#making-mods-general

1 messages · Page 228 of 1

calm nebula
#

just a lot of work

versed wyvern
#

Even the testing part is a pain InaDespair

vernal crest
#

Plenty of it is technically hard if you don't already have those technical skills lol

#

I have not found any of the drawing easy in any way whatsoever as I slowly grind to build my skill in it

crude plank
#

Is there like a list of what tags vanilla items have somewhere?

brave fable
#

i do the drawing ad infinitum to keep away from ever having to write character data and event scripts

dry flicker
#

little stupid question, SVE referes to stardew valley expanded, right?

versed lintel
vernal crest
versed lintel
vernal crest
#

Also you may already be aware, but the recommended convention for any id (including the NPC internal name) is to prefix them with your mod id so they are unique - often we use the CP token {{ModID}}_ which is converted into the unique id in the manifest.

#

Hmm, although loading a schedule file directly like that isn't common (because then you can't make use of any CP tokens) I don't see any issues with the schedule itself. You said she spawns on Day one but then disappears the next day, but also that she stands still - how can she be standing still if she's not there?

versed lintel
tiny zealot
#

if it's the first day after adding the mod to an existing save, that's normal, or maybe i should say known, behavior. not sure about the disappearing though

calm nebula
#

the disappearing has the feel of the game hardcoding something for "Witch"

#

granted

#

I haven't found the "something" yet

#

does debug wtc Witch find her

tiny zealot
#

yeah i definitely recommend not using the internal name "Witch", like aba described

vernal crest
versed lintel
vernal crest
#

I can never decide when I'm on my phone and slowly typing something whether to abandon it or push on anyway when someone replies before I do xD

#

It feels like a waste of all that typing to delete it all.

versed wyvern
#

I think I remember the wiki page about schedule modding mentioning things will break without a "spring" key which is what the game uses as default, could that have something to do with it? huhf

versed lintel
#

I just made a new save and used debug wtc Witch and i got a smapi error saying : Could not find valid character Witch

tiny zealot
#

time to check whether WitchHut has the disable npc pathfinding flag (it does not)

vernal crest
#

If the spring key being mandatory still applies in 1.6 that could do it

vernal crest
versed lintel
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.

vernal crest
#

I didn't do the command before because I thought you might already be aware of it due to using the json parser (sometimes people get cross at me if I don't somehow know they are already aware of it lol)

next quarry
#

does anyone know how difficult it is to make interactive events? similar to when the farmer needs to find Haley bracelet at the beach before the event continues ?

tiny zealot
versed lintel
vernal crest
#

Koda just made a player control event for one of their mods I think Miihau

vernal crest
next quarry
#

thanks for the input guys <3

versed lintel
tall slate
#

Hey guys, is there any mod that remove stamina cost? Other than CJB Cheat Menu? Like, i want one that just remove stamina cost

vernal crest
vernal crest
tall slate
#

oh sry

vernal crest
vernal crest
versed lintel
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 11 C# mods and 1 content packs.

calm nebula
#

(note that won't get released until after I get back from China)

vernal crest
calm nebula
#

No worries!

#

It's one of those things I wish vanilla would eat

vernal crest
lucid iron
#

Gather up thy mods and offer them up to Stardew Valley.dll

calm nebula
#

Pathos, plz? (I kid I kid)

vernal crest
#

I don't know in which way the game breaks if you're missing the spring schedule key - don't know if it's silent or not. Given how many schedule failures are silent ones I wouldn't be surprised.

calm nebula
#

Is ginger island unlocked

vernal crest
#

For Luke? No, they're on day one year one. Is that the event the disposition include is gated behind?

analog viper
#

Is there someone who can help me figure out what happened with my config for the spouse room location mod? one of the rooms has been emptied and i can't understand why

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Home, with 11 C# mods and 1 content packs.

vernal crest
vernal crest
analog viper
#

i'm sorry but i saw another question left without replies in almost an year so thought to ask in general chat and they told me to write here lmao

calm nebula
versed lintel
vernal crest
vernal crest
analog viper
vernal crest
versed lintel
vernal crest
versed lintel
vernal crest
versed lintel
#

Before it opened

#

shes not even in the social tab where she normally is

hard fern
#

SDVpuffersweats disappearing npc...

lucid iron
#

What do u get if u do debug where npc

vernal crest
#

She didn't exist doing wtc so I don't think she exists for some reason.

versed lintel
#

I get the error no NPC matching Witch

vernal crest
calm nebula
#

Yeah, I think something is causing her to vanish

#

Either hardcoded removal or smrh

vernal crest
#

Is witch an existing NPC in the game btw?

versed lintel
#

She does appear in the json

vernal crest
#

Is her internal name "Witch" in the json?

versed lintel
#

yes

vernal crest
#

Ok can you try making another new save but don't do any sort of cheating to unlock anything and instead just do debug wtc Witch as soon as you start in the farmhouse?

lucid iron
#

Did you try making her named something else

#

{{ModId}}_Witch

versed lintel
vernal crest
#

Okay then you will definitely have to try renaming her

versed lintel
tribal ore
#

Double checking something for dialogue: the wiki says that both the following keys are valid
location<hearts> and location_<x>_<y>

But will location<hearts>_<x>_<y> work? (e.g. Beach4_12_39)

late bramble
dry flicker
#

Ciao, i just discovered that to load files like portrats it's better to use the modID, so I changed it: (before I would write the npc name only, without the {{}})

 "DynamicTokens": [
        {
            "Name": "Akaza",
            "Value": "kArmag0re_Akaza"
        }
    ],
//text in between
{
            "LogName": "NPC Portrait",
            "Action": "Load",
            "Target": "Portraits/{{Akaza}}",
            "FromFile": "assets/img/Portraits.png"
},```
The problem is: In old saves in which the NPC existed before I updated the script, it doesn't work and gives the following problem: 

```txt
[game] NPC Akaza can't load portraits from 'Portraits/Akaza': Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found.
....
[game] Removed broken NPC 'Akaza' in Mine: villager with no data or sprites.```
Is there anyway to adapt the change in the old saves too?
tribal ore
dry flicker
tribal ore
#

CP has a function to fix old saves via a trigger action called MigrateIds, but I don't have a good example

proud wyvern
#

it looks to me like you've changed the whole ID of the NPC, not just the portrait. that's not fixable

tribal ore
#

I haven't done any portrait modding, specifically, so I tend to look at examples for something like this:

From HatMouseLacey mod:
{ "Id": "Beach", "Sprite": "Characters/{{Lacey}}_Beach", "Portrait": "Portraits/{{Lacey}}_Beach", "IsIslandAttire": true, "Precedence": 0 },

   {
     "Name": "Lacey",
     "Value": "{{ModId}}_Lacey"
   },```
#

So, ichor is setting up the dynamic token Lacey to include the ModId token in it. So everywhere they use {{Lacey}} it is actually being rendered as {{ModId}}_Lacey. If this was my mod, it would render out to something like "Kantrip.OlderSebastian_Lacey"

tiny zealot
tribal ore
#

ichor, thank you for saving me xD I'm trying to help but don't know exactly how all of this works

tiny zealot
#

interestingly, although i changed lacey's internal name for 1.6, i don't use that property, because i wrote a bunch of my own code to handle it instead. (i think i wrote that code before pathos introduced FormerCharacterNames, but my memory is a bit fuzzy on that)

tribal ore
#

I'm trying to find examples of MigrateIds at the moment, because I'm planning on cleaning up event names before I ship

#

But it looks like it needs fully qualified json names for things. The documentation example wasn't enough for me to get it working

tiny zealot
#

that one is a trigger action, i think? i have not used that either, for similar reasons

dry flicker
tribal ore
#

I do read the wiki, but some things feel ambiguous to me

tiny zealot
#

those two are checked separately and in sequence within the same block (location dialogue), so you can't combine them like that

tribal ore
#

sigh alright. Thanks, ichor!

vernal crest
real atlas
#

i need help i made a content patcher mod to change the texture of a wallpaper. I put everything correctly and there are no error codes in the smapi console but the texture still doesnt change

vernal crest
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.

real atlas
vernal crest
real atlas
#

it works now thanks

hot gale
#

You can also have smapi validate your file inside vscode

#

!vscjsonc

ocean sailBOT
#
How to make VSCode not scream at json comments

In Visual Studio Code, go to File -> Preferences -> Settings, then search for "associations", and in the "Associations" setting, click the Add Item button to add an item with key *.json and value jsonc (see image).
If you are making a content pack for Content Patcher, you should consider using its json schema so that VSCode can tell you if your patches are valid, you simply have to add

"$schema": "https://smapi.io/schemas/content-patcher.json"

at the start of your content.json file.

hot gale
dry flicker
#

Another problem SDVpufferwaaah
It doesn't let me put the NPC custom spouse room.

When I use the command debug engaged Akaza and I put the farmer to sleep, so there's the wedding the day after, this error appears:

Microsoft.Xna.Framework.Content.ContentLoadException: The content file was not found.
 ---> FileNotFoundException: Could not find file 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Content\Maps\kArmag0re_Akaza_SpouseRoom.xnb'.
File name: 'C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Content\Maps\kArmag0re_Akaza_SpouseRoom.xnb'
   at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)```

{{Akaza}} = kArmag0re_Akaza

Disposition:
```json
"SpouseRoom": {
  "MapAsset": "{{Akaza}}_SpouseRoom"
},

