#making-mods-general
1 messages · Page 237 of 1
cliff edges should be on buildings to prevent the player walking onto it

back is for grass and paths and floors and water
It's very helpful to have vanilla maps open so you can see how they're doing things and copy that until you're confident you understand it well enough to do things differently.
which layer would you say i should put shadows on? back?
Oh i didnt think of that aba
no, back2, because you need the grass or whatever to display underneath it
In SpecialOrder::GetSpecialOrder, there's a big try/catch block wrapping most of the method. My mod is triggering the catch block with a NullReferenceException: Object reference not set to an instance of an object. at StardewValley.SpecialOrders.SpecialOrder.GetSpecialOrder(String key, Nullable1 generation_seed) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\SpecialOrders\SpecialOrder.cs:line 668. Line 668 in my decompile is just the do keyword part of a do/while pair, so I'm struggling to track down what is actually causing the null reference. Is there a way to get a better stacktrace?
Assuming you can't trick a debugger into letting you step through the function, you could try recompiling the game from the decompile repo and running against that?
And then debugging the method there
Will it eventually form a pyramid?
if you want to do it the dumb way, you can also transpile a Monitor.Log after every single line with the line just before it as the text so you know where it stops 
very cursed
Um. Technically I could let it form a pyramid? But I was honestly planning on just going for two rows that scroll if you really need that many tabs
Hmmm, so what happens after 22, just throws an exception saying "too many tabs", or ignores the new ones?
Also curious what it looks like when a back row tab is selected, or do you flip the rows?
Okay, what should I do next for my mod?
I'm probably going to flip the rows.
.choose Make Flint NPC, Make mayor NPC, Make events, Make more dialouge, Make abbandoned building, Bug test, Get beta testers, Add the custom ticket machine
Choose result: Make mayor NPC
But I want to do more testing and see what feels good, especially when using a controller.
Eh, not too bad
Make sure to do your testing with LT/RT and not just focusing/clicking the tabs.
It's probably going to be a little unintuitive what happens when you reach the edge.
Of course.
Honestly I was just thinking it might make more sense, given the way the tabs are laid out, for it to alternate between the first and second row when using LT/RT and not swap the rows
But then that needs to make sense with the other interactions
And it would either be hard to navigate the vanilla tabs with all the junk in between, or the tabs would seem to have a weird layout with primary vanilla tabs being at the back (even for mouse users).
What happens to the rows when UI zoom is increased?
Definitely something that will require testing.
I do like the rows.
And yeah, the UI zoom being increased sounds like a case where I'd need to just disable that row and only use scrolling.
I'd say use LT/RT for pages and LB/RB for rows of pages, but unfortunately LB/RB are used for in-page pagination within specific tabs.
(My solution to UI zoom is "screw you", but I guess if it's intended as a main menu replacement, that might not be practical)
Yeah, can only really use LT and RT safely. Might just have people move the cursor up into the tabs if they want to switch rows quicker.
And I wish my solution to UI zoom could be screw you, lol
Pretty much all of this sounds like a Future Khloe problem after the first release, though.
Since I don't expect people to register many new tabs for a good while.
God how do yall write dialogue? It is monotonous boring work.
I will avoid the dialogue and do the sprites and portraits
Is it ethical to use vanilla assets for mods? Like if I were making an NPC and I used Pennys sprites, would that be socially allowed?
It would probably be odd to have two pennys
But it's not like people are gonna bust down your door for kt
I think the worst that would happen is people might see it as lazy to just reuse a vanilla sprite without any modifications
I mean, it's your npc, you can do whatever you'd like
yeah, you could
should i avoid trying to put water on my maps or should i justt ry to make a fishing spot anyway because why not
Did you make your map from scratch or did you start with a vanilla map and edit that?
scratch
@vernal crest Yeah we do need to emphasize that.
Always try to build your maps based on vanilla maps if possible, it avoids breaking the animated/special tiles if you're already using a tileset that includes them.
Ohhh... yeah..
Its better to start from vanilla because you get to keep map properties that way
So things like water and such you wont have to worry about anymore
Im afraid you might have to restart your map if you intend on having water and other animated tiles like what lily said
It doesn't matter if you completely erase the map tiles after, but having the tilesheets pre-attached fixes a lot of weirdness that you'll run into otherwise
Or...
You could go into the tileset inside tiled and add a tile property to the water tiles to make their animation work.
Do note that the animation won't be the same as vanilla but hey! You will have an animation
(This is a guess, someone back me up if needed)
so if i did that would things like going into a building using a door be attached or is it more usable trash cans
Im? Not sure it works like that.
Why wouldn't it be the same as vanilla
I did it, let me see if it works. I havn't paid attention
If you're using the vanilla water
Water property on the back layer should pull the vanilla overlay, yes
That's what i had figured too, so im not sure why there would suddenly be a "different" animation?
It was Chu who told me about the different animation (I am pretty sure)
Main things that won't be 'properly' animated if you aren't using a pre-attached tsx: water ripples, waterfalls, the little bouncy grass decor tiles
aaah ok
i dont have a ton of the bouncy little grass deco tiles and i dont really need to make a water feature as it doesnt have a reason to be in the town
<- i have beef with animated tiles
i was just gonna if i could easily
yeah that would work
next time ill use a map ! a vanilla one!
let me see if it is the vanilla animationm
see those tiles with the little white/black symbols on them?
Those are animated from the vanilla TSX
If you add tilesets manually from scratch, those won't be animated, so you'd have to go and re-add the animation yourself and then potentially save your newly animated tilesheet as a TSX that goes into your mod folder next to the map. It's a bit of a mess.
