hollow pendant
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one of the main examples of this is i made custom obelisk retextures based off of elle's seasonal buildings for the ridgeside, east scarp, and downtown zuzu obelisks

ocean sailBOT
#

@fierce vault You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

reef kiln
hollow pendant
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but yknow
not gonna upload em unless given permission by junimods

rare orbit
hallow prism
ornate locust
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I was doing compatibility for a new building for all the festivals, so all that's fresh in my head. Ridgeside's festival changes actually weren't too bad, but I just happen to put the building right by a path that is cleared to get to the Ridgeside areas

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They're all in new areas out of the way, generally speaking

rare orbit
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the configs vary tho based on if you're using the regular or seasonal variant

reef kiln
#

I do find it kinda funny how people get protective of changes they make to SDV with mods. You are literally altering someone else work by modding. Why get upset if someone alters yours. It seem hypocritical to me.

rare orbit
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i use the regular version since i am addicted to nyapu

hollow pendant
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im sorry this is really off topic but i just somehow got a second stone owl in the save im currently playing on

rare orbit
lucid iron
fierce vault
lucid iron
#

This is the same thought behind open source code licenses like MIT

rare orbit
#

i always credit people never claim it as my own

lucid iron
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Yeah sure use my spaget for whatever just make sure to credit thx

rare orbit
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tho frog has a point cause often times ya are editing original assets

lucid iron
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When it's an edit of original game asset i clearly mark that exception in my license

rare orbit
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and idk if it's just me but learning pixel art is hard especially if you started on another medium

hallow prism
lucid iron
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I don't think I'm getting sued for this stuff ever but it's good as notes to self too

tender bloom
final arch
hallow prism
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also most people in the community are ok with their content being edited as long as they are asked so, i don't know, courtesy is not a bad thing?

final arch
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  • that said most ppl allow use of their assets for reasonable stuff
rare orbit
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i do gotta ask don't most people still gotta use stardew's assets as a basis to not make the game implode?

hallow prism
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(also CA benefit from people making mods for the game, while another modder using our assets is unlikely to have any impact on us, anyway)

rare orbit
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ex making a building it's gotta be about the size of vanilla buildings

rough lintel
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nope

rare orbit
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or knowing how harmony works

tender bloom
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Not for buildings, yes for objects

rare orbit
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im just askin

tender bloom
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Harmony isn't part of the game

fierce vault
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There is a difference between re-using some basic json and taking someone’s original art.

rough lintel
#

c# is a different minefield completley unrelated to this

hallow prism
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adding assets isn't necessarily super costly in most (reasonable) cases

tender bloom
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So, for objects things like "must be 16x16 pixels" isn't really a CA original

#

though it is a stardew limitation

rare orbit
#

wait then how do some mods like flower dancing exist? im sure ya gotta use c# to edit that

rough lintel
#

no

tender bloom
#

Harmony is one small part of C#, and the festivals are data-driven

rough lintel
#

wdym flower dancing mods tho

hallow prism
#

harmony can be used, it's not part of the game, same way that mods can be used, they aren't part of the game

tender bloom
#

When you write C#, it's typically not a straight copy-paste of the game

rare orbit
rough lintel
#

huh??

#

you can dance in the flower dance tho?

hallow prism
#

(a mod changing the farmer anim, lani)

tender bloom
#

Often you're writing new code that interfaces with the game, a bit like how jsons for content packs interface with their frameworks

rare orbit
lucid iron
#

When i write a C# mod I'm not shipping the entire game code with it

rare orbit
#

this one

reef kiln
lucid iron
#

I link to it instead

tender bloom
#

That one is indeed a C# mod

rough lintel
#

yeah

rare orbit
#

tho as a result ya can't use custom clothes

#

like fashion sense

#

idk if it applies to anything for the head

tender bloom
#

I don't know how it works in detail, but there's definitely a bit of original stuff in there that isn't from Stardew, if not a lot

rancid musk
tender bloom
#

it's raining giant crops?

hard fern
#

uh oh

tender bloom
#

ooh, nice

#

(made joke before watching video)

rancid musk
#

Look things happen in my test world

rough lintel
#

i want to do something with cloudy skies but i have zero ideas on what to do lol

hard fern
#

can you imagine if it did rain giant crops

rough lintel
#

i am simply not imaginative

#

weather-wise

reef kiln
#

Fashion Sense is a weird mod. They are not actually clothes. Makes easier to make make the outfits i guess but does make it different. I would rather the be actual clothing.

rancid musk
#

Make it rain giant crops /s

final arch
#

Fashion Sense has capes and stuff

hallow prism
rough lintel
#

ā€œweirdā€ mod is a definitely weird choice of words

#

they are quite literally clothes. lol

calm nebula
rare orbit
#

fashion sense can be useful tho

calm nebula
#

do this I double dare you

rough lintel
#

you just dont equip them in the clothing slots

rare orbit
#

mainly for seasonal clothes

brittle pasture
rare orbit
#

tho i gotta look cute in game soooooooooo

calm nebula
#

hang on only me and Elizabeth are pink, we gotta go back to matchy matchy names

reef kiln
#

Really that cool, I did not know that.

rough lintel
hard fern
#

im going to forever be orange

ornate locust
#

"Tragedy struck today as a giant melon crushed an elderly woman in Stardew Valley. Evelyn Mullner was..."

calm nebula
#

tbh I really should go back to being purple, see the "ex-modder" thing

#

also, I like purple

ornate locust
reef kiln
#

I am happy with blue. Blue is my favorite color. I dont want to level up because I want to stay blue...... but I know it will happen at some point.

ornate locust
#

minding your own business and a cauliflower's squashed your best friend

#

Grandma taken out by a giant sky melon

lucid iron
calm nebula
#

yes! one brain cell

#

although I monopolize it

#

Lani knows I do

hallow prism
# lucid iron VMV does this for some

(just saw this and want to mention that sometimes people are confused however, partly because they don't expect this. More mods using this will make it more common and obvious however)

merry rampart
#

i just spent the past hour trying to figure out why my watering cans werent animated properly and then i realized... it's because i didnt put the Y target number in correctly....