Content:

{
  "LogName": "Akaza spouse room",
  "Action": "Load",
  "Target": "Maps/{{Akaza}}_SpouseRoom",
  "FromFile": "maps/SpouseRoom.tmx"
},```
tribal ore
#

"maps" should be capitalized I believe: "Maps/{{Akaza}}_SpouseRoom"

#

In Target

brittle pasture
#

(had that thought too but I recalled asset names are case insensitive)

brittle pasture
#

(I could be wrong though, so no prob)

dry flicker
#

same error, even tho I put the M in Maps

brittle pasture
#

can you post your full smapi log?

dry flicker
#

that would be a problem to post...

#

it's infinite and keeps on repeating

#

it goes on and on and on and on

lusty elm
#

!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.

lucid iron
#

It is probably issue with your tmx causing content patcher to refuse loading

#

But yes post log so we can determine why

dry flicker
ocean sailBOT
brittle pasture
#

yep its a problem with your tmx

dry flicker
#

i modified the room wrong or something? how could I fix this SDVpuffercry

hot gale
#

Anyone familiar with Machine progression System? I added support for my meads in their kegs, but the time to brew is the same across all tiers

lucid iron
#

You need to match whatever time nach put i think

hot gale
#

Oh cool, thanks

brittle pasture
tribal ore
tiny zealot
#

having a Fun™️ time with content patcher invalidating Data/AudioChanges. the cues reload and restart (irritating) and their volume gets reset to 1 (very bad). nothing i've tried has worked around it

uncut viper
#

that section doesn't actually say how to avoid this error. the Troubleshooting section does though

#

that sounds about the kind of annoyance I'd expect when doing anything audio related in this game

tiny zealot
#

often i would say "very few people will experience this, this is a livable wart" but for the thing i'm making, patch reloading any mod using it while on one of the targeted maps WILL set the cue to full blast volume which is extremely rude

uncut viper
#

i don't know how to solve the restarting part, but for the volume I'd just try caching the volume of the cue when it's invalidated and reapplying it when it restarts before it gets to play again I guess

tiny zealot
#

i don't know if restarting can be solved, but that one is not critical. i've tried a bunch of permutations of reapplying the desired volume

uncut viper
#

time to patch InvalidateAsset to do nothing for Data/AudioChanges /j

lucid iron
#

Im surprised it even works

hot gale
#

What is the smapi code to export objects?

brittle pasture
#

patch export Data/Objects

hot gale
#

Thanks!

#

Drinking vanilla 'Mead' in-game gets your character 'drunk', if I wanted to add this to my custom mead, would I c/p this entire block?

#

'tipsy'** :p

tender bloom
#

That sounds right to me — try it and see!

hot gale
#

:D

tender bloom
#

Make sure it nests the right amount within the item

uncut viper
#

tbh you probably dont even need anything other than the Id and BuffId

tender bloom
#

before 1.6 there was a wild mechanism where if your thing contained "Wine" as a substring of the internal name it would get you drunk iirc

hot gale
#

Thanks guys!

hot gale
#

Oooh it makes it its own contained icon

calm nebula
#

He has thoughts

hot gale
#

lmao is this "Tipsy"

tiny zealot
#

ok i got something working by doing some wacky shit. it might involve something like how many frames it takes before a cue will accept volume changes (only after telling it to play, of course, like with pitch). why did i sign up to do audio code, i should have known better than this

hot gale
#

Any way I can export the buffs to see what ID 17 is? lol

tawny ore
#

Have you unpacked the game data already? It's in Data/Buffs

hot gale
#

Not in entirety, whats the command to do all at once?

tawny ore
#

!unpack

ocean sailBOT
#

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

hot gale
#

Thanks

#

Can I load default textures from a CP json like this;

#

or will that look for it in my mod folder

#

Looks like it loaded the default texture, cool

#

lmfao

#

I put SpaceCore/HealthRegneration on a custom buff

#

Changed the value from -2 to 2 thinking it would give +2

#

Nope, -2

#

Character slowly died, woke up in the hospital, kept dying cause he still had the buff. So I changed the mead to remove the regen, reloaded patch, spawned a new one and drank it, status of health regen went away, kept losing health - died again. Im like okay, I go into smapi and go debug clearbuffs the buff is now gone, then my character dies again, wakes up in hospital health still dropping

#

I doomed him 🤣

final arch
#

time to release the mod SDVpuffersquee

calm nebula
#

Oh, new sheku mod????

final arch
#

no I meant King Kai's 😄

calm nebula
#

Oh, I can't wait to see the new cool sheku mod

brittle ledge
#

Time to release Tame Slimes SDVpuffersquee

lusty elm
#

I misread that as Tall Slimes rooBlank

royal stump
lusty elm
#

Goomba stacking slimes rooPeek

lucid iron
#

100/10

#

Is this just a thing vanilla can do provided the right args to slime stacc

royal stump
#

yep, they appear during qi quests afaik, but FTM also supports that with the "Segments" setting*

lusty elm
#

My brain goes, if you kill the bottom one the stack falls over, and they all hit the ground like a falling tree, but since the ones at the top are falling further, the further from the base they are the bigger the boom they should make hitting the ground, like bombs.

#

if FTM has a stack setting, but can also reskin monsters, does that mean i can make an aggressive chicken stack?

royal stump
#

( I think GreenSlime.stackedSlimes is all you need to edit C#-wise? been a while)

tawny ore
#

Does anyone know what am I getting myself into? I'm trying to make a rotatable piece of StorageFurniture which occupies 2x1 tiles, and is 3 tiles tall.

royal stump
lusty elm
#

rooThink interesting

royal stump
#

also stacked slimes react to damage by shooting one of them off in the opposite direction, until you finally bop them down to a single slime

lusty elm
#

the bottom slime i assume? or can you even really tell?

royal stump
#

it just lowers the height and shoots out a projectile, so basically

#

it's all one single entity that doesn't take damage until it runs out of stacks

lusty elm
#

so it doesnt make more slimes it just pings one out until there is 1, and then its that mob's settings? rooThink interesting.

distant radish
#

Hello guys! One question. Is it possible to make a flavored item a required item? It is to say: could I, for example, require Coconut Wine to make something with the Keg?

royal stump
#

(testing it again, they do take damage, I just didn't notice because I usually test with the scythe)

brittle pasture
#

something something preserve_index

distant radish
#

(That’s the item I’m thinking about introducing, Gem Metal Bars)

brittle pasture
#

ah the description is incorrect

#

if it's flavored, it's automatically set

#

(someone on a pc pls fix)

distant radish
#

So for the machine to only accept a Ruby Metal Bar I would have to set two tags like metal_bar_item + preserve_sheet_index_64

brittle pasture
#

I recommend using the item ID instead of metal_bar_item but that looks good

#

unless you want it for every item tagged like that?

distant radish
#

I would, but then I would have to create a specific bar for every modded gem and/or mineral

#

I want to use these Metal Bars to create Rings

#

I’m thinking of Smelting them instead of crafting

#

So I am just creating a Metal Bar that can be flavored with any gem (and/or mineral)

lusty elm
#

.choose 1,3,4,5,6.

patent lanceBOT
#

Choose result: 4

lusty elm
#

.choose yes, no.

patent lanceBOT
#

Choose result: no.

lusty elm
#

got it SDVpufferthumbsup

hot gale
#

Pretty cool I can consolidate the buffs into one icon

proud wren
#

Where would I find the exact filename of the desert trader

#

I'm making a small CP mod to revert the 1.4.1 MRC nerf

brittle pasture
#

!unpack

ocean sailBOT
#

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

brittle pasture
#

if you're editing the shops look in Data/Shops

proud wren
#

Thank you my friend

hot gale
eternal mortar
#

hi! does anyone know how to fix this with the front layer when making maps? Im not sure why im clipping through each front tile nor how to fix it.