Boooo TSX
One of the biggest reasons starting from a copy of a vanilla map is so you don't need to re-animate the tiles from spring_outdoorsTileSheet 
You might be able to get away with exporting the vanilla animated TSX and then attaching that to your custom map, but then you have to redo all the tiles anyway. xD
it saves time and mistakes, because that tilesheet is a bit of a mess
Sometimes i wonder why im even making the mod that i am and then i remember that it's easier than making a webcomic
this is useful information I will use if I ever make a map that utilizes those tiles then :0
"a bit" is an understatement, tbh
I was thinking I might make a kind of like river centric town but im glad i decided not to last minute
i feel like i would have cried needing to redo it all
Are you running into problems with the water tiles?
i just came into the convo so im lacking context, but i can help with that if you explain more
nah i was mostly just wondering about it, my town is supposed to be 'along the highway' type of town so it doesnt necessarily need a water feature thank goodness
There's no need to redo the water so long as you're using the right tiles (and then animating them)
Ah
you dont have to "animate them" you can go into the tilesheet in tiled, put a water tile property on the water and you're good
The shimmering animated water overlay relies on the map being marked as outdoors and the tile having Water T property on it. it's not an animation you apply manually
theoretically i could remove the fountain
if the water is indoor you need the indoorWater T map property
Are you sure you know which water im actually talking about
i mostly put it there as a 'wealth' object
the fountain is indeed animated tiles, but at least that's just one set.
Yeah, it's from town tilesheet
oh, uh. ignore me.
would it be difficult to animate just that then and then in the future ill do it properly with vanilla
i would like to avoid remaking the map LMAO
You can reference how to do the animation from spring_town.png in the Town.tmx map
Hmm that was supposed to be a gif
alternatively, you can export that tilesheet from Town.tmx as a .tsx file, and import that to your current map
ill see if i can figure it out and if not ill just have a larger parking spot for the car lol
Yar, you can copy-paste the animation data for each of those tiles.
(tldr: tiled hard)
ooh
you could absolutely open the unpacked Town tbin and export the Town tilesheet, yes
That's what I was gonna suggest 😄
thats also my suggestion but only to save kandi the time and effort of redoing the entire map 
Lord the farmer base is horrifying... shudders
In the future, absolutely do it properly, but as a fix this time around? Totally fine.
Having a lot of fun making potions and elixirs, also kill me I just noticed I typod elixir on the item names rofllll
I'm not an advocate for .tsx files ever since i made my template map
Especially since Kandi will only need to change the fountain tiles to the 'new' tsx being attached from the Town export.
.tsx is irritating because i exported one and then ended up with like 3 copies of the same tilesheet and had to fumble to figure out which one to kill
yeah, thats my issue with .tsx
I feel like there was a script floating around somewhere to merge tilesheets in Tiled
I know there is an extension to yeet tilesheets you dont use in the current map

but I usually only do that after im done with the map, which doesnt resolve my grievances with .tsx files at all 
Animating tiles is really not that difficult. I do it a bunch for my map making.
I'd absolutely hand animate over importing a tsx in the situation where I'd already placed a bunch of tiles from a tilesheet.
I'm guessing it might be possible to point the existing tilesheet source to the tsx to prevent having to place the tiles again but even if that does work I think it would require a fair bit of care.
Hey you might want to check with the Junimos about your display name in case it counts as being against the rules 
how does coding an exterior door to let you into a house work is it the same as a warp on a tile just you specify clicking?
Exterior door warps are just Action Warp tileData objects (or Action LockedDoorWarp if there is a time or friendship condition to enter)
6th last entry
Hmm sigh i feel like my workload never goes down XD
omg ikr, i finish 1 task then 5 more pop up
I was intending to do a lot more mod work with my day off today, but my body decided to get a fever instead
Gws
hope you feel better soon!
It's just about gone now, just in time to have to go to bed and wake up in the morning to go back to work again 
LOLLL I WAS DOING MY CUSTOM NPC SPRITES AND I DID THIS
if Pierre is SeedsShop what is the adventurers guild shop?
[[Modding:Shops]]
ty!
ty lol
oh
that was a bot
rofl
Thats a dope command
Lol
if i have a "doorway:" thats 3 tiles long do i have to make a location warp for each tile or is there a way to encaptulate all tiles within one location warp
oh goodnes this code is confusing me now LMAO so many identical entries
it would just be the same thing 3 times in different spots
alrighty
You can just use one object that's three tiles wide.
You can copy and paste a one-tile object twice but I'd just make one.
whys it so dark on my map geez
But if you just have one, the player will warp to the same spot on the interior map from all three tiles. If you have three, you can change where the player warps to.
If your map is meant to be an outdoors one, make sure it has the map property Outdoors T so it gets outdoor lighting.
how do i give it a property is that in the text of it?
or is that another "you should have used vanilla maps" thing
oh ok phew i was like :i will start over tof ix the problem"
If you click on that, it should open the map properties box. You'd add a new custom property by clicking on the little + icon. Property name = Outdoors in the box that pops up, then click ok. Then add T in the box to the right of where Outdoors now is.
i think i need to redo the mayors house, grr i have this black empty void around the map 😔 i wish you could make the map bigger after making it the first tiem but the property thing appears locked in that section
if you’re talking about tiled, you can do one object that’s three tiles wide, but it has to be snapped exactly to the edges of the tiles
You can definitely make a map bigger after making it the first time.
do you know hwo t unlock it, its all greyed out for me?
It's also normal to have a void around smaller interior maps.