rough lintel
rancid musk
#

Hmm. Should I make a trigger action for instantly changing the weather? It doesn't update NPC schedules but I could see a mod maker wanting to use it in a custom location for dramatic effect. šŸ¤”

#

For that matter I never added a trigger action for setting tomorrow's weather

#

Huh. Guess I need that too.

unreal robin
#

hi people! i am still new in this mod thing. i wanted to ask you a question, i made an ā€œupdateā€ of a mod in TMXL Map Toolkit format of the mod Buildable Seasonal Arbors for TMXL Map Toolkit of the author hadiwrites42, i passed the mod to content patcher, i can upload it or i need permission from the modder (it is obvious the last thing lol ) but i have sent him a message and i have no answer ):

brittle pasture
#

always contact the author if perms isnt open

merry rampart
#

no answer does not mean you have permission

brittle pasture
#

if you don't get a reply then 🤷 (clarification: no permission)

merry rampart
#

no answer = no permission

#

ok these watering cans still arent working correctly. i shall try and spend more time figuring out why later

hard fern
#

Yeah, unless the author hss mentioned somewhere that "if i don't respond for x period of time it's fine to do whatever" then best to keep it to yourself

#

Chances are that modder may have just quietly retired

rancid musk
#

All today's Cloudy Skies work, for the record, is brought to you by my ADHD brain deciding scope creep sounded fun after I thought "hey Cloudy Skies is my most framework-y framework mod, and already has random things, I could put my "big craftable actions" patch into that instead of Better Crafting and it'd be accessible on android."

That and fixing the "error" on android it has (by just not logging when that patch fails on android, since it's meaningless).

brittle pasture
#

did BC ever work on Android?

rancid musk
#

Better Crafting has never worked on android and never will.

#

It's basically one giant custom menu and android has a different UI. I have no desire to remake it for android.

toxic flare
#

I'm trying to make some sprites for my custom npc, but what program should i use? It would be nice if i can use 'Dialogue display framwork continued'

iron ridge
#

!software

ocean sailBOT
brittle pasture
#

your second sentence seems unrelated to your question?

reef kiln
rough lintel
#

that framework probably lets you use halfbody sprites/display more than just head sprites for convos

toxic flare
#

noo that mod

rough lintel
#

hence nyang asking that

toxic flare
#

yes it is

brittle pasture
#

right, but you still need to draw, which is presumably what your question was about

rough lintel
toxic flare
#

art programs

rough lintel
toxic flare
#

are you korean?

rough lintel
#

but it’s not free. libresprite is free

#

no, i speak it though lol

toxic flare
#

ok good

iron ridge
rough lintel
#

i think there is a list…

#

!programs

#

shit

#

whats the command

toxic flare
#

hmm but i don't know the form of a sprite, all-in-one or seperately

merry rampart
#

!pixelart?

rough lintel
#

!pixelart

ocean sailBOT
#

Where to Start With SDV-Style Pixel Art
If you've never done pixel art before, don't stress! It's easy to pick up the basics - the key is to start small, ask for feedback, and incorporate that into your work.

To start, you'll want an art program. See a list of recommended programs in the !software command.

Here's some good beginner tutorials!
http://pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139322
https://medium.com/pixel-grimoire/how-to-start-making-pixel-art-2d1e31a5ceab

To start off, try opening an existing portrait and changing the outfit. Start small: edit a shirt pattern, change a jacket collar, or remove a scarf and draw the clothes underneath. Ask for feedback too! The best way to improve is learning how to identify what's wrong and why, so then you can work out how to fix it.

Here's more good tips from the artist of "Celeste":
General pixel art 1: https://www.patreon.com/posts/pixel-art-1-6971422
General pixel art 2: https://www.patreon.com/posts/pixel-art-part-2-11225146
Outlines: https://www.patreon.com/posts/outlines-14106192
Shading: https://www.patreon.com/posts/shading-13869731
Portraits: https://www.patreon.com/posts/portraits-8693396

SDV has a few quirks to remember too:

  • Colour limits: Limit the number of shades you use - stick to six including the outline.
  • Hue shifts: Rather than making shadows and highlights lighter or darker versions of the base tone, SDV shifts the hue too. Eg. a base orange will have yellow highlights and red shadows. This goes for skintones too!
  • Light source: SDV uses a top-right & slightly forward light source - check the vanilla art for reference.
    Most importantly, don't hesitate to ask questions and get advice from people. Have fun!
merry rampart
#

hmmm

toxic flare
#

if i look at other similar mods, there are some images that many images are combined

merry rampart
#

anyway i got my watering can working finally. so now i am taking a break

proud wyvern
toxic flare
#

but others don't

rough lintel
#

free art programs you can consider:

  • libresprite
  • firealpaca
  • medibang
rough lintel
toxic flare
#

hmm isn't there a way to expand it??

brittle pasture
#

those other mods probably use frameworks that change how the sprites are arranged
for now we recommend following how the game does it (64x64 squares)

rough lintel
#

yes!

#

you can make bigger portraits

toxic flare
#

but how?

rough lintel
#

just size up the canvas

#

you can make portraits in any dimension, as long as they are square

#

they can be 128x128 or 256x256

lucid iron
#

you need HD portrait mod for that

#

people tend to expect a 64x64 "vanilla style" portrait, though there are hd portrait only npcs out there

#

the current ways to do HD portrait include portraiture and scale up 2, i recommend the latter because it's easier for the user

brittle pasture
#

SpaceCore also works right

#

though I don't think there's one mod that does it

lucid iron
#

spacecore's way is inconvienant cus you have to target each portrait

#

you can do it though, and its gotten easier thanks to local tokens

#

casey PR local tokens just for this usecase trust

brittle ledge
#

and rainbows!

dusk mulch
brittle pasture
#

huh TIL bombs only damage monsters/farmers in a smaller square inside the blast radius square that doesn't match up to the explosion area

#

I suppose it's to make the bounding box calculations cheap and fast

dusk mulch
#

I am using BETAS to use a touch action to display a message but I am taking the message straight from the i18n instead of putting it into StringsInMaps, but only the 1st word is showing up in the dialogue box.