#

sorry if this is like a stupid simple question lol (please ping me if you know though, ty!)

hallow prism
#

try using always front

lucid comet
#

does anyone know where the background color for calico spin comes from without searching too deep? i know the buttons and the wheel spinny thing are in cursors but i cant see the red background :x

rigid oriole
#

i wanna say i saw a discussion about it being hardcoded a while ago?

lucid comet
#

darn

rigid oriole
#

could try backsearching in this chat

eternal mortar
proud wren
#

Okay, wow, it actually worked

lucid comet
#

yeah, i'll check that, ty

ocean sailBOT
#

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

proud wren
#

It might be small and crappy but I made my first mod!

lucid comet
#

congratz!

naive wyvern
lucid comet
#

definitely not late

#

now i just have to debate if this is worth dusting off my programming skills or not SDVpufferblob

naive wyvern
#

it could be c:
we need more people tinkering with the minigames

lucid comet
#

mmmmmmmh

#

i could've sworn i've seen a "bet 1k" mod at some point but can't seem to find that so tinkering sounds very tempting

naive wyvern
#

😈

#

i mean, how hard could it possibly no?
its just untangling a few code lines here and there and then adding ur own 😈

#

<--demon on ur shoulder

lucid comet
#

xD

naive wyvern
#

(warning i have 0 idea how the casino minigames work, I just know a lot of it is hardcoded)

#

the blackjack minigame cards are hardcoded with numbers and 9-splice textures for the back of the card and face of the card for example

lucid comet
#

i mean, looking at it won't hurt more than my sanity, so that's fine

dry flicker
#

a dialogue like this would work?
"fall_159":
fall, day 15 on 9 hearts

final arch
#

only the keys in the wiki work

#

you could do fall_15 and then patch it in with a When: condition that checks for >= 9 hearts

tidal stone
#

do i need to upload my mod to nexus before it'l work? im trying to test and see if im doing the .json files right and everything and see if it looks good before i upload but do i have to do that first :0

calm nebula
lucid mulch
calm nebula
#

(Hi. It was mine. I'm retired now.)

lucid comet
#

uuuuuh, ty

#

i'm just glad i wasn't imagining things ^^

final arch
#

the infamous stopRugRemoval mod SDVkrobusgiggle

calm nebula
#

You may also have the localized bet icons

lucid mulch
#

Oh wait without stopRugRemoval I won't have the explosion ring safety anymore

calm nebula
#

Retired

lucid mulch
#

Guess I'm still not playing 1.6

calm nebula
#

Hard retired

final arch
#

look what you did atra :c

#

whats an explosion ring?

lucid mulch
#

The ring that does explosion when killing enemies

#

Which can happen in the farm with night monsters turned on

lucid comet
#

(i'm just imaginging you sitting in the modding guild like gil, knitting and throwing helpful advice at the new people from time to time SDVpufferaww )

lucid mulch
#

Napalm ring

final arch
#

I hope atra has a rocking chair SDVkrobusgiggle SDVpufferheart

lucid iron
#

Mod that turns gil into a non specific orange cat definitely not based on anyone in particular

lucid mulch
orchid glade
tidal stone
#

ok thank you! that means its something i didnt do right in the json then 😄

naive wyvern
tidal stone
#

i think the format was messed up cause it just started working after i reput it in :0

naive wyvern
#

ooh
well I hope it stops giving you problems SDVpufferheart

final arch
#

ah not come out so you dont play

distant glen
#

hello i have played stardew 2 years ago and im looking new mods any you all can reccomend me (so sorry if this isnt the right place)

distant glen
#

thank you ! i just remeber talking here for it

dusk mulch
#

just got a new mod idea, thats 3 mod ideas in my list now

proud wren
#

Do you think anyone would want a mod that makes the Magic Rock Candy trade from the Desert Trader infinite instead of once per week, like it was in 1.4 before the nerf

#

Or should I not bother uploading to Nexus

naive wyvern
#

i think you should make mods you want for yourself

dusk mulch
naive wyvern
#

and post because you want to

#

theres bound to be someone out there who'll like the thing you like

proud wren
#

I’d kind of like to post it because there’s no mod on there that does it, I’ve spent hours looking

lusty elm
#

Being real I upload my mods just incase someone likes them and wants to use them, even if its only 5 ppl, and i make em more because i want to, and if I've made it and use it, and say 25 ppl do, thats more people than i can fit in my room.

naive wyvern
#

then definitely go for it R3
But if you want visibility, youll wanna make a nice mod page for it, and an easy to remember name

#

because Nexus search bar is kinda ass

ocean sailBOT
#

If you discover that someone has made or is making a mod with a similar concept to yours, don't stress! Our community promotes the idea of "two cakes", where two versions of the same idea can peacefully co-exist. Your mod will have your own unique stamp on it that makes it special.

hard fern
#

I like posting my properly made mods because i feel like they're just taking up space in my mod folder if im the only one using it 😅 so if someone else can get use out of it, then good for them

#

Im thinking of updating one of my old mods too, and give it a new direction, but im still in the brainstorming process...

naive wyvern
#

which mod are you trynna brainstorm for forsy

hard fern
#

An old mod i made years ago that added little terrarium jars, for decoration.

naive wyvern
#

oh thats adorable

hard fern
#

I kinda felt unsatisfied with it before, because i felt like I could've done more, but the question now is what exactly to do do expand upon it... 😅

lusty elm
#

hmmm, i have a 5 outdated mods it looks like

naive wyvern
#

my first thought was machine furniture (shoutout selph)
but idk what you could possibly make a terrarium produce... uihfdysga

lusty elm
#

thats the downside of throwing everything out into the wild, is supporting it once things happen like 1.6

hard fern
#

They weren't even furniture LOL they were objects that you could place

naive wyvern
hard fern
#

On things like tables

naive wyvern
#

but thats cute though
What if you have that AND standalone furniture

#

like the really big terrarium

hard fern
#

🤔 big terrarium?

lusty elm
#

non-lethal weapons, Monster Crops, Dirt to Grass, Bomb Flowers, and Giga Farm XD. All outdated and broken atm

naive wyvern
#

yeah, the really mega big terrariums that look like they could be vases

latent mauve
naive wyvern
#

thats true

lusty elm
#

Hat mouse displays might be as well, but noone comments on it shrug

lucid comet
#

or lizard eggs

hard fern
#

...can you use trinkets in crafting recipes?

naive wyvern
#

oooh thats a good question

dusk mulch
#

i just put my first mod into the rewards program on nexus (all donations go to the Make-A-Wish foundation)

hard fern
#

If so then i could easily make a frog terrarium. But idk how well that would work in a 16x16 sprite..

hot gale
#

Is it possible to stack "flavor" adoption? For example if I want to use a flavored honey to make a "Poppy" Honey Mead, can I then age it with fruit and have it become "Grape Poppy Mead"?

lusty elm
#

Also can someone tell me its a bad idea to make an expansion mod so i can stop the scope creep happening in my brain?

hard fern
#

Its a bad idea to make an expansion mod :D

#

I say that even though ive already started work on my own

calm nebula
#

With sufficient c#

hot gale
#

Ah, so not possible with smapi?

#

Er content patcher json stuff rather

latent mauve
#

SMAPI mods are C#, it's not possible with Content Patcher, probably.

#

Unless someone made a framework

naive wyvern
#

so you could totally make a bigger terrarium

#

and have it produce frog eggs

hard fern
#

Hm could i technically just steal Sebastian's terrarium...