What is greyed out?
this isnt an interior map its an exterior one which is why its wigging me out 😔 its just like a very enclosed map like a little grove
the width and the height of the map
Where are you trying to change it?
map properties
is this a map you made from scratch or an existing map you’re modifying?
oh
(hi aba!)
do you guys know how big the basic map size would be to have no void spaces
They did not know you should start with a vanilla base before. They do now lol
yea starting now all my maps will be vanilla bases XD
I was actually asking in case they were trying to extend a vanilla map south or west haha
is it south or north
I always forget
yup. As soon as I typed it I knew it should be north haha
maths brain says the y axis should be positive going up 
I wonder if an !extendingmaps command would be helpful
since we’ve been telling people about that a lot recently
to be fair, you definitely can do it
oh yeah for sure, you just need to know to watch out for those things
do not ask me to be liable for damages
(and people forget to include west half the time when warning people, and only mention north)
I forget which direction west is and have to the never eat shredded wheat
You can't guarantee it for everyone because of different zooms and resolutions, so my suggestion is to just experiment to find what you want it to be. It'll be very quick to check because you can just make a copy of your map (just in case of messing up when experimenting), then change the size and paint the new tiles bright green or something, then check in game. Since you can use patch reload to update the changes in game, you can change it and check it in about 30 seconds.
sorry, I put you down as liable for all my mods already
wdym by void spaces?
you're gonna have a lot of angry customers when they hear what i have to say to their complaints, then, if you appoint me customer service
…I’m okay with that
The black around the edges like in the starter farmhouse, Linus's tent, etc
I think they mean the all encompassing Void aka the black around walls
I can't think of any exterior map that shows the void off the top of my head
If your map is small, then i think it would, but not any of the vanilla ones are like that afaik
bus stop did for a long time
ah. Then vanilla zoom goes down to 75% at the lowest. idk how the game scales for different resolutions, but I assume viewport probably stays fixed to width?
Ah ha, I found one. The gem bird area on the island.
(if it’s fixed to height or not fixed at all though you have to consider how it will look on wide monitors)
the island is where i wouldve looked too, i was gonna say maybe the caldera too
I definitely saw more void when I zoomed out just then
does the path to the witch’s lair count as outdoors?
bc I’m pretty sure that shows the void
without even zooming out
isnt that literally in a cave
topologically, nothing is indoors
if you close the door and windows it’s indoors
never seen a door that has an airtight seal at the bottom
Id it outdoors when theres no door to our in cave so cave is outdoors because there's no door to in
bank vaults. clean rooms using stored air.
Hang a curtain at your cave entrance
those giant human-sized hamster balls
why do they call it indoors when you door in the cold air door out hot close the door
I thought she must be quoting a meme so I googled it lol
So Jon is the one having the stroke
i even took the time to resize it bc the version i found was 5500x3800 pixels for some reason
So not sure if Kandi was informed of this, but, the map property ViewportClamp is your friend if you are trying to avoid black void around outdoor maps
I assume that’s an I’m Sorry Jon 
(alternatively, do what the Woods does and cheat with the foliage border)
this is so useful to know!
I feel like that says something about me that i know what you're talking about
Viewport clamp my new best friend
(what does it do)
clamps the viewport innit
It locks the view of the map to within a specific range of tile coordinates
(The BusStop uses it, if you want a vanilla example)
huh. the copypasta existed before the garfield comic. neat
(it was originally an askreddit thread apparently bc ofc it was
)
I feel like I have asked this question before a while back, but I don't recall the answer: If you change a vanilla NPC's gender, does the game automatically change what frames it looks for in regards to wedding and flower dance sprites?
it should, since it just looks at the gender field
Ok, so my sprite changes for Harvey and Haley are gonna be a mess, good to know
i found more water but i handled it dw >.>
i forgot the bathhouse had that little spring on it
The way mods usually do it is to change the character's gender field back just for during the festival.
Anyone know why these potions wouldn't be added to crafting?
https://smapi.io/json/content-patcher/ab99e0b241694966875a192659f7f3d5
almost definitely because you put slashes in their ids
Ahhhh, damn
dont do that
also LogName doesnt do anything inside ObjectData
its something you put on the patch itself
Amazing, ty!
crafting recipes are a slash-delimited string, so having a slash in your item id will ofc break it
bc it sees a slash
and cuts things off at the slash
in general just stick to dots, underscores, and alphanumeric characters
this goes for just about everything i can think of off the top of my head besides asset names/Load targets
as slashes are a very common delimiter
if you particularly care about Lookup Anything integration, you also specifically want to do {{ModId}}_ItemId
Thanks so much, fixed the issue :)
it doesn't matter if you happen to have an item named Quite Specific Sushi, you have to start it with {{ModId}}. this is non-negotiable 
This made me giggle
I’ll make sure I plaster {{ModId}} everywhere 
without {[ModId}} is it really YOUR mod? hmm
This is sick
Its so sick im sure everyone knows about it, but in the off chance someone doesnt
I'm tempted to make a stardew mod to give more depth to your children
It would be so funny if you have a kid with Abigail and they just inherit Abby's love for rocks
I haven't really found a lot of info on this, but how can you make a cutscene in a mod or change an existing cutscene?
[[Modding:Events]] do you want to know how to make events?
Ok that doesn't work
[[Modding:Events]]
:...
F
Does i18n not translate buffs?
If you're referring to what the game refers to as events rather than what it refers to as cutscenes, yes, easily with Content Patcher. If you're referring to what the game calls cutscenes you'd need C#.
I have some years of experience in C#, I'm gonna have to make a proper mod for the rest of my mod regardless, but I was wondering whether there are some docs on it specifically for cutscenes
This is what Forsy was trying to link to: https://stardewvalleywiki.com/Modding:Event_data
Oh Its event data...
Are you sure you mean cutscenes?
What does cutscenes mean in game? Not events
I mean cutscenes like the NPC cutscenes with for instance Linus going through the trash
There are a few hardcoded events in game. They are referred to as cutscenes. Things like the band playing in the city, Maru's robot flying away, etc.
@stormUsu those are called events, but I totally call them cutscens IRL too!
Sorry, my reply is to Storm!
Oh, well that's a bit unfortunate with events being a fundamental concept in programming haha
But yes events then, with dialogue and moving around of NPCs
Then the page that I linked is what you want
That bit confused me so hard at first!