                    "Position": {
                        "X": 51,
                        "Y": 19
                    },
                    "Layer": "Back",
                    "SetProperties": {
                        "TouchAction": "Spiderbuttons.BETAS_Message {{i18n:notent2}}"
brittle pasture
#

have you tried wrapping it in quotes?

#

the trigger action thinks the space in your message is an argument separator

dusk mulch
#

Oh...

brittle pasture
#

if it doesn't work you'd need to go the StringsInMaps route

dusk mulch
#

So...

                    "Position": {
                        "X": 51,
                        "Y": 19
                    },
                    "Layer": "Back",
                    "SetProperties": {
                        "TouchAction": "Spiderbuttons.BETAS_Message\'{{i18n:notent2}}\'"

Like that? (I have never been too good at working with quotes if you couldnt tell)

#

I will go check the formatting documentation...

brittle pasture
#

probably (only Button knows for sure haha)

rotund elm
#

is there a way to filter items by mod in CJB item spawner or is it just by name? Don't see anything on the mod page

dusk mulch
#

Well it didnt come back with an error

#

Or a function...

#

It just doesnt work at all now.

brittle pasture
#

you're missing a space between Message and the first \'

dusk mulch
#

Thank you!

#

(I needed double quotes, not single)

uncut viper
#

correct, if there are spaces in the resulting message it must be wrapped in quotes. if there are quotes in your message then it gets even messier. however as a note you do not need to use StringsInMaps as an alternative, you can place the string in any asset and provide a translation key

dusk mulch
uncut viper
#

(and it requiring double quotes and not single quotes is not a BETAS thing (not that im saying you were saying that) but rather a Vanilla Game thing. it looks for regular quotes when splitting arguments)

dusk mulch
#

ah, got it, thank you again!

uncut viper
#

the translation key method is my recommended one bc of stuff like this but you're fine to not change it

#

if it works, it works

dusk mulch
#

1st rule of modding: If it works, don't touch it.

gritty hazel
#

so uh
why do these not have a price?

#

oh bc i dont have hte book on that save that shows prices

dusk mulch
#

If I wanted him to go to another place would I need another line or would I do it in the same string?

{
"spring": "900 NotAGardener.FL_Guild 4 12 2"
}
brittle pasture
#

by default item prices arent shown

brave fable
dusk mulch
#

oh... thanks... šŸ˜…

orchid glade
#

Is there any token, like {{TargetWithoutPath}}, that can get from Portraits/Demetrius_Winter to Portraits/Demetrius ?

brittle pasture
#

don't think so

brave fable
#

e.g.

{
"spring": "900 NotAGardener.FL_Guild 4 12 2/1000 Town 25 45 1/2500 Forest 10 14 0"
}
orchid glade
#

darn, i suspected not

brave fable
#

to be clear, each different string in your Schedules data is another day's possible schedule; the game will pick the most appropriate schedule for the day based on the conditions parsed from the key

dusk mulch
#

I am only doing 1 schedule, spring

gritty hazel
#

ok so
do i need to make an entirely different c# mod to modify the item the contentpatcher mod adds
or is there some way to insert c# code into my contentpatcher mod itself?

brittle pasture
#

it would be a separate mod from your content pack

#

but you can bundle both of them in the same zip

gritty hazel
#

pain
guess ill have to find out how to format c# mods too

brittle pasture
#

!startmodding follow the guide if you havent already

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.

violet valley
dusk mulch
#

Jeez, this mod is so big it is a whole megabyte and it adds a new location, a new NPC, new lore.

lucid iron
#

1 MB is not that big for content mod

inland cedar
#

Looking for someone can do me a favor to make sprite for 3 items which are license-style for market town. Tried but I really not art person

lucid iron
#

!commissions

ocean sailBOT
lucid iron
#

Probably better luck asking in the art channel

ivory plume
brave fable
#

that said, i haven't played cook showdown, but you're right that it does look pretty big hahah

dusk mulch
#

I have set up i18n, how do I setup the randomization token?

lucid iron
#

(its big because they included townInterior.png (557.4 kB))

vernal crest
tiny zealot
dusk mulch
vernal crest
dusk mulch
#

I can do it with either default.json or dialogue, thank you though!

#

(i hope i can do it with both)

dusk mulch
vernal crest
dusk mulch
gritty hazel
#

so uh
what am i doing wrong?

brave fable
#

you're going to need to share your full content file for us to know

lucid iron
#

that doesn't look like a Load target

#

!json

ocean sailBOT
#

JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.

If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.

When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.

vernal crest
# dusk mulch So how would they be seperated/ formatted? I am a bit confused, sorry

That's okay! In your i18n, you'd have this:

"JortsCat.rain.1": "Hi, @! Wow, you're wet!",
"JortsCat.rain.2": "Hiya, @. We're staying inside today. I get bad-scrungy when I'm wet.",
"JortsCat.rain.3": "I'm protecting Jean today! Scary thunder can't get me!$h",
"JortsCat.rain.4": "Lots of people get sad when it rains. If you have time, maybe visit some people for us?$h",
"JortsCat.rain.5": "It's dark right now, but I'm sure there will be more sunbeams.$h"

This is just to match up with the example from the tutorial. In your case if you do only want two options, you'd just have your range be Range: 1,2 and then you'd only have keys 1 and 2 in your default.json.

dusk mulch
#

Ohhhh that makes more sense now, ty!

lucid iron
#

yea you didn't do Load

calm nebula
#

I enjoy the smoked error item

brittle ledge
# vernal crest Ah ha! Good old Tia. [This bit of their NPC tutorial](<https://stardewmodding.wi...

There's also a tutorial specifically for it! (Which I should link in my tutorial) https://stardewmodding.wiki.gg/wiki/Tips:_Using_i18n_for_Easy_Dialogue_Randomisation

Stardew Modding Wiki

With the game's default dialogue setup, you would be limited to 168 lines of dialogue: one per season, alternate heart level, and day of the week. However, you can use i18n to easily create a pool of randomised dialogue, either to extend the amount of dialogue beyond the 168 line limit or to remove the season/heart level/day conditions without r...

calm nebula
#

This isn't helpful advice I just like it

gritty hazel
lucid iron
#
{
  "Action": "Load",
  "Target": "{{ModId}}/objects",
  "FromFile": "assets/objects.png"
},
#

after that you can use "Texture": "{ModId}}/objects",

gritty hazel
lucid iron
#

nope its a token

gritty hazel
#

got it!

lucid iron
#

it'll get replaced automatically by the elves who live inside contentpatcher.dll

calm nebula
#

Pathoschild's army of little magic elves

rancid musk
#

.s/elves/junimo/

brittle pasture
#

that's actually just pathos
he manually performs every replacement on his computer

brave fable
#

ah my dynamically-linked lackeys

gritty hazel
#

alright!