#

Well, I'll have to think about it more

#

This is going on the wip pile haha

naive wyvern
#

fireredlily already made a bunch of laundry machines recently

latent mauve
#

(Sebastian's terrarium needs to produce obtainable frog eggs, so I support this)

naive wyvern
#

(im definitely dissecting her mod to make my custom machines for my expansion lmao)

latent mauve
#

You can give him frog eggs and he'll hatch them in the terrarium, so why not have some be collectable? 😛

hard fern
#

...ah yes top 10 things found in notepad, Day/Night tiles because it was easier than doing it in tiled

naive wyvern
#

really, i find tiled a little easier for day/night tiles 😭

#

am I insane

brittle pasture
latent mauve
#

Just gotta be careful not to get unintentional newline characters in there if you space them for readability at any point

lusty elm
#

If you can do it in tiled, I prefer to do it in tiled SDVpufferchicksweatsip

naive wyvern
#

war flashbacks to my small typo from months ago lily

hard fern
#

Yeah, I deleted all of the extra spaces and stuff

latent mauve
#

Always, Pau xD

brittle pasture
latent mauve
#

First thing I look for in broken TMX files now

hot gale
#

Will allow for a huge range of mead possibilities I think

dusk mulch
#

How were these 2 mods uploaded at exactly the same time?

teal bridge
#

Well they were both by the same author so - and I know I'm going out on a limb here - maybe he chose to upload them both at the same time?

dusk mulch
brittle pasture
#

eh, a minute is basically eternity

teal bridge
#

Yeah, the upload date is actually the publish date so all he had to do was hit the publish button on both mods.

#

Really not even remotely hard or surprising, even back in 2016 browsers had tabs.

dusk mulch
#

oh

dry flicker
#

Ciao, Little question. Let's say there's an heart event which can make the player go down one heart in case of a bad answer. Is it possible to make the event replayable once he regains the losen heart? is this already implemented or do i need to code something to make this happen?

ornate trellis
#

just use debug ebi <eventID> in the console to redo an event

lucid iron
#

It's for the player right, need to unmark the event

dry flicker
lucid iron
#

But narratively it'd make more sense to have a separate reconcile event i feel

ornate trellis
#

oh i misread the question lol

lucid iron
#

Lock reconcile event behind a mailflag only behind the bad option

ornate trellis
#

thought it was for testing to try out both branches

tawny ore
lucid iron
#

There's a debug for unseeing event but idk if there's trigger

#

MarkEventSeen

#

So if you do a dayending trigger to fire this action once player had seen event once and didn't pick the good branch u can unsee it so that it can fire again

dry flicker
#

perfect

#

thanks

brave fable
# next quarry does anyone know how difficult it is to make interactive events? similar to when...

it's difficult in that it's currently not possible without C# + harmony, since the game uses very specific methods of ending and continuing after a playerControl <id> command. here's how i end a custom player control sequence in my halloween2024 mod:
https://github.com/b-b-blueberry/Halloween2024/blob/master/Halloween2024/ModEntry.cs#L667-L695
the sequence is set in the event data here:
https://github.com/b-b-blueberry/Halloween2024/blob/master/ContentPack/content.json#L75-L78
you can do some cheeky tricks like forking events manually in C# here, which is why i have __instance.CurrentCommand += (int)ending; to skip the following event commands up until i reach the switchEvent command i need

next quarry
brave fable
#

i'm also well aware that halloween2024 is an absolutely ridiculous and arcane mess of c# tas constructors and cp tokens, but there's useful information in there somewhere ☀️

next quarry
#

SDVemoteheart Thanks

calm nebula
#

(No docs yet. It's in limited testing in SMC. I can extend you an invite to the server. The earliest this will see published is after I get back from China.)

lucid iron
#

I play avg of 3 in game days a week at this rate I'll reach y2 in 2026

#

Jokes aside i think my play and mod is 2 ends of hyperfixation and i have bee stuck in mod phase for past 6 months

calm nebula
#

(I haven't played the game since early 2024)

hot gale
rose cliff
#

Hi all. I just opened a .tbin file to edit a map. I thought it would be relatively straightforward, but what i have is a web of red lines that i can;t make sense of.

lucid iron
#

[[modding:maps]]

lucid iron
#

Your map is from a mod right (gonna assume sve lol)

#

To see it properly, you nee all tilesheets setup

brave fable
#

it sounds to me like you're editing the map outside of the folder with all its tilesheet image files

lucid iron
#

!unpack

ocean sailBOT
#

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

brave fable
#

if the map has no custom tilesheets, you might want to edit it in your Content (unpacked)/Maps folder

calm nebula
#

Hi bluebs!!!!!

brave fable
#

if it has, then drop those in there as well

calm nebula
#

Long time no see

lucid iron
#

I recommend doing this and peeking at the vanilla maps first

brave fable
#

wdym i'm here every day SDVdemetriums

lucid iron
#

To get idea of how everything works

#

Bluebs what have you scope creeped recently?

rose cliff
#

Good idea.

ocean sailBOT
#

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

brave fable
#

hmm i've mostly just been fixing love of cooking lately

lucid iron
#

The scope is safe DokkanStare

brave fable
#

since it's in a good spot atm i'll probably look at doublechecking my other mods and pushing their 1.6 updates

rose cliff
#

i've accidentally trapped Gunther in his rooms by trying to combine Make Gunther Real and SVE. I thought editing the SVE version of the museum map would fix it.

lucid iron
#

I think uninstalling one of the two mods should fix him

#

Could take a day or two in game

rose cliff
#

Now I"m trying to remember whjy I thought I needed SVE for this save.

calm nebula
#

Sorry, I'm just amused but yeah you can probably edit one or the other map to fix it lol

rose cliff
#

WIll taking it out cause problems other than needing to delete some error fish?

#

I'm only on spring 4 at this point.

lucid iron
#

if its 4 then i'd just restart lol

shadow pagoda
#

!reload is this an extension I need to get, or is it already built in with vs 2022?

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)

lucid iron
#

taking out SVE has some implications with maps (need to reset terrain feature all the bush)

#

hot reload is a C# feature

#

no extra things needed besides "don't be on linux"

brave fable
#

hot reload is enabled by default these days, just click the 🔥 icon in VS while debugging your project

#

it has limitations of course, so it's not always applicable, but it saves hours and hours of your life

hot gale
#
[Content Patcher] Can't apply data patch "(CP) Expanded Artisanal Goods > EditData Data/Machines #2 > entry #1" to Data/Machines: failed converting entry to the expected type 'StardewValley.GameData.Machines.MachineOutputRule': Error converting value "honey_item" to type 'System.Collections.Generic.List`1[System.String]'. Path 'Triggers[0].RequiredTags'..

Hmm not sure what I did wrong here, anyone have any insight?

calm nebula
brave fable
#

you mustn't have been in china for long then, you're only a few hours off AEDST SDVdemetriums

calm nebula
#

I'm not in China

#

Won't be for a few weeks

brave fable
#

i've been deceived.

calm nebula
#

Lol

uncut viper
#

you've only been deceived if its from the deception region of france. otherwise its just sparkling lies

hot gale
#

Hmmm why would ["category_fruits"] work and not [honey_item] both are context tages arent they

uncut viper
#

well, the second one you've not made into a string

lucid iron
#

"RequiredTags": "honey_item",

#

u have these

#

need "RequiredTags": ["honey_item"],

hot gale
#

ohhh derp I did the first one and not the rest :p

#

That is how I have it, but only for one machine rofl

calm nebula
hot gale
#

Trying to export data for the bee house, cant seem to find it in machines.json or objects.json, tried extracting Data/BigMachines to no avail

latent mauve
#

Did you check BigCraftables?

hot gale
#

Ahh ty

calm nebula
#

It's in machines

brittle pasture
#

Data/BigCraftables contains the actual object

calm nebula
#

Look again

brittle pasture
#

Data/Machines is the machine rules

calm nebula
#

It's very c# iirc

#

Or is it?