Okay perfect, thank you! When I first saw this page I thought it literally just meant storing game state data
😅 and here I think of cutscenes as cinematic animated parts in a game, since I'm used to that kind of thing
Do you want to make a C# mod specifically, Storm?
So this way by altering the xnb file for a specific event, I could theoretically also change dialogue for already existing events?
editing xnbs?
Yup you can edit vanilla events, lots of mods do. If compatibility matters to you it can be a bit of a minefield.
I want to make a mod yes, I want to involve quite some boss fights that have staged mechanics so I dont think I'm getting away with content packs
Among other things
But, why edit the xnbs
Compatibility doesnt matter to me, I'm making it as a stand-alone mod since it's basically an adventure mod
Most people would recommend you make a combined CP and C# mod rather than try to reinvent the wheel and do all of it in C# but you certainly can do it all in C# if you want to.
I don't think you can do the things you're thinking of by xnbs modding though
I'm assuming Storm doesn't mean directly editing the xnbs the way you're thinking of Forsy.
Is there another way to edit existing events?
The page I linked doesn't have much information for C# event editing specifically, but it should help give some context at least.
Yes, we use Content Patcher to edit game data.
I was thinking of a combination of CP and C# too as making everything from scratch would be a bit too much effort, I do want to make one isometric map though so that might be difficult :p
And I also have one funky-working weapon
Well, I'd hope I'm wrong in that case haha
There are a bunch of tutorials about event-making on the modding wiki too https://stardewmodding.wiki.gg/wiki/Special:Search?search=event+intitle%3Aevent&profile=advanced&fulltext=1&advancedSearch-current={"fields"%3A{"intitle"%3A"event"}}&ns0=1 (I hope that search result works properly).
I dont mean directly editing the xnb I think
thanks!
Are there content packs for events too? I didnt immediately find one
Yes almost every mod that adds/edits events is going to be a Content Patcher mod, I don't know of any mods that edit or add events via C# actually, though I'm sure there must be some.
huh, interesting, that's good to know. I was already thinking of building a state machine for event tracking haha
I couldn't name a mod that does nothing but edit an event off the top of my head, but pretty much any NPC mod there is will have examples of adding new events and there are many mods that edit vanilla events.
What does the state machine do?
how do I add translation files? default.json and then I just add like de.json?
Yes
Well in the case that I'd have to program an event from scratch, I'd need some kind of trackers for the progress of the event, but if it's possible through content patcher, that'll save a lot of trouble
Ty :)
Here's how to bundle a CP pack with your C# mod build, by the way. And I'd recommend looking into Khloe's ModManifestBuilder too.
I'll see if I can find a good mod to recommend you deconstruct.
Thanks! I'll save all these links. I was looking at SVE but couldnt immediately find event handling from the source code so I figured that data was packed
😅 SVE is... Complicated
Hmm, we'll go with Lacey. She's pretty up to date and I trust ichor's work. Oh and he multilines his events, even better!
SVE is gigantic and full of legacy practices so it can be a difficult starting point.
This is a quick look at how a CP patch adding a new event can look.
Doesn't look like he edits any vanilla events though. But if you're not worried about compatibility with other mods, you don't really have to worry about trying to be delicate when editing a vanilla event - you can basically just treat it like you're adding a new event and replace the whole thing in the same way that you would make a new event.
Is it bad practice to include AI Translation support?
Yes
Welp
Jorts and Jean has a couple of examples of editing vanilla events.
How can you replace an old event with a new one? By catching on to the asset load event?
I don't know how CP does it. Never looked at its guts.
As a CP user, you just create a patch with the existing entry key and it'll replace it, yeah.
That's convenient
I'm used to working very low level haha, most of my projects were in C so it's always a "make it yourself" kinda deal
Yeah I figured from the kinds of questions you've been asking lol
I'm coming from the opposite direction of no C# knowledge so I've learned a lot about modding with CP first and now I am starting to learn C# modding too.
Tbh if you're thinking isometric it is very much make it yourself
Oh yeah isometric will be completely custom, but I've made my own graphics engine to make a high performance flight sim, I'm not scared of some maths :p
if anything it'll be getting used to using tools that already exist
Good luck have fun you'll find out why every time someone mentions xtile there is swearing
I am scared of the maths 
I dont blame you
It takes a special kind of crazy to have 15 pages of differential equations in your master thesis
That was truly swearing
I do maths by figuring out what the answer should be and then experimenting with formulas until I find something that gets to that answer.
I've definitely done that before, but there's a point where that's not possible anymore unfortunately
!unpack
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!
Oh Storm you should unpack too.
especially when you start playing with camera positions and shaders
And decompile if you haven't already
for andro
IDK if we have a command for that
Yeah I already found the page for unpacking, didnt touch it yet though. I've also already decompiled, then I found out there's ILSpy too hahaha
Oh, no idea, sorry. I don't know anything about Android and I don't know of anyone on this server who provides Android support.
I've been digging for a few days cause I dont wanna barge in here with questions that may be on the first page of the modding guide haha
which I probably still did to be fair, oops
It happens. I got as far as making myself a CP mod or two before coming in here but then I got stuck trying to get a custom map in game because I completely missed finding the info on the wiki for how to do it, though it was there.
There are a lot of pages to be fair yeah, easy to miss something
I'm glad I did though because I am not otherwise a community joiner and I would've missed out on a lot if I'd never joined.
I knew I was gonna have to join at one point cause 100% I was gonna overengineer things
There are some great people here. Lots of help, fun brainstorming, opportunities to help others, just chatting, support when things are tough.
I would definitely not still be modding Stardew by now if I hadn't joined because I would've gotten bored.
Instead I've learned how to use Content Patcher, learned how to make maps, learned how to draw, and even learned some C# (which has been so hard for me, my goodness).
Yeah C# isn't the easiest entry language :p I learnt java in 2014 to make minecraft plugins and that was.. an experience as well
and that was super jank too
I mostly only know R because of being a data analyst.