#

that worked

lucid iron
#

These must be some fancy fish sauce

#

To give u only a little bit

gritty hazel
lucid iron
#

The bottle looks small and fancy i mean, not relevant to making mod Dokkan

gritty hazel
#

ah

#

some of that fish sauce is pretty fancy

gritty hazel
gritty hazel
#

is there a way to make smapi reload assets without restarting SV?

brittle pasture
#

!reload

ocean sailBOT
#
How do I reload my changes while I'm still in game?

-You cannot reload tokens, that's a forced restart unfortunately
-If you've done any CHANGES, then type into SMAPI:
patch reload YourMod.UniqueID
-If you've done i18n DEFAULT.jSON changes, then type into SMAPI:
reload_i18n then
patch reload YourMod.UniqueID
-C# Visual Studio has a feature called Hot Reload
-C# Rider also has Hot Reload
-Generally working in C# it will be called "Hot Reload" (usage may vary)

vernal crest
#

I think this line @event.CurrentCommand += 2; in the awardFestivalPrize event command code is causing it to skip over the next command in the event when used (which is what is happening in my testing). Is that a reasonable interpretation?

dusk mulch
#

Is making an event as hard as people say?

brave fable
#

it takes a little creativity, a fair amount of cross-referencing, and a lot of testing

#

i'd say it's more a test of endurance than a test of skill, so if you're determined you can get through them

vernal crest
#

It can be if you're not patient and willing to research and troubleshoot, yeah.

hard fern
#

i say it's hard but in reality im just impatient

dusk mulch
#

hm, alright

brave fable
#

it doesn't help that the scripts in the game already are barely legible without pulling them apart yourself into a more readable format, so even referencing vanilla game content is difficult

#

and oftentimes the more fancy behaviours are specifically hardcoded in Event.cs

dusk mulch
#

Fun...

brave fable
#

ABSOLUTELY

dusk mulch
#

I will see if I can make one based off documentation

brave fable
#

there's a good number of very helpful guides and resources on the modding wiki though, so i'd suggest starting there, and starting SMALL

dusk mulch
#

I just need an event that explains the lore of the area i am adding, so just some dialogue and not much more.

#

I think this one suits me.

#

tbh im just going to rip one from the vanilla game and edit it to what i need

vernal crest
#

I would find events much harder if they still had to be single line. I am a blessed 1.6 modding baby.

brave fable
#

it's honestly harder for me to find and edit a vanilla event than it is just to make one from scratch. too many files, too many commands, too many lines

#

not that i've made many events mind

vernal crest
#

Yeah it's much easier to build up an event line by line imo

calm nebula
#

Events ā˜†hissesā˜†

dusk mulch
#

wait wait wait- is this a joke? You're telling me if I want to move an actor in an event I have to do it 1 tile at a time?

brave fable
#

well 1 direction at a time, by the given number of tiles

#

there's no pathfinding as such

dusk mulch
#

😭

#

i shall persevere

brave fable
#

you're gonna be saying that a lot lol

vernal crest
#

You can use advanced move so you can do it all in one command if you want.

calm nebula
#

Clearly someone should put pathfinder into events. That will totally end well

rough lintel
#

because you move - pause - speak - playsound - pause - move - whatever the hell

#

u account for all of it

dusk mulch
#

well i finished the json... lets see how it goes...

rough lintel
#

good luck

dusk mulch
rough lintel
#

exactly like

#

šŸ˜µā€šŸ’«

dusk mulch
#

i think i forgot to make the event run

vernal crest
#

You can just use debug ebi EVENTID (matching the capitalisation for your event ID perfectly) to run the event.

#

For testing

dusk mulch
#

ohhh

#

so the event doesnt register like, at all

#

do i need to follow the same filepath as the vanilla game?

#

at least when i was testing this, i found a bug

vernal crest
#

If you want to put it in the same location as the vanilla event you copied, yes

brave fable
#

yes, you need to follow the same conventions as all existing events: Data/Events/MyFunnyLocationName, e.g.

{
    "Changes": [
        // Blanks
        {
            "Action": "Load",
            "Target": "Data/Events/{{SHRINE}}, Data/Events/{{HOUSE}}, Data/Events/{{HALL}}",
            "FromFile": "assets/Blank.json"
        },
        // Events
        {
            "Action": "EditData",
            "Target": "Data/Events/{{SHRINE}}",
            "Entries": {
                "spring": "haha"
            }
        }
    ]
}
dusk mulch
#

...i forgot to even load it...

brave fable
#

common fence to fall at!

vernal crest
#

You should not need to load anything if you are editing a vanilla location

#

(that already has events in it)

#

But yes if it's custom or a vanilla location without existing events, it definitely needs to be loaded

dusk mulch
#

well it is a custom location without events so...

dusk mulch
vernal crest
#

You can't use CP tokens inside Load actions, so if you're planning to use i18n or the {{ModID}} token, you will need to Load a blank json first and then use editdata to add your actual event.

dusk mulch
#

So what was the point of me making the JSON for the event?

vernal crest
#

What do you mean? If you didn't write the event you...wouldn't have an event.

dusk mulch
#

Yeah but from what I understand I would just need to write the event in the editdata anyway.

vernal crest
#

Then you will need to explain what you mean by "making the JSON".

dusk mulch
#

I made a json that has the event data in it, thats it. Was that not needed?

vernal crest
#

Nope.

dusk mulch
#

😭

vernal crest
#

It's not a big deal, you can just copy what you wrote into your content.json or turn this into an include file instead.

dusk mulch
#

NO- NO- NO- FUCKKKK I ACCIDENTALLY DELETED THE EVENT DATA AND MADE THAT FILE INTO A BLANK

#

😭

#

why cant i ever have a smooth experince

brave fable
#

your first mistake was using Notepad

dusk mulch
#

i will go set notepad++ to my default

#

and i cant set notepad++ to the default app in settings

rotund elm
#

Heyo, does anyone know what mod people use to add items to the fishing treasure chests now? I completely forgot which one it was

brittle pasture
#

item extensions

rotund elm
#

Ahh yes ty Selph!

brave fable
dusk mulch
#

notepad++ didnt show up when i did that, i had to go to the file location of notepad++.exe

#

now time to rewrite the entire event...