#

No idea

uncut viper
#

its not very C#

latent mauve
#

I had to cross reference BigCraftables with Machines to get the ID for the Recycler when I did my laundry mod

#

It is likely the same case here

hot gale
#

ah in machines BC10

#

ty!

patent lanceBOT
tiny zealot
lucid mulch
#

what my mod does is if the AudioCueModification or whatever the datatype was called is seemingly identical to my cached previous version of it, I just dont let it get applied a second time

#

as pretty much all audio changes get applied during the original gamelaunched lag spike, but then happen again during the save load process for whatever reason causing double the time

#

as the actual asset pipeline time of AudioChanges is pretty much free, its the asset propagation of it and applying that takes forever

tiny zealot
#

nod nod

lucid mulch
#

if you just want to see if this does what you needed anyway

tiny zealot
#

thanks!

hot gale
#

Thanks :D

lucid iron
#

if you are adding similar machine rules, consider local tokens

hot gale
#

Was going to make a separate mod for non-SVE users, but I think Im going to question my sanity and make it a config toggle which is not something im familair with at all rofl

hot gale
hot gale
#

Thanks!

tidal stone
#

figured out the json files! now i just gotta practice drawing

tiny zealot
#

i just found an incredible code line in the decompile that is sparking joy
List<NPC> sportsBoys = new List<NPC>();

hard fern
#

Sports boys

hot gale
#
[Content Patcher] Error loading patch '(CP) Expanded Artisanal Goods > Include Data/machines.json': file contains fields which aren't allowed for a secondary file (Format)..
[Content Patcher] Error loading patch '(CP) Expanded Artisanal Goods > Include Data/buffs.json': file contains fields which aren't allowed for a secondary file (Format)..
[Content Patcher] Error loading patch '(CP) Expanded Artisanal Goods > Include Data/mead.json': file contains fields which aren't allowed for a secondary file (Format)..
[Content Patcher] Error loading patch '(CP) Expanded Artisanal Goods > Include Data/operations.json': file contains fields which aren't allowed for a secondary file (Format)..

lol hmm what did I do here

uncut viper
#

your included file contains the Format field. that isnt allowed

#

only in content.json

hot gale
#

Ohhhh. :p lmao thank you

faint ingot
#

If I add a conversation topic through Data\TriggerActions does it apply to all players?

uncut viper
#

no

#

not unless the trigger happens for all of them

reef kiln
#

How hard would it be to make it so the music does not stop at 8pm every night, or on rainy days? Is that a c# mod? Or can CP do it?

faint ingot
#

OK, so I guess I could instead send a mail flag to all players that creates the conversation topic? Is there a better way to do it?

uncut viper
#

rain is pretty hardcoded to override music bc the rain sound is a music track iirc

reef kiln
lucid mulch
#

for night you can just set a nightmusic track iirc

#

though considering it defaults to false, not sure if it will do anything unless the vanilla locations also set it to true

#

ah theres a bunch of silly vanilla rules getting in the way of the newer music logic, rip

#

though I think it might survive if its not marked as ambiance?

hot gale
#

Trying to use ExtraMachineConfig to make a recipe for flavored mead using vanilla items. I want it to consume 10 fruit (to choose flavor/color) and one of any type of honey. Setting the selph.ExtraMachineConfig.RequirementID.1 to 340 and (O)340 but it seems to just take the fruit and ignore my honey altogether

#

The same formula works for preserving jar as far as I can tell, is it a limitaion of the keg?

brittle pasture
#

RequirementId, not RequirementID

hot gale
#

oh wooops

#

Thanks!

rare orbit
uncut viper
#

you have to put it in content patcher format

#

you havent put anything in Changes or made a Format field

rare orbit
#

how is that set up?

rare orbit
#

i feel very very dumb ;-;

#

sorry

uncut viper
#

you should consider a text editor that will auto format JSON or point out errors to you if you are not using one already

rare orbit
#

how can i add that to notepad++?

uncut viper
#

also i lied a bit you need a } at the end and a ] after the end of the ToArea section

rare orbit
#

{
"Format": "2.5.0",
"Changes": [
{
"Action": "EditImage",
"PatchMode": "Replace",
"Target": "Mods/blueberry.LoveOfCooking.Assets/Sprites",
"FromFile": "assets/lunys tool-sprites.png",
"FromArea": [
"X": 0,
"Y": 160,
"Width": 118,
"Height": 48
},
"ToArea": [
"X": 0,
"Y": 160,
"Width": 118,
"Height": 48
},
]
}
}
sooooooo idk if this is correct

vernal crest
#

!codeblock

ocean sailBOT
#

You can embed code in Discord using a series of three ` :
```
Your code can go here
Even if not a haiku
Just an example
```