Oh and SAS
My current job is C# but I have 6 years of C experience, so I can probably handle it
I never actually learnt R, we always did statistics in C LOL
if you have touched C# at all, you can have a hello world smapi mod in under 5 minutes
I was taught SPSS at uni but I did all my assignments in R
I dont doubt it yeah, the code for that is on the main modding wiki page as well
Psychologists are not known for their programming overall
the steps of getting a development environment is so comically simple its absurd
Welcome to .NET :p
install nuget package, have class extend mod, implement abstract class, press debug button and stardew launched
oh and get a manifest.json written up
arguably the longest step
Don't write your manifest.json, use mod manifest builder 😛
yeah that tbh
I was wondering, how can you reliably test functionality somewhere late game? Can you create a test file? Do you make a warp map for testing maps?
Already linked ModManifestBuilder 
yep have it bookmarked :p
Combination of downloading a perfection save from the internet and heavy use of debug commands.
the debug commands are all you need
and/or cheat mods
A lot of things that happen late game only occur once and having to test those continuously can be a pain
a perfection save is literally just debug perfection and sleep
anything that you care about state, you get a save to that state, and then load it over and over and don't sleep to save
not sleeping is actually a stupid oversight of me
(Also almost everything is tracked as a mailflag)
(So if you know which flag you can trivially unset it.)
getting a mod that puts the ok button for the overnight shipping stuff is a must have to not accidently save
doesnt it already have an ok button?
only if you shipped something
fair
Eh, you can trivially restore the save from backup
#effort
Or unset/set flags using console commands
Me in 2 weeks with 172 saves backed up
just don't go to bed
!saves
Use this guide if you want to find your save file or transfer it between platforms:
https://stardewvalleywiki.com/Saves.
Irl advice?
joke's on you, even if i go to bed, i can't sleep long nowadays
I also use pause in multiplayer and use its pause time functionality
flashbacks to competition where my only sleep was on my 10 minute break on the asphalt
sleep all night, hoe all day
New quote added by cosmicbea as #6326 (https://discordapp.com/channels/137344473976799233/156109690059751424/1346831342687490089)

what do you think is easier making a portrait look like a sprite or making a sprite look like a portrait im trying to decide what to do first when im start designing my npcs
Portrait first, then sprite. You get the most detail out of a portrait, then crunch it to hell in a sprite
If you start with a sprite first then you're kinda stuck with figuring out all the details later
At least, thats how i feel
i think thats a valid viewpoint that makes a lot of sense
does debug perfection definitely set every flag that getting perfection normally would? we had some issues when we were testing with @rigid musk where we found out that, for example, completing cc manually (by spawning the items and putting them in) vs using cjb had different effects
still not sure why that impacted what you could sell in qi’s room though ngl
Hi, I want to add new portratit to the dialogue. in the image I want to add portrait for jas when she is jumping rope.
If I didn't use i18n when in game it will be english whatever languauge I use. I want to ask is there any method to make dialogue load new portrait without using i18n. or is there any framework I can use to achieve this?
does anyone know how to turn off the grabby hand in tiled i accidentally put it on and now it wont go off
ficex it i just closed and reopened the program
nevermind its doing it on the tilesets now 😭
What is the grabby hand? What does it do?
it just moves the map around the screen
its a white gloved hand
Oh i think i found it, it looks like the toggle got stuck somehow for it?
its spacebar
Oh yeah you hold spacebar so yeah yours must have gotten stuck

i think im almost done with doing the outdoor maps next i can do the indoor ones Iill use vanilla as a base this time lol)
how do i remove items from interiors that have tile data so i can just not use them, as im going to rework lewis house for example but idk how to rid myself of the ticket machines tile data
Oh it hink i found it
You can just click on the object and press delete on your keyboard
which mod idea?
(and why delete it?)
the Farmhouse costs
im currently working on it again...
i have been learning C# past 2 days
Rather than closing it, I’ll mark it as currently in progress by you. Then when you finish you can come back and post the nexus link, and anyone who saw/sees it in the future will be able to see your mod :)
that’s fine! there are open issues in the repo from 2017 haha
im currently make it working with level 1 farmhouse with mats and money change
but i want to make the GMCM config first
After a quick test I don't think it truly does
(I was very curious)
I cannot purchase the gem weapons though so I'm guessing not
didn’t it end up working last time we tested though?
If you mean by going through and doing the flags (i.e. completing the cc with debugs and stuff) yes that worked but we didn't test perfection
the perfection debug command didn't let me purchase it
oh I see what you mean now, you were answering my question not saying we got it wrong lmao
I can click on it all I want and it doesn't work- OH yeah !
I just wanted to see if it worked or not cause you posed the question heehoo
im still very proud of those weapon sprites I think they look pretty B)
I've never made weapons before from scratch so it was actually kinda fun to do
they do! and they fit vanilla super well
🥹 thank you
Friendable Mr B)
I could change his name to that which is great... infinite cosmic power
watching through the perfection cutscene to see something and I just...
why does it LOOK like that oh my god
man doing the wall framing with the little here ill take a picture, its hard whatever these tiles are
those little wall frames
how cursed is this image on a scale from 0-10
is it easy to turn a cp mod into an AT mod variant
someone asked on one of my mods if id make it AT as well
AT mods are pretty easy to make imo
ah ok :3
Furniture mod?
sprinkler replacement so technically but like utility furniture
yeah that should be relatively easy honestly
woohoo AT sprinklers will be in the works between doing maps then ill look into it
i just like that someone liked my mod enough to be like "can you do this for me" and im like "omg ofc ofc"
hmm Is there a mod that lets you have different dialogue for divorce stuff? like at events and what not
I'd like to add that as an optional dependency because it seems as though the base dialogue overwrites everything which ... I didn't realize
also yeah I love when people like something I made so much that they're like 'hey can i have it this way?' it makes me feel cool
the fact that people want to and have translated my qi mod makes me feel so cool too
real
easier translation is why im going to try and us i81n files for the dialogue for this mod im making now
They're actually insanely easy to use!