#

I think I need a break for now tbh, this takes a toll on me

livid elk
#

is there one like this for stardew btw or nah

#

can someone please make a fkin mod like this ty

vernal crest
#

Does anyone know what this item is and where's it's used in game?

versed wyvern
#

Looks kinda like a blueprint but I don't think I recognize it from anywhere huhf

dusk mulch
#

well i re-wrote the event, time to see if it works

#

welp that would be a no

tiny zealot
vernal crest
dusk mulch
brave fable
vernal crest
dusk mulch
dusk mulch
vernal crest
#

Speaking of escaping, the 1.6 migration page says that event commands are now quote aware so they can be escaped and gives an example...but I don't see any escaping in the example.

#

Is it that the forward slash in A/B doesn't need to be escaped anymore?

tiny zealot
#

it's a weird example since it's a malformed speak command, but the idea is the string I'm running A/B tests is one argument, including the slash and spaces, since the quotes make it so

dusk mulch
#

welp i fixed the jsons... lets see how it goes...

vernal crest
#

Whereas in the past it would've needed to be "I'm running A\/B tests" or something?

tiny zealot
#

you would still need the \" i'm pretty sure, since event strings are still embedded in json strings

vernal crest
#

(Don't know how to escape forward slashes)

#

Yeah I am quite confident that the example doesn't actually work as-is because the quote marks need to be escaped

ivory plume
#

(Before 1.6 there'd be no way to have an NPC speak text containing / directly in the event script, since that would immediately split the event commands.)

tiny zealot
#

i'm also fairly sure speak requires an NPC argument

vernal crest
#

Ahhhh it broke my game trying to even test it without escaping the quote marks

dusk mulch
#

BRO HOW DO I MESS UP A BLANK JSON

ivory plume
#

(The example on that page is also showing the actual event syntax, not the escaped format you'd use through a Content Patcher JSON.)

vernal crest
dusk mulch
#

i know

#

it does

#

well...

#

i got the event to start...

#

uh...

#

the music plays but my character doesnt move and an error item drifts across the screen

brave fable
#

just think... 8 years ago u couldnt even dream of doing this

vernal crest
tiny zealot
#

pathos means that's the format as the game sees it

ivory plume
#

(The event scripts in-memory and in the original XML don't need to escape quotes; that's only needed when writing JSON/C# strings due the strings themselves using the quote characters.)

dusk mulch
vernal crest
#

Ah, I see.

dusk mulch
#

is there a debug command to stop an event? or go to the main menu? im kind of softlocked unless i close the game

vernal crest
#

I hope it's okay if I write that slightly differently on the events page because I suspect I'm not going to be alone in not knowing that when trying to use the wiki as a reference for writing events.

dusk mulch
#

Thank you

versed wyvern
#

Could also give it the skippable flag in the json so you get the skip button

vernal crest
#

There are parts you can't skip even with the skip button. Like during a globalFade.

#

Or if you manage to break it in the first three commands, maybe.

dusk mulch
#

making an event is so funny sometimes because you could just randomly have 5 farmers walk into the void

vernal crest
#

In other news, I cannot get changeToTemporaryMap to pan regardless of argument and I do not know why.

vernal crest
# dusk mulch Did you set a value for it?

That's what "regardless of argument" was meant to convey. It doesn't pan whether it's changeToTemporaryMap Forest/, changeToTemporaryMap Forest true/, or changeToTemporaryMap Forest false/.

vernal crest
#

Welp, rokugin figured it out. The reason it won't work for me is because the panScreen method that [pan] controls DOES NOTHING anyway xD

merry rampart
#

trying to animate the remaining upgrades on the remaining watering cans. it doesnt show when i face up on any of the upgrades, but it does on the base one. and i cant figure out why

ive double and triple checked to make sure all my numbers are correct and they are. i have no idea why it simply won't show

#

ok it seems im not going insane. the cans dont appear in vanilla either

merry rampart
#

not sure what you're apologizing for but its ok

dusk mulch
#

In this event the farmer just walks infinitly to the right, and I dont know why.

(The snippet is the only bit of the event where the farmer moves.)

desolate/-100 -100/farmer 6 19 0 {{ModId}}_Tantelot 4 12 2/skippable/viewport 6 15/move farmer 6 15 3 false/move farmer 4 15 0 true/move farmer 4 14 0

hard fern
#

i might have an idea as to why

#

but also

#

where is the issue happening?

dusk mulch
hard fern
#

no i mean

#

in what part of the event

dusk mulch
#

just after the 1st 3 commands

#

you can tell because the music flag is set at the start of the snippet

hard fern
#

ok, well are you sure the farmer can even move 15 tiles to the right

#

wait

#

wrong direction

#

6 tiles to the right

dusk mulch
#

wait i thought the move command moved the actor to the specified tile and made them face that direction when they were done

hard fern
#

no it doesn

dusk mulch
#

then... what am i doing?

hard fern
#

uh... making the farmer stuck

#

it's trying to move the player 6 tiles to the right, then 15 tiles down

#

which, clearly it can't

dusk mulch
#

oh good lord

hard fern
#

did you read the page on events on the modding wiki?

#
Stardew Modding Wiki

This tutorial breaks down Sunberry Village's simplest and shortest event to help explain each command.