For syntax highlighting, add the language code on the same line as the first
``` (with no space, like ```json).
The usual codes are cs (C#) and json.

rare orbit
#

oops

vernal crest
#

Bleh, N++ needs plugins to autoformat

uncut viper
#

i would recommend Visual Studio Code for automatic formatting and error detection instead, you can kinda get formatting with json but not automatic error detection

#

(you can get a plugin for error detection too but you'd have to remember to click it manually every time)

vernal crest
#

Yeah, switching to VSC seems more useful at this point than trying to find a bunch of plugins for N++

rare orbit
#

ok ;-; i honestly don't know what im doin

uncut viper
#

also you changed the wrong thing, dont change your FromArea symbols, only change the ToArea ones to braces instead of brackets

lusty elm
uncut viper
#

if you would like one, there is a JSON tutorial here that can explain how it works so you can figure these things out yourself/not run into the errors in the first place, with a bit of stardew focus specifically

vernal crest
rare orbit
#

thank u ;w;

#

ok! i just download visual code studio too

vernal crest
#

When you open your json file in VSC you can press "Shift+Alt+F" and it will fix your indentation.

rare orbit
#

ok!

#

how do i use auto formating as well in vsc?

hot gale
#

Does anyone know if it's possible in ExtraMAchineConfig to preserve the 'given'? name of a honey. For example if its' blue jazz honey and I preserve the ID for my mead, it comes out as Honey Honey Mead, instead of Bluejazz Honey Mead

vernal crest
tribal ore
#

But that would be creating a custom audio file. You'd have to load it in as an asset and then attach it to a map or something afterwards

rare orbit
#

kk

brittle pasture
#

DROP_IN = inherit the item id (aka Honey)
DROP_IN_PRESERVE = inherit the item flavor (aka Blue Jazz)

hot gale
brittle pasture
#

scroll down to Inheriting the used fuels' flavor and color

#

on EMC's page

hot gale
#

Roger that, ty much

brittle pasture
#

note that those fields for extra flavors and colors are set in ModData, not CustomData

versed wyvern
#

Just reporting in that it looks like playSound and stopSound event commands work perfectly well for looping sound effects that are set to be Looped in Data/AudioChanges henyadance

sour sleet
#

What's the best method of getting choppable trees to spawn on a custom map?

dusk mulch
#

Paths tilesheet*

#

So import the paths tilesheet into the map, then put anything from that tilesheet onto the paths layer.

sour sleet
#

I prob sound dumb but the trees on the tilesheet.. they're just decorative and cannot be cut down. Are there things I need to do to make them choppable?

dusk mulch
#

All you need to do is put the stuff from the Paths tilesheet onto the Paths layer.

sour sleet
#

And that will make them choppable?

dusk mulch
#

Yep!

sour sleet
#

Oh! I get it now, thanks SDVpuffersquee

dusk mulch
#

No worries!

#

i think there is someting wrong with my JSON...

tender bloom
#

i suspect you have stuff at the wrong level

#

due to wonky parentheses or brackets

dusk mulch
#

the json is fine in game

#

no errors

#

if it works, dont touch it

tender bloom
#

interesting

#

but reasonable!

dusk mulch
#

apart from this error that i cant figure out

uncut viper
#

i mean it kinda seems like the json is not in fact fine in game

dusk mulch
#

i just figured out why that error was appearing

#

it was in tiled.

#

so it wasnt the json

uncut viper
#

those are not Tiled related errors

tribal ore
#

Trying to figure out how the $q/$r stuff works with answer IDs that are not integers. I know there are examples on the wiki, but I just... can't wrap my head around it.

    summer_Sat_old: "#$p 43#Hey, you better not be snooping around in my room anymore!$a|But I guess it could get you in pretty good shape." #!String
    summer_Sat_12: "Hmm... sounds like a lot of work." #!String
    summer_Sat_13: "What? You'd better not be doing that!$a" #!String

This example, for instance. If I wanted to make a custom one of these, I'm assuming I could use {{ModId}}_A1/{{ModId}}_A2

But then when I want to i18nify everything afterwards it just completely breaks my brain. If someone can provide a mod that would be a good example to follow (especially for the i18n stuff in conjunction with the non-integer q/r ids), I'd really appreciate it.

#

I have literally done everything with "quickQuestion" up to this point in order to avoid this. But now I need to set and check an answer ID with a trigger action later 😦

lucid iron
#

i18n it separately

tribal ore
#

Should I just use arbitrary integers? xD (I really don't want to. Please don't make me use magic numbers)

lucid iron
#
summer_Sat: "{{i18n:summer_Sat.dialogue}}#$q 42/43 summer_Sat_old#{{i18n:summer_Sat.question}}#$r 42 10 summer_Sat_12#{{i18n:summer_Sat.answer.1}}#$r 42 10 summer_Sat_12#{{i18n:summer_Sat.answer.2}}#$r 43 -10 summer_Sat_13#{{i18n:summer_Sat.answer.3}}#$r 42 10 summer_Sat_12#{{i18n:summer_Sat.answer.4}}" 
#

i dont think the keys on the response matter so you can use ModId if you want yes

tribal ore
#

Thank you thank you thank you thank you

lucid iron
#

tbh this is like

#

the kind of i18n i theoretically push for kyuuchan_run

#

leave ur control out of ur dialogue

hard fern
#

wow i18n magic

lucid iron
#

but i dont make npc mods so what do i know

#

ppl have said it is pain to edit like this

tribal ore
#

Just watch me get one of these working and then find out that PLAYER_HAS_DIALOGUE_ANSWER won't even do what I want it to

lucid iron
#

hm

#

cant u just quickQuestion with $action AddMail

#

its like the same thing isnt it yggy

tribal ore
#

Not an event 😦

lucid iron
#

oh this is regular ol daily

#

well if u arent opposed to +1 mod dependency

tribal ore
#

What I want to do:
Harvey: "hey player, can you please bring this to someone else?" Y/N

#

If they select Y, I can use a trigger action to detect that and start a quest

lucid iron
tribal ore
#

xD Man... I'm really really really trying to keep the dependencies at 0 required. I already have 1 optional

hard fern
#

if you're using contentpatcher its automatic 1 dependency

lucid iron
#

well as mentioned u dont need this for ur use case

#

cus i mainly made this to ask bus stop fences questions AquaThumbsup

#

you can immediately start a quest if u use $action i think

lucid iron
#

dont need to go through Data/TriggerActions

tribal ore
#

I will double check that. That would be awesome

lusty elm
#

Help, my brain wont stop designing an Npc Family.

lucid iron
#

$action AddQuest <quest ID>

tribal ore
#

Nice! Thank you 😄

lucid iron
#

stick this in one of the responses

#

forgor if u need quote

#

prob not?

tribal ore
#

Tbf, the dialogue page is one of the biggest ones. I remember seeing the action thing once but completely forgot about it :/

lusty elm
#

Where should i be looking to get started on NPC's?

lucid iron
#

!npc

ocean sailBOT
#
Creating a Custom NPC

Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:

lucid iron
#

tia's guide is good point

tribal ore
#

I've read that tia's tutorial is excellent

lucid iron
#

u can look at aviro's template for romancables

lusty elm
#

There are 5 npcs in the expansion that my brain has, WITHOUT MY CONSENT, designed.

lucid iron
#

before u fall into the npc mines let me share with u the stupid farm map i'll never make

lucid iron
#

its gonna be 2 layers through dumb C# things

lucid iron
#

a topside regular farm and a cave u seemlessly go in by walking under stuff

lusty elm
#

well actually, they are like 70% done, but i just stopped working on them.

lucid iron
#

the cave should have some fun lighting and tides (it is connect to ocean

#

captain nemo lives there

faint ingot
#

Can I use an $action command in a quickquestion response?

lucid iron
#

if u can use normal $ things it should work

#

havent checked how event dialogue works tho Dokkan

lusty elm
#

Cave farm is one of them ait had an underground farm, that was connected to the ocean, a forest area, and a mine for every type of mines tilesheet, as well as an above ground surface map, it was progressively unlockable and you had to repair every access point, blow up rocks to access more of the cave, and explode walls to make it easier to traverse and open up more area. it was actually like 98% done, but then TMXL/PYTK died and it had a lot of Lua and features from it to make it work.

faint ingot
lucid iron
#

well its prob not that bad to port the lua if u want the farm to exist

#

assuming i can figure out how to read lua kyuuchan_run

lusty elm
#

part of the issue was some of the layer swapping and custom lock triggers i was using from it as well, in combination with the Lua, and its just so much work to unentangle it from how integrated it was that i go "Bleh" anytime i look at it.

lucid iron
#

yea i dont think there is any good alternative for map layer nonsense in 1.6 rn

lusty elm
#

The other one is Volcano Farm, Which had a large mountain which turns out to be a volcano that erupts in spring and slowly over the course of a week or 2 lava seeps out and covers like 30-40% of the map transforming it. It had multiple submaps, and you could go inside the volcano, after a month a fire junimo would move it, you could do some quests for him, and his whole tribe would move it, and you'd do quests for them, and sacrifice crops to them which they yeet into the volcano to appease it, making it cool down and less likely to vomit out rocks onto your maps in an eruption. they would also unlock a spa inside, as well as an extra greenhouse area, tide pool submap expansion, quarry submap expansion, etc.

lucid iron
#

an adventure

lusty elm
#

leme go find a screenshot i have one somewhere.

#

I actually finished pretty much all the maps, it was just the events, quests etc that stalled me out.

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Enterprise, with 22 C# mods and 3 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

lusty elm
#

at the time we didnt have a good way to reliably do quests or a quest board so it kinda stalled out and i stopped working on it, I could probably finish it nowadays.

unique sigil
lusty elm
#

Yea, 1.6 also has a looot more ways to trigger mailflags which i can use to initiate changes which is great.

unique sigil
#

it supports map patches upon bundle completion, so i thought it would work for your cave farm

lusty elm
#

The other issue with cave farm is, i designed the maps like 4 years ago, and i've come a long way since then, and when i open up the map i look at it and go "I wana redo it"