OOh
if my 1.6k line i18n json is anything to go by anyways
what actually is i18n
The tokens themselves are pretty easy too, though if you accidentally mess something up when moving them over it's the worst part, because then the token doesn't work but you'd be able to spot that pretty easily
it stands for internationalization

there's 18 letters between the i and the n so it's shortened to i18n
oh thats actually really cute and clever i wonder who came up with that
They're called numeronyms!
See l10n, k8s, a11y
a11y is my favorite one i think bc it reads as ally
l10n will always be lion for me
didnt someone make tilesheets with backward couches
found it
also before i go in too far into the mod before needing to switch stuff
!!!!
how do i make my mod compatible with recolors do i need to make a seperate version that utlizes recolored tilesheets? id like to allow my mod to be usable by those who use erthy or vpr or that other one ?? starblue?? or something
Iirc you do need one "version" for each recolours
aah ok
then ill do that at a later date
probably before i add the npcs
another question, how do i make my mod change seasons, is it the same i need to make different 'versions' with the different tile sheets?
To make it compatible with recolors the main thing you need to do is load the custom tilesheets if that's what you mean (if you want OTHER people to make the recolor compat) if you want to do it you'd need to make tilesheets for each one and then have them loaded specifically when the person has those mods
yeah it would be like how stardew has seasonal tilesheets
like fall_tilesheetname
(and so on)
Hi Aba!
so do i need a content patch code thats like target (map name) action (change map from spring map to summer map)
I think with the tilesheets it automatically does things seasonally if you have the four tilesheets with different seasons? I think?
I don't actually know... I've never done it before 
i think ill make it compat with vanilla colors first and then if i want to before somebody else does it ill make a version that recoloured
yeah as long as you load your tilesheets from a separate folder you should be fine for recolor compat for other people to make it
In the context of Stardew, it's how we make our mods easy to translate. Instead of writing text visible to players (dialogue, item names and descriptions, etc) directly in the data files we load or the patches we use to edit vanilla assets, we use i18n CP tokens that refer to a file in the i18n folder containing the text. Then when people translate the mods, they only have to translate the values in the i18n file instead of trawling through the entire mod. A quick example is that your dialogue entry might be "Mon": "{{i18n: sam.mon}}" and the i18n file entry would be "sam.mon": "Hey farmer, lovely Monday morning!".
Game will pick right season for u based on that
If u have a custom tilesheet you made
Load them to spring_ summer_ fall_ winter_
Does anyone know of a mod for this? 
Makes sense, you essentially reference centralised text instead of hardcoding it
What do you mean by different dialogue? You mean for different ex-spouses?
No like... I want him to say something at the flower dance that isn't just the base divorce dialogue
(and so on)
Well, that dialogue is probably in StringsFromCSFiles, so just edit that.
Not general dialogue, I don't mind if his general dialogue is that, but specifically at festivals
Oh I already - here let me show
"Action": "EditData",
"Target": "Data/Festivals/Spring24",
"When": { "Relationship:{{ModId}}_TheMrQi": "Divorced"},
"Entries":{
"AngelOfStars.Mrqifriendable_TheMrQi": "{{i18n:Aos.QiFlowerDance1Divorced}}",
"AngelOfStars.Mrqifriendable_TheMrQi_y2": "{{i18n:Aos.QiFlowerDance2Divorced}}",
}
},```
So I have this section of code here, which technically should work based on your relationship with him being Divorced right
HOWEVER it doesn't work because it gets overwritten by the BASE dialogue
I am lost as to what you desire then.
The base dialogue as in his dialogue specifically or some sort of generic dialogue?
That's what I was suggesting you editt
How do u get divorced from friendship
No longer friends with B)...
Anyways the divorce dialogue is one of those stringsfromcs things iirc
How do you mean though Aba? I want it to be different for festivals and stuff
not just one thing
Edit that and put it behind when festival
welp i got halfway there XD
Edit it differently for different situations
also it's in the generic dialogue as 'divorced'
Buncha different patches with different conditions
oh good god
Or one patch with lots of fancy tokening and queries in the line itself
(I think that would kill me Aba, I think I would die)
The variety of patches is possible though...
Actually you could just have a dynamic token that changes value depending on what the situation is, then use that one dynamic token to call different i18n keys
A little dynamic token never hurt anyone
They hurt me deeply and emotionally
It'd be really simple.
It's ok Lily we provide love and support for token related trauma here
I had to have Button walk me through the other tokens for the translation like I was a toddler... I don't think it would be easy for me
I honestly don't know WHY dynamic tokens confuse me so much honestly
Though I think you'd need a condition to check for NOT other situations or it'd stay whatever its last one was.
This is simpler thannnnnnnnnnnnn the translations thhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhing
Can you do conditions for when it's a festival? I mean probably but
Aba... Aba I have a smooooth brain
Help my file transfeeeeeeeeeeeeeeeeeeerrrrrrrrrrrr issssssssssss hijacking my keyboard
Yup DayEEEEEEveeeeeeentttttttt
Sory
It's okay this is really funny actually
I hope the data transfer stops stealing your keyboard autonomy soon
Is there a chance you could add a right click event to the API? I originally patch InventoryMenu.rightClick so that'd be pretty useful
Is there a reason you can't keep patching that? I'm still using the same page implementations, just a different container
Hi Misty! Just wanted to say thanks again for translating my mod 🥹
oh, is that so? i misunderstood- nevermind then 
Hi Lily! Of course, I really liked the mod so I want for others to be able to play it 
Anyway I will try quick example
"DynamicTokens": [
{
"Name": "QiDivorceLine",
"Value": "Base"
},
{
"Name": "QiDivorceLine",
"Value": "FlowerDance",
"When": {
"DayEvent": "flower dance"
}
}
],
"Changes": [
{
"Action": "EditData",
"Target": "StringsFromCSFiles or whatever",
"Entries": {
"divorced": "{{i18n: Aos.QiDivorcedChat.{{QiDivorceLine}}"
}
]
i18n:
"Aos.QiDivorcedChat.Base": "I hate you, poopyhead!",
"Aos.QiDivorcedChat.FlowerDance": "I spit on your fancy shoes!"