ā€œ20031402ā€: This is your event ID. Make sure it’s unique. You can prefix it with your update key (AKA the number on the link to your mod page). The way event IDs are formatted will be changed in 1.6 to look something like this: ā€œskellady.SBVC...

dusk mulch
#

i read the page on the normal wiki

hard fern
#

but also i dont know if you can move the farmer like that

#

one sec

dusk mulch
#

ohhhh i get it now

#

ty!

hard fern
#

so you need move farmer 6 0

vernal crest
#

FYI the events page on the official wiki has just been fairly extensively edited so make sure you refresh the page if you're currently using it

hard fern
#

wait i dunno where you're tying to put the farmer... well in whatever direction you need to move them

#

SDVpufferdead im a little frazzled

dusk mulch
#

alright, i get it, ty!

#

now... lets see if my Frankenstein event works

#

annd i did it backwards.

hard fern
#

the perils

dusk mulch
#

almost there, just need to stop the farmer from walking through the desk

hot gale
brittle pasture
hot gale
#

Hmm, so there isn't really a fix?

uncut viper
#

odds are your cask is still actually functioning correctly, its just the UIIS2 display

hot gale
#

I hit the cask with an axe and got the aged mead immediately

#

Supposed to take 45 days lol

merry rampart
#

I have three configs in my CP pack, lets call them OptionA, OptionB, and OptionC

I want to make a condition that applies if one or more of these configs is marked as true. How would I go about doing that?

brittle pasture
#

yeah you probably don't want to use the cask then, it works differently from regular machines in a way that's only really amenable to the basic "increase quality" rules

hot gale
#

Hmm. I see. Not sure how else I would age some mead

uncut viper
merry rampart
#

yes

hot gale
#

How do other mods tackle aging custom alcohol

brittle pasture
#

they don't age into a different item

hot gale
#

Oh

uncut viper
#

theres a good chance im completely blanking on the obvious and easy way to do the OR you want for your configs
but i think you can do "Merge: {{ConfigA}}, {{ConfigB}}, {{ConfigC}}": "true"

merry rampart
#

hmm

#

ill try it and see

hot gale
#

Could I make a custom machine that looks like a cask but acts like a keg? :p I don't understand how casks work I guess, they just add quality to items?

brittle pasture
#

they add quality and only work inside specific locations (including the cellar)

hot gale
#

Hmm, would this be of assistance? I have it installed already for something else https://www.nexusmods.com/stardewvalley/mods/2642

Nexus Mods :: Stardew Valley

Adds a way to customize the casks. It comes configurable with Pickles and Maple Syrup but can be changed to add any 'Object' and change the time of the products that already work on casks. You can als

brittle pasture
#

re: your question, sure, if that's what you want

#

I don't think that mod helps

#

from a design perspective I recommend adding a rule to age your mead in the preserve jar

#

if the aged mead absolutely has to be a separate item

hot gale
#

Was thinking of maybe adding my item to its' CaskData.json, but i enabled "Age all Items" in the config menu and that had no effect it seems

#

Good idea

#

Any other way seems like too much of a headache

brittle pasture
#

post 1.6, CCM's only feature that vanilla machines doesn't have is the ability to define extra cask-like machines

#

you still cannot make casks take A -> B machines rules cleanly

hot gale
#

shame

#

Is there a master list of what the machine IDs are? (BC)163 etc

brittle pasture
#

!itemids

ocean sailBOT
hot gale
#

thanks

#

I need to work on balance now :p

dusk mulch
#

i just finished the event, i still have to do:

i18n, dialogue, schedule, and debugging

hot gale
#

Hmm should I make the player require more than just the regular mead to age it

#

like sugar or something

brittle pasture
#

(I wonder if I should look into adding cask configs to Extra Machine Config now)
(alas my brainworm's telling me to make freezing bombs and bait that presmoke fish)

hot gale
#

presmoked fish, my gawd

#

lava bait lol

brittle pasture
uncut viper
#

presmoked fish bait makes me think of it like those instant ramen cups from i think cowboy bebop

#

i hope thats how theyll work lore-wise in your mod

brittle pasture
#

unfortunately it's just magicā„¢ļø
but dang that concept is cool though

uncut viper
#

but think about it, it would make perfect sense for the charge to detonate when you pull the fishing line!

#

give it a yank when its bitten and bam. insta-smoker

#

dont tell Willy

hot gale
#

Thinking about the preserving jar angle, I ideally now would want to add a handful of different aged meads. Strawberry, grape, etc that are made in the jar by combining regular mead and respective fruit

brittle pasture
#

(the scope creep comes for us all SDVpufferwoke )

#

but yeah as mentioned, if you want those recipes now might be a good time to look into EMC

hot gale
#

I have extra machine config, Ill peruse their wiki or w/e

brittle pasture
#

SDVpufferthumbsup and feel free to let me know if you have questions

hot gale
#

Thanks!

brittle pasture
#

(I'm going to bed now though so probably no answers until hours later. others can help though!)

uncut viper
#

(not me. i dont know machines)

merry rampart
uncut viper
#

if someone ever looks in your mod later and says "why are you doing this merge thing, just do [easier method]" feel free to blame me

dusk mulch
#

ive been working on this mod for a whole week now and its nowhere near perfect SDVpuffersob

uncut viper
#

perfection is an attribute that no mod reaches

dusk mulch
brave fable
#

i mean you can always use perfection tweaker

#

just lower your standards

dusk mulch
#

anyway

#

im going to go use a headcannon generator

vernal crest
brave fable
#

a mere, pitiful, brief 10 months...

dusk mulch
#

i would love to see it

vernal crest
#

No, I'm nowhere near beta lol

uncut viper
#

im coming up on 2 years soon personally SDVpuffersmile

dusk mulch
uncut viper
#

zero chance of me releasing a beta version of an NPC

brave fable
#

technically i'm still working on my first mod

dusk mulch
dusk mulch
vernal crest
#

Doesn't count if it's released, blueberry

uncut viper
#

no, just not wanting to waste the nexus new release bump window

brave fable
#

my first mod isn't released SDVdemetriums

dusk mulch
uncut viper
#

and dont want people to think "[NPC]? isnt she unfinished?" even after ive finished her

dusk mulch
#

Fair enough

#

my i18n is going to be the death of me istg it is such boring work and i REFUSE to use the i18n-ifer

vernal crest
#

Then you're just hurting yourself

vernal crest
#

Then maybe don't complain about it?

dusk mulch
#

😶

devout otter
uncut viper
#

i think with enough time and effort, we could make that even more needlessly complex

#

the most complicated When condition anyone has ever seen

dusk mulch
#

Well I went from 13 lines of dialogue to 24

hot gale
#

Where would I find the best wiki for vanilla documentation like this

uncut viper
hot gale
#

Thanks so much!

uncut viper
hot gale
#

Awesome, thanks!

rotund elm
#

I am trying so hard right now to avoid having to add a new machine to the game XD, but there is nothing I can put pearls into X[

brave fable
#

put pearls into wallet, sandwich, mouth,

#

pierre,

#

beloved villager with less than 10 hearts,

dusk mulch
brave fable
#

well you can sell pearls can't you

dusk mulch
#

OH-

#

Uh- yeah!