unique sigil
#

why not? SDVpuffersquee

#

ive got a map from sep 2024 i want to redo, a map from 4 years ago is even more worth the redo SDVkrobusgiggle

lusty elm
#

to be fair its just basically redoing the mod, and my motivation is uhhhhh, random yet has limited duration? so i just need to time it to make the most of my motivation when it says "cave farm looks appealing"

unique sigil
#

fair enough!

lusty elm
#

I dont mind mapping, I in fact enjoy it, but my brain is just all over right now, cuz right now its going DO NPCS! and imma have a hard time focusing on anything but that for a bit

unique sigil
#

im glad i started making maps post-1.6, i can have so many layers

lusty elm
#

rooOld I Remember When TMXL/PYTK was the only way to load maps, and Documentation was on everyones wishlist cuz we had none.

hard fern
#

Ive always wanted to use unlockable bundles :3 i had an idea for being able to tie it to story progression...

unique sigil
#

UB is so fun to play around with

hard fern
#

Well "always" is a stretch bc i didn't even know it existed for quite some time

dusk mulch
#

bump

hard fern
#

But it sounds cool to be able to do something like that

#

Time to pin it yo my wip board

unique sigil
#

it would be easy for story progression, bc each completed bundle automatically has a mail flag generated for them, and you can do a check on that flag for your story's progress

#

its very convenient

lusty elm
#

one thing to note however is also if you add bundles, all of them need to be completed for the community center to be done.

#

or at least that is how it worked when i looked into it like 2 years ago

lusty elm
# dusk mulch bump

Honestly, imma just say fix your json, I doubt anyone is going to really want to help or managed to figure it out when your error validation list is half as long as your json.

dusk mulch
#

Also

#

The JSON validator I use in notepad++ has no problem with it so...

hard fern
#

Just because notepad ++ doesn't say anything doesn't mean that there isn't anything wrong with it

dusk mulch
uncut viper
#

your json at the bottom half is not correct at all, you just have a bunch of position object things not within any patch repeated one after the other

#

has nothing to do with any tokens

hard fern
#

And you're apparently not doing your includes properly? In a different json than the one you posted

dusk mulch
hard fern
#

I dont know what that is referring to

uncut viper
#

well, that's what the validator was telling you was wrong

#

it was looking for patches, so it was looking for things like Action and Target, but was only finding your position stuff

dusk mulch
#

it is a shock that worked in game

rigid oriole
#

i presume CP just skips any invalid actions

lusty elm
#

pretty much

dusk mulch
#

oh.

rigid oriole
#

Question: When is it safe to Game1.content.Load some asset and have it include any mod patches? I'm trying to grab all existing special orders (Data/SpecialOrders), including ones added by other mods via content pipeline edits. I load the asset in the GameLaunched event, but logging reveals that only vanilla special orders are present (although a patch export reveals that, in fact, the modded special orders are in the game).

lusty elm
#

CP/Smapi tries very very hard to make sure your game doesnt crash

hard fern
#

(it's so kind)

rigid oriole
#

nice

calm nebula
#

Mods can in theory inject whenever

#

But at earliest CP is two ticks after game launched

rigid oriole
#

is there a preferred way to wait those two ticks?

calm nebula
#

SaveLoaded is also a reasonable place to check

#

Then you have this

lusty elm
#

Oh no, I just realized that if i am making npcs... I have to make a BUILDING rooScream

hard fern
rigid oriole
#

hmmmmmmmm

calm nebula
#

Lollllllllll

rigid oriole
#

i might just make special orders all/nothing in this config

#

then people will write fewer bug reports

uncut viper
#

i mean at that point you'd hopefully be listening for invalidation anyway

calm nebula
#

I invalidate myself every day SDVpufferthumbsup

gaunt orbit
rigid oriole
#

i mean i sure did need it in gamelaunched for a GMCM screen but i think i will simply... not make it so complicated

calm nebula
#

(You can register for gmxm later)

#

Don't worry. I'll make it complicated instead

uncut viper
#

gmcm as far as I know does not enforce game launched right

#

i know CP does

rigid oriole
#

it doesn't but I wanted my stuff to show on the title screen config page

uncut viper
#

do you expect people to go into the config menu on the first tick

rigid oriole
#

so i'd have to listen elsewhere still for invalidation, etc

calm nebula
#

What are you making?

rigid oriole
#

sorry if i'm not making a ton of sense rn, i have The Sick ™️

#

my brain is very slow

rigid oriole
gaunt orbit
#

The usual pattern I do is this

public static T MyData => myData ??= Helper.GameContent.Load<T>("myassetname");
private static T? myData;

And then just set it to null when invalidated

dusk mulch
rigid oriole
#

that's clean i like that (to wren)

hard fern
#

SDVpuffersweats me brainstorming ideas waiting for the C# demon to catch up to me

rigid oriole
#

the C# demon is ur friend 😌

dusk mulch
hard fern
#

No, i don't need any

#

I wonder how long i can go without needing to make friends with the C# demon

calm nebula
#

C# isn't a demon

dusk mulch
hard fern
#

Honestly it might be easier than it looks

#

I poked around in free love's code before

dusk mulch
gaunt orbit
hard fern
#

SDVpufferflat my current conundrum is wondering if i can cut out an extra tilesheet requirement

dusk mulch
rigid oriole
#

not to get off topic but after writing C#, having to go back to java just pains me so much

hard fern
#

Ok yeah no java scares me

gaunt orbit
#

Yeah

rigid oriole
#

my unprofessional opinion is that C# is actually a good language

dusk mulch
uncut viper
#

you can write C# in anything

hard fern
#

Which one

rigid oriole
#

i'm afraid to ask what you write it in

calm nebula
#

Why does Java scare you

rigid oriole
#

i've been pleased with rider's autocomplete

dusk mulch
uncut viper
#

VS can compile it but theres no reason you have to use VS to do so

rigid oriole
#

wait til u hear about vim 😌

uncut viper
#

(calling out selph)

rigid oriole
#

does selph mod in vim???

hard fern
#

😔 it looks like it wants to eat me (only i will understand this)

uncut viper
#

i thought it was selph

rigid oriole
#

i believe you since you're around this chat more than me lol

gaunt orbit
#

Not to be a shill for bill gates but writing in plain Java after using c# so much feels like caveman technology

#

Like how string operations only accept regex and do not support literal strings

hard fern
#

Is it possible to write C# in plain ol notepad

#

Or is that just out of the question

gaunt orbit
#

Or how boolean and Boolean are different types

rigid oriole
gaunt orbit
rigid oriole
#

well i won't sotp u i suppose

#

i should not crush ur dream, it is totally possible. I would personally just find it inconvenient

hard fern
#

Now can you write C# in doom-

gaunt orbit
#

It makes things harder though

brittle pasture
#

did someone mention me SDVpufferwoke
and yes I write mods in vim

rigid oriole
#

do you have plugins

uncut viper
#

hi selph i mentioned you

brittle pasture
#

I use lunarvim which has a bunch for me, including a LSP

gaunt orbit
#

I like vs for its debugging features and intellisense though

dusk mulch
#

i used notepad, like the windows notepad for 3-4 months then switched to notepad++ almost last week

gaunt orbit
#

All you need to do c# technically is the dotnet sdk

#

Though you better be comfortable with command line

dusk mulch
tiny zealot
rigid oriole
gaunt orbit
#

Unless you use an IDE

dusk mulch
#

now that you say there is no gui i am never touching C#

gaunt orbit
fierce vault
#

Hi, sorry about this but I closed both my tileset window and layers window. I looked online and it says "You can reopen it in View > Views and Toolbars > Tilesets." but I have no idea where that is.

I also on occasion readjust the locations of them on accident as well, and it takes a lot of trial and error to move them back where I want them by messing around with the mouse. Any tips on how to fix/avoid these problems?

fierce vault
#

Tiled

dusk mulch
hot gale
#

Anyone know why

              "MoveEntries": [
                {
                    "ID": "bh.honey.mead_make",
                    "ToPosition": "Top"
                }
            ]

wouldnt be overwriting recipes? Still taking fruit and making wine, even though I sent my recipe to the top

fierce vault
#

I'm not sure why I don't see it

gaunt orbit
fierce vault
#

I've hovered over every button nand there is no veiw

vernal crest
dusk mulch
fierce vault
#

my tiled doesn't look like that. what version is yours?

gaunt orbit
hard fern
fierce vault
#

I am in a project, does that matter?

#

yes

#

hold on

gaunt orbit
#

That will tell you if it's an issue with your json or something else

fierce vault
#

I figured it out. I had to be in full screen and then hover on the top edge to see the option. Thanks

hard fern
#

Ah

hot gale
#

What do I export exactly? Machines?

dusk mulch
fierce vault
#

I'm still not sure why my interface is dark though lol

gaunt orbit
vernal crest
brave fable
#

pretty sure if you go to File/Edit > Options you can change the theme. it's likely set to your OS default

vernal crest
#

Ooh I just made my Tiled purple

fierce vault
gaunt orbit
#

Anyways, I gotta sleep. I'll see you all later

fierce vault
#

Oh, I need to try that

vernal crest
brittle pasture
#

is that intended

brittle pasture
#

asking because if it's your own machines you shouldn't need to do moveentries or targetfields, just define them in the order you want

hot gale
#

165**

vernal crest
#

You can also group different views together however you want, like I have moved my Properties box to be with my Tilesets because I didn't like having it be free-floating.

hot gale
#

Oh wait

#

lines are different cause the validator didnt word wrap

#

Line 364

vernal crest
#

Word wrapping doesn't usually change line number?

brittle pasture
#

in that case that looks fine to me; what does the output of patch export Data/Machines look like

lusty elm
#

My tiled is customized as well, one of the first things i did when I decided to be a mapping modder, was to customize the colors for example, as id be staring at it for 8 hrs at a time, and i wanted it to be easy on the eyes.

brittle pasture