Surprisingly unstuttered!
PFF 'i spit on your fancy shoes'
I am a highly advanced dialogue writer you should all commission me immediately.
🫴💵
oh boy with this I'll likely have to change more of the i18n...
Poor translators I am sorry for this
As mentioned, I think you will need a base tokeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeen entry that has a long list of negated coooooonnnnditions sssssssssssssso he doesn't kekeepp usiiiiiiiiiiiiiiiiiiing hiis festival line after one festival until the next, etc.
when winter comes around the rest of the sprite for the christmas tree is missing is that on another tilesheet does anyone know?
The Christmas tree?
What tilesheet is that from?
town
i have all of the seasons but for some reason its an incomplete image when winter comes around
Hey @vernal crest ? You told me to ping you if I was still having q/r problems. Can I run something by you real fast?
It's because the christmas tree is taller so you need to add the tiles above the flowers to the map. They will be in visible except in winter.
Ahh so thats it, thank you sm i was so lost XD
Yes though be warned I am having textual stuttering problems intermittently
I hope my file transfer doesn't actually take 23 hours, I probably will lose power before it's finished if it does
Alright, I'll try to keep this in one chunk then. This is the problem dialogue:
"Railroad10": "{{i18n:sebastian.Railroad10}}
#$q {{ModId}}_bathY/{{ModId}}_bathN OS_bath_old#{{i18n:sebastian.R10.q0}}
#r {{ModId}}_bathY -10 OS_r_bathY#{{i18n:sebastian.R10.r0}}
#r {{ModId}}_bathN 0 OS_r_bathN1#{{i18n:sebastian.R10.r1}}
#r {{ModId}}_bathN 15 OS_r_bathN2#{{i18n:sebastian.R10.r2}}",
"OS_bath_old": "{{i18n:sebastian.OS_bath_old}}",
"OS_r_bathY": "{{i18n:sebastian.OS_r_bathY}}",
"OS_r_bathN1": "{{i18n:sebastian.OS_r_bathN1}}",
"OS_r_bathN2": "{{i18n:sebastian.OS_r_bathN2}}",
The first part comes up (q0), but none of the responses are listed as options
I should be seeing r0, r1, r2 right under that question. But they just... never appear 😦
You are missing the dollar signs before the r in your response lines
Oh thank goodness it's something simple
Should be #$r
Lifesaver. I'm going to fix that right now. Thank you so much!
This might be a stupid question, but I want a very uniquely patterned floor and walls that won't repeat any tile once. Is it bad practice to make a tilesheet that's just an entire room and just plop it into the CP like that?
Tiling pixel art is definitely time consuming and fiddlly
not to mention I suck too much for it
Question for you all: is it generally better to bundle translations under the parent mod or let people create the translated version as a separate mod?
Either is fine
Please let me know if it works as intended after changing that. It otherwise looks good.
^ people can upload their own i18ns on Nexus, which I support them doing for the DP for themselves (its not even that much DP but it's something for their efforts)
Downside of bundling: translators don't get dp. You have to push updates for translations
Upside: you have more control and don't get weird translations
I offer people the opportunity to do either, but I don't like the independent published ones where they don't check with me first.
Tbh I've always gone with the policy of letting the translator decide
-# Downside: you have to interact with people who send you random json files in the weirdest possible ways they can manage
Send me a PR? Sure
I had an offer to translate my anniversaries mod into Korean, and am just deciding how to respond. I don't speak it, so can't verify the quality
I'm sorry did you not want a Google doc
frankly the number of weird encoding I get is amusing
lol
here's the translation handwritten
Tbh I've said before that if a translator told me that the translation will be carried by pigeon to the top of a mountain I'll go climb that lol
I like translators
Like them far more than I like users
Alright, so people are doing the independent translation thing for the DP. I hadn't thought of that before, but I suppose that is fair. I guess I will give them the choice
I've tattooed this translation on a sphinx cat, good luck catching them
I am picturing an upside down, blurry phone photo of a translation written in the SMAPI console
"Allow me to transmit the essence of my translation through interpretive dance"
Look, rendering the json in LaTex is a required part of my flow
I spoke the translation in a 17 hour long audio msg, dont mind the vacuum cleaner on the background
I've etched the translations onto a temple bell atop a mountain, dare you brave its heights and make a wax relief
Kantrip please test your question so I can go to bed 🙏
Good news: it's translated. Bad news: I forgot about punctuation
Oh! I'm so sorry Aba! I'm not in a position to test it right at this moment, but I will ping you later with the results if you like
I didn't realize you were waiting on me
<< work computer
.>
<.<
The idea of having some translations showing as translation mods on the mod page and other translations embedded in the mod itself bugs me. Maybe it shouldn't.
I don't miss that job
That's a good point, too
I also don't know what to do when a translator says he corrected a previous translation, and I don't speak the language and can't evaluate either one of them.
(Medical transcription, you do not want to hear the audio of doctors transcribing. I swear some of them do it in convertibles)
So which do you prefer then?
Sometimes I'll use DeepL or something to see if things sound generally right, but yeah... gotta blindly trust translations in many cases
That's okay, you had no reason to know lol I hope it works then! Your call regarding the ping. I will only see it once I am no longer asnooze anyway.
I guess you just rely on users to report a bad translation (like that ever happens).
I feel like at some point you just have to put it up blindly and trust that native speakers will say "hey this is total crap"
if it happens to be total crap
Yeah, not expecting immediate results :P. Have a good sleep!