#

You can.

rotund elm
#

I think a sandwhich with pearls would be nice, everytime you eat one in a couple hours you randomly passout and end up at the clinic

uncut viper
#

BETAS can do that—

dusk mulch
#

is this classified as a "big mod"? (just based off the files)

uncut viper
#

no

brave fable
#

one folder? pathetic

dusk mulch
#

oh alright

dusk mulch
#

i also have the i18n

uncut viper
#

there are non-expansion mods in the hundreds of megabytes

brave fable
#

well again i can include 1 line of dialogue and 20 music tracks for that effect

#

the mod won't be big, but it will play music

royal stump
#

I'd assume that means music or extremely HD sprites, yeah SDVkrobusgiggle

brave fable
#

finest 4k upscaled pierre expansion

uncut viper
#

or just a lot of regular sprites

royal stump
#

I guess sheets and such do add up too

uncut viper
#

i mean DSV alone is 133mb

brave fable
#

jesus

inner harbor
#

someone on Reddit was after a Marlon Marriage mod that worked with SVE.

fossil osprey
#

Good luck for them

inner harbor
#

haha yeh.

dusk mulch
#

oh.

#

it was you.

inner harbor
#

No, it wasn't me - although I wouldn't mind marrying Marlon in a game, I don't play SVE.

rotund elm
#

What if I gave the recycler an actual use that didn't involve trash? SDVpufferchickbig2

uncut viper
#

i wouldnt call it a recycler then

brave fable
#

some kind of deconstructor

rotund elm
#

fair

inner harbor
#

but we already have the deconstructor

rotund elm
#

I could use the deconstructor

royal stump
shut edge
uncut viper
#

just barely above raffadax

rotund elm
uncut viper
#

(fun fact, the largest stardew mod on nexus is a portrait mod. its 1.6gb)

shut edge
#

how

#

optimize ur pngs folks

rotund elm
#

holy cow

uncut viper
#

they are high res portraits

rotund elm
#

4K IN STARDEW

#

Wait what mod is this I need to take a look

#

I have to know

shut edge
rotund elm
#

I see

royal stump
#

I got a bit carried away
SDVkrobusgiggle

vernal crest
#

That's so many files!!!!!!

royal stump
#

I'd seen that one around, but it really jumped up in size in the last upload

hot gale
#

Anyone familiar with ExtraMachineConfig?

royal stump
#

not personally, but you can ask and somebody will probably see it

uncut viper
#

there is no reason to be rude about someones art style

#

(kind of precisely why i didnt post it in the first place, because i was worried someone would be)

shut edge
#

yeah it's not my taste really but whatever, someone wanted to make it so they did

#

and tha'ts cool

royal stump
#

I enjoy it, it has the vibe of old FMV game portraits

rotund elm
#

I for one think Dusty looks šŸ”„ with some bling

shut edge
#

can't imagine what 1.6 giggos does to load times tho lol

uncut viper
#

nothing good i imagine

rotund elm
#

Yea fr

#

Too bad I can't waste my life making a mod that adds reddit as a search engine to a stardew pc, I imagine I could take up a few gigs doing that

#

Would be worth deep diving on subreddits in the middle of Lewis's basement

dusk mulch
vernal crest
#

There are at least two several hundred megabyte .PSD files (I saw 2x600+mb and 1x150+mb files) accidentally included in that portrait mod so the actual png files are actually the vast minority of the file size for it lol

uncut viper
#

if we exclude those then the biggest is still a portrait mod at 1.4gb lol. its all animated gif portraits so, makes sense

shut edge
#

time to make a mod that can load arbitrary video files onto the TVs

#

(don't actually do that)

rotund elm
#

Omg I would use it

#

Could I request good mythical morning SDVpuffersquee

hot gale
#

Im trying to have a preserving Jar take my honey mead, and any 10 of a fruit to create an aged mead that copies the color of the fruit used and Im a little confused. What I have looks right to me, but doesnt feel right - I know something is missing

https://smapi.io/json/none/1ed62685953d4a139a0439abae18980f

Anyone familiar with ExtraMachineConfig? Would love some pointers :D

#

Upon further testing, the recipe works, but the preserve name doesnt make it to the final product, and it doesnt appear to be changing colors

#
"ObjectDisplayName": "Aged %PRESERVED_DISPLAY_NAME Honey Mead",
hot gale
#

Not sure where I am going wrong, no matter what I try the aged mead comes out still greyscale with a messed up name

mighty ginkgo
#

is the DROP_IN_0 correct or should it be just DROP_IN?

hot gale
#

I tried both

#

Using DROP_IN makes it so its "Aged Bear Honey Mead Bear Honey Mead"

spiral lion
#

Hello!
I am trying to make an CP mod which adds new NPCs and changes the town map. For starters I am trying to change the town map, but i cant get it to work. When I load the game I only see the SVE town map and it does not work when i remove the SVE mod eather. Any one knows why?

{ "Format": "2.5.0",

"DynamicTokens": [
{ "Name": "World", "Value": "Vanilla", "When": {} },
{ "Name": "World", "Value": "SVE", "When": { "HasMod|contains=FlashShifter.StardewValleyExpandedCP": true } }
],

"Changes": [

//Loads tilesheets
{
  "Action": "Load",
  "Target": "Maps/CustomTiles",
  "FromFile": "Assets/Tilesheets/{{Season}}_outdoors.png",
  "When": { "Season": "spring, summer, fall, winter" } 
},

//Loads SVE maps
{
  "Action": "EditMap",
  "Target": "Maps/Town",
  "When": { "World": "SVE" }, 
  "FromFile": "Assets/Maps/SVE/BrewTown.tmx",
  "PatchMode": "Replace"
}

]
}

hot gale
#

DROP_IN_1 also does not work, just errors

mighty ginkgo
#

as in it takes the color from it

hot gale
#

Oh, so I should maybe swap the positions of the required ingredients?