#

just a guess but try setting "Id": "bh.honeymead_make_gold" explicitly

vernal crest
#

I have had my Tiled on light mode this whole time but no longer!

brittle pasture
#

CP may not set that by default if you only specify that in the key of a new entry and MoveEntries would fail to detect it later

hard fern
#

I think my tiled is just default light mode

hot gale
#

For the Trigger?

#

er

#

yeah

brittle pasture
#

above "Triggers":, inside a block in Entries

hot gale
#

That worked :D

brave fable
#

one of my favourite qol changes to tiled was swapping the hotkeys to photoshop keybinds. so smooth having the tilestamp tool be the same as pencil tool, rectangle tool be marquee tool, etc

hot gale
#

You rock, thanks so much

hard fern
#

Omg i forgot i could change hotkeys

dusk mulch
#

what is the link for the 1.6 item ids?

hot gale
dusk mulch
#

ty!

fierce vault
vernal crest
#

I like grouping them because I don't need the properties open most of the time so I don't want the box taking up valuable map space

brave fable
#

imo one of the more important parts of laying out your tiled window is getting a 1280x720 viewport at 4x zoom for the map. i think it's valuable being able to see what your map will look like to anyone playing with default settings

#

ofc you can resize anytime but having that frame is helpful

#

there isnt much point me designing a map to be seen at 4k 50% zoom when only 1% of people will play like that

uncut viper
#

i make my maps with an 800x600 resolution in mind like god intended

brave fable
#

ah the busstop method

fierce vault
#

Tiled is pretty difficult with it's pathing. I still can't figure out how to open any other mod's tmx files to even try to work on compatiblity.

uncut viper
#

just put the tilesheets they need back in the folder with the tmx

#

its looking exactly where the tmx tells it to in order to find the path to the files

vernal crest
#

I usually move other mods' tmx files into the Unpacked Maps folder and that's why I have to reunpack my content because now I have too many non-vanilla maps and tilesheets in there.

fierce vault
#

Oh, like all in the same folder? not how the mod was construted?

vernal crest
#

I should really try the whole "copy of the maps folder" thing

uncut viper
#

the tmx will always* look in the same folder as the tmx itself for its pngs

vernal crest
#

The mod should have been constructed with all the tilesheets in the same folder anyway

uncut viper
#

since thats what the game will do (essentially) when its loaded in

#

the mod may move the tilesheets somewhre else afterwards to load them manually, but as Aba says, the map itself was made when everything was in the same folder

fierce vault
#

Oh... Does that mean I've made a mistake by oraganizing my current project in folders inside each other?

uncut viper
#

if you loaded your tilesheets when they were not in the same foldr as your tmx, then yes

#

you will have tilesheet climbing errors

vernal crest
#

Though you can fix that by opening the .tmx file in a text editor and removing the paths from the source= lines.

uncut viper
#

as long as, when the last time you save your .tmx, all the pngs are in the same folder as your tmx, it is fine to move them anywhere else after

fierce vault
#

errors in the game or just opening else where?

hot gale
#

Is there any way to prevent items from stacking if they have differnt prices?

vernal crest
#

Errors in the game

uncut viper
#

the game will not load your map

#

SMAPI wont, rather

#

but thats just semantics

lucid mulch
fierce vault
#

Ok, I better reorganize my current project then...

#

Can I ask abot map embedding while I'm at it?

vernal crest
#

Of course

brittle pasture
uncut viper
#

no you've used up your free questions quota for the day

brave fable
#

you're fine to have tmx > subfolder > tilesheet , but not superfolder > tilesheet > tmx

uncut viper
#

(/j)

brave fable
#

if that makes sense

uncut viper
#

if the tilesheets are vanilla then you cant do that either

#

you'd need to load them again in a different asset name

vernal crest
#

And if you're loading your custom tilesheets (please do) you also can't do that, can you?

uncut viper
#

and if theyre custom then you'd need to account for it in the asset name as well

#

for customs it'd be fine it just wouldnt be conventional

#

the exception to this is Mines tilesheets, those need a subfolder

#

since they are in a subfolder in vanilla

fierce vault
#

So, I'm techincally using tilesets from the game, but it doesn't recognize them as the same as from the content unpacked folder. What am I to do?

uncut viper
#

put all the tilesheet pngs you are using inside the same folder as your .tmx

#

then, open your .tmx in Notepad++ or something, and find all the file paths next to <image source=...

#

remove the filepaths and just make them the tilesheet png name

hot gale
lucid mulch
#

bonus points is to have the external tilesheet filenames prefixed with ..
SMAPI will clean it up for you by removing the . but makes sure that you definately use the real tilesheet and not the one you might accidently ship

vernal crest
#

But when you test in game, you have to remove all the tilesheets from the .tmx folder if you want to use the game ones

uncut viper
#

for example if you see <image source="Subfolder/Vanilla/spring_outdoors.png"> change that to just <image source="spring_outdoors.png">

#

you CAN keep the custom ones in the folder when you release the mod, but you can also Load them with Content Patcher into Maps/

#

then you can still remove them from the same folder from your tmx and puit them elsewhere for organization purposes

#

the benefit of this is that other people can apply edits to your custom tilesheets

lucid mulch
#

for the purposes of map making, there are two categories, tilesheets you made/are shipping, and ones that someone else (vanilla or different mod) is shipping

uncut viper
#

for things like recolour compatibility

vernal crest
hot gale
brittle pasture
#

if UseFirstValidOutput is false (the default), it'd just pick a valid one at random

fierce vault
#

Ok, thanks. I'll try reorganizing and then hopefully can apply this other stuff later.

#

I'm going to be signing off now, thanks.

dusk mulch
latent mauve
#

I can't figure out what Gunther is doing in these frames. Anyone know?

uncut viper
#

is he polishing an artifact

scarlet saddle
#

making cookiesimo

brave fable
#

looking at his belly imo

#

cradling a child

#

extending his chin. endless possibilities

lucid iron
#

is this from the intro cutscene where he is like think

proven spindle
#

grooming his goatee

lusty elm
#

npcs have more parts than i remembered

latent mauve
#

I'm running into issues with it because I reskinned him so he doesn't have gloves, and the thing in his hands and the skin tone are the same. xD

lucid iron
#

he's revealing his biceps

hard fern
#

He looks like he's... Uhh taking off his gloves idk

tender bloom
#

Magnifying glass?

lusty elm
#

the first one also almost looks like he's reading a business card or something

dusk mulch
#

How do I do the spoilers in the mod description?

dusk mulch
orchid glade
#

polishing a peice of glass for a picture hes about to frame

orchid glade
#

try [spoiler]Spoiler Content[/spoiler]

latent mauve
#

It's BBCode, right?

#

So it's [spoiler]text[/spoiler] , yeah

orchid glade
#

But I don't know, if it's that it doesn't show immediately when you're writing the mod description

faint ingot
#

I have Shannon's 14H event working and I'm ecstatic about it

latent mauve
#

I just played the scene, Gunther is indeed inspecting something with a magnifying glass

versed wyvern
#

I will continue to imagine he's rubbing it lovingly like a guinea pig raphpat

latent mauve
#

now if only I could get my sprite to work properly so it doesn't look wonky when he looks to both sides xD

dusk mulch
#

Is this an unfinished item?

hard fern
#

Errr

#

I believe that's a new item in 1.6

#

Wait

#

No thats the cookout kit

gentle rose
#

cookout kit is not new in 1.6 either

rose cliff
#

Hi all. I'm trying to run SVE and Make Gunther Real together. The biggest problem I am finding is that SVE changes the map such that Gunther is trapped in his room. I tried opening up the ArchaeologyHouse map in tiled, and I found most of the tilesets it wants, but the only files I could find for either of the town interiors are in the base game under Maps, and are .xnb files, which Tiled doesn't seem to like. Paths I couldn't find at all. O ye knowledgeable of Tiled and mapmaking, what do I do now?

uncut viper
#

!unpack

ocean sailBOT
#

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

uncut viper
#

if you unpack your files you will get those xnbs turned into more usable files, in this case pngs

#

which can be used as tilesheets

rose cliff
#

I took a screenshot of my problem, but I'm not seeing a way to post it here. I have it up in a help request over in mod support.\

dusk mulch
rose cliff
#

Ah, OK, that explains it.

uncut viper
#

(you are one though. you can just paste the image here)

dusk mulch
#

Oh.

mighty ginkgo
#

@inner harbor can i ask if the bird in the left upper corner is a native game or custom ES asset? i made a bunch of these warp pads for personal use years ago and i'm pretty sure i snatched it from ES files, but i'm not completely sure. just asking in case i get inspired to release them at some point (so i'll change it if there are permission issues)

rose cliff
uncut viper
#

yeah, you just need to unpack your files and get the pngs for editing

rose cliff
#

So back to the modding wiki to find out how to unpack files, then?

ocean sailBOT
#

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

rose cliff
#

(My brain hurts.)

dusk mulch
#

Just follow the tutorial to unpack the files, then use those files as tilesheets so the map works.

inner harbor
#

modified from the gulls in the game but designed to fit 16x32 pixels

dusk mulch
#

heh. the farm name isnt centered.

mighty ginkgo
rose cliff
#

I am unpacking as we speak. I might actually be able to get thi sto work.

dusk mulch
#

I can't figure out the ID for dried blackberries.

#

Can someone help?

brave fable
#

DriedFruit

#

it's a flavoured item though, so you're only going to get a Dried out of it

dusk mulch
brave fable
#

per Data/Machines you'd need to create some output item FLAVORED_ITEM DriedFruit DROP_IN_ID to match the vanilla behaviour

dusk mulch
#

It is for a shop

brave fable
#

you could try an item query for FLAVORED_ITEM DriedFruit 410?

dusk mulch
#

That worked, ty!