#

Duhhhh

mighty ginkgo
#

i'd guess so

hot gale
#

Great idea :D

#

Do you know if I can add a required tag instead of required itemid similar to the extramachineconfig here;

"selph.ExtraMachineConfig.RequirementTags": "category_fruits",

#

Or some way for the 'main' ingredient to be any fruit

lucid iron
mighty ginkgo
#

yeah, the machine rules can take categories, for example { "Id": "trig_2", "RequiredTags": [ "category_fruits" ], "RequiredCount": 1 }

lucid iron
hot gale
#

dope, thanks!

mighty ginkgo
#

or rather context tags i guess

lucid iron
#

as for debugging why your changes do not appear, do patch summary and share a log

#

!log

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

spiral lion
# lucid iron don't do this, use EditMap overlay instead

Okay thank you!
Do you mean i should change the "PatchMode: "Overlay"
What is the difference? SDVcharhaley

//Loads SVE maps
{
  "Action": "EditMap",
  "Target": "Maps/Town",
  "When": { "World": "SVE" }, 
  "FromFile": "Assets/Maps/SVE/BrewTown.tmx",
 "PatchMode: "Overlay"
lucid iron
#

you need to make BrewTown.tmx contain only what you want to change

#

not the entire town map

#

then, specify a ToArea so that you aren't overwriting entire map

spiral lion
#

Oh okay! Will that make competability easier?

But I still doesent understand why my "code" don“t work now.. hmm...

gray bear
#

won't "When": { "Season": "spring, summer, fall, winter" } always default to true?

spiral lion
gray bear
#

you type patch summary into the smapi console

spiral lion
gray bear
#

you are doing that in your FromFile already using the {{Season}} token. When condition just doesn't do anything, so I doubt it's the problem

#

also, please don't ping me in replies. ty

spiral lion
#

Thank you so much! šŸ™‚
Sorry i pinged u. Got discord today... still new to it

gray bear
#

it's alright

swift needle
#

What is {{ModId}}_?

vernal crest
hallow prism
#

convention is to have stuff in your mod named by your modid then whatever the thing is

#

like Lumisteria.MtVapius_butter

#

with the token i can gain time and avoid typo

#

(like the Lumisteria.Lumisteria.MtVapius_whatever one that i did by copy paste multiple time)

spiral lion
#

Should I remove other mods when doing a patch summary?

hallow prism
#

depend of what you want to do, usually no

swift needle
#

I want make patcher to overhaul pierre shop items, but still confused cuz i use STF back then

hallow prism
#

there are options to get the patch summary full or patch summary themodyouwant

#

it's entirely doable with CP, yes

#

do you want to add stuff to the shop or remove too?

swift needle
#

My code when i use STF back then are this


"VanillaShops":[
{
"ShopName":"PierreShop",
"ReplaceInsteadOfAdd":"True",
"ItemStocks":[

{
//Spring Seeds
"ItemType": "Object",
"ItemNames": [
"Parsnip Seeds",
"Bean Starter",
"Cauliflower Seeds",
"Potato Seeds",
"Tulip Bulb",
"Kale Seeds",
"Jazz Seeds",
"Garlic Seeds",
"Rice Shoot",
"Strawberry Seeds"
],
"When":[ "!z spring" ], }, 

{
//Mushroom Tree Seed
"ItemType": "Object",
"StockPrice": "100",
"ItemIDs": [ 891, ],
"When":[ "!z fall" ], },

{
"ItemType":"Object",
"StockPrice": "150",
"ItemIDs":[ 
//Tea Leaves 
815, ],
"When": [ "f Caroline 500" ], }, 
hallow prism
#

so the seeds out of seasons can already be done by the missing stock list, in case that is of importance to you

lucid iron
swift needle
#

I am using phone 😭

ocean sailBOT
#

@swift needle You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

hallow prism
#

    {
      "LogName": "Editing Sandy Shop",
      "Action": "EditData",
      "Target": "Data/Shops",
      "TargetField": [
        "Sandy",
        "Items"
      ],
      "Entries": {
        "{{ModID}}_SandyShop.WinterIrisBulb": {
          "Condition": "DAY_OF_WEEK Tuesday",
          "Id": "{{ModID}}_SandyShop.WinterIrisBulb",
          "ItemId": "(O){{ModID}}_WinterIrisBulb",
        },
        "{{ModID}}_SandyShop.DahliaSeeds": {
          "Condition": "DAY_OF_WEEK Friday",
          "Id": "{{ModID}}_SandyShop.DahliaSeeds",
          "ItemId": "(O){{ModID}}_DahliaSeeds",
        },
      },
    },```
Is how one small patch can look for adding items to a shop (note that those are modded so your ID would obviously be different)
hot gale
#

I am about to start tearing my hair out 😭 I cannot get ExtraMachineConfig to cooperate

lucid iron
#

what are you trying to do

swift needle
hot gale
#

I have a custom mead, I want to 'age' it in the preserving jar with 10 of X fruit, adopt its name and color

hallow prism
hallow prism
lucid iron
#

is your custom mead a flavored item too

#

or a normal item

hot gale
#

No its just a keg conversion from a jar of honey to a custom mead, I dont do any flavor transporting to the original mead

swift needle
hallow prism
#

pls don't ping me

swift needle
#

Oh okay, sorry

hallow prism
#

it's ok

#

i just need a bit of break myself and can't answer all questions about the best way to port your stuff, i suggest you start small and then see what you learn and then decide

#

or ask more specific questions then

#

but to the channel, not me specifically

swift needle
#

alright, thanks! I'll add it 1 by 1 for now

lucid iron
#

set (O)bonghits.Cp_AgedBearHoneyMead as fuel, and trigger as 10 froot

hot gale
#

I tried that, the preserving jar made jelly 😢