If I make a room of which no furniture must be interacted with, do I just make the furniture part of the map? How does it handle furniture?
Even more confusing for users if there is a translation mod, and a translator sends a PR or file that is labeled as a correction of that to be integrated with the mod.
I wish Nexus had better separation for mod translations vs original mods.
Mind you, none of this is a knock against the translators themselves, it's just a really screwed up system.
ME TOO. The tagging system is ass
And if I for instance put a key on the ground and it needs to be picked up, does it use 2 map tiles or is a separate entity being drawn over the static map
Block the tag and you block random mods that are in multiple languages and it doesn't even block all the translations
There's one person who named their translation of Better Crafting on Nexus just "Better Crafting 2.13.0"
lol
I've never submitted a translation but I'm guessing something about the Nexus UI encourages that or confuses people into naming it the same as the original mod.
Yeah when 1.6 came out and translations were updating, the Recent Activity page was genuinely unusable
because TONS of translation mods are like that
It's weird that you can't filter, since Nexus clearly understands the difference between a translation mod and a regular mod.
You can, but the mechanism of filtering doesn't... work
it requires tagging.
I'm not talking about tags, I'm talking about the actual translation field that makes it show up under the "translations" section of a mod.
The information is there, you just apparently can't use it in your filter.
I think the tag and the translation field were made at different times
Look at how the find item quests work
The tag has nothing to do with anything, it's just a tag, anyone can add it for any reason.
Entirely unrelated, I'm checking Better Crafting's page and looking at all the mods that depend on it now (basically all for the custom crafting station implementation). Makes me happy to see them.
I don't care for that either but tbh I would rather have a translation than not have a translation
Yeah but when they made the filtering thing, it was made to filter tags. Then they made the translation field a thing.
Wouldn't hurt to suggest that on the Nexus's suggestion thingy
I also can't justify spamming an update for 90+% of users just to include a new translation, so at least until there is a real change to the mod itself, I think any new submissions should go into the optional files if the author prefers not to make their own translation mod.
As a mod author, I feel like that could be annoying. It's a file you cannot troubleshoot. If there's a translation problem, you are not equipped to deal with it. And you have to add a new one every time someone hands one to you
It's annoying for organization to have them somewhere else, but a translation on a page for that translation means the translator's the guy getting any reports of problems
midnight were you the one who made the misc tilesheets
That's me
your a godsend, i legit JUST ran into the need for backward couches
The whole system is a mess, really. Having a list of translations attached to the mod, with explicit authors, is a really good idea. The way it's actually implemented, with translations being entirely separate mods, is crap.
Yaaay I'm glad it's useful!
im gonna do them last because im p sure i have to write a content patch to use it right? and idk what that would be ✨ or would that be a pathing thing?
If it were just a simple lightweight list of JSON files, author names (with or without links depending on whether or not they're willing to be notified) and language codes, that the original mod author could add or translators could submit for approval (like user-submitted images) then that would work beautifully.
I also wish there was a better, native way for SMAPI to load external translations instead of having people drop a json file inside my mod's folder. I know Shockah made a mod for that before, but it should be a core feature. Like a content pack, but translation pack.
You add it as a dependency in your manifest, copy the tilesheet jpg to where you edit the map, add it as a new tilesheet in the map, use it, then delete the jpg when you're done
Furniture that's part of the map is just like any other tile, though there might be some tile object properties you could add to some things to give them functionality. The only one I can think of off the top of my head is action kitchen. You can also edit data/chairtiles to make things sittable, though that's based on tilesheet so if you're using vanilla tilesheets and put a bench or chair into your map on the buildings layer it will be sittable. Be wary of flipping furniture tiles for this reason, I had some very weird behaviour when I flipped the saloon booths.
ooh ok
Probably SMAPI having any different way of loading the translations would require an entirely separate distribution system from Nexus's. Like its mod compatibility database.
PNG, sorry. JPG, showing my age
I am actually leaving now!
(JPG does still exist. Just not for game tilesheets.)
Oh yeah, of course, it's just not an adviseable format to use anymore because of artifacting
Nah, I just mean like, have a mod that's hypothetically like SomeTranslationMod/ i18n/ fr.json manifest.json and manifest json { "Name": "Some Translation Mod", // ... "TranslationFor": { "UniqueID": "some.other.mod" } }
I mean, for photos it is still the de facto standard, people don't enjoy getting 4K png files.
4K, what am I saying, more like 30 MP.
I dunno, that just cements in place the system of making translations entire mods, and to me that is the problem.
i hereby grant permission for SMAPI to just include whatever i have in Project Fluent that kinda works like that
You want to distribute your own translations with your own mod, you literally can't even do that anymore, need to make them content packs. Lot of overhead.
The steps with the PNG copying are basically just so you can see it in Tiled btw. My mod already loads the tilesheet and makes the chairs properly sittable and such.
People are already treating translations as entire mods on Nexus, at least this way you could automatically install them like other mods and not "actually drag this file into this other folder"
Yes, but it's a bifurcated (or tri-furcated) system and the part of the system that makes them entire mods is the weakest part.
We can't really design a translation system around hypothetical Nexus features that don't exist.
Taking that weakest link and making it the dominant paradigm is... ick.
you're gonna have to take that up with Nexus, yeah
And I doubt Pathos wants the smapi server costs to go up to host translation files in a centralized place.
Though I think it'd be hella neat if we just had like one big weblate instance or something
No, it's not something to take up with Nexus, it's something to not do in SMAPI because it makes a bad system worse, makes it harder for every mod author who gets a translation submitted to them as a non-mod which is more than half of all submissions.
I wouldn't want any feature to specifically be tied to any NexusMods functionality. I know they're considered to be the sole option for SDV modding, but I don't want to grant them that unrivaled power.
I feel like we're having two different conversations in here
maybe three
I'm not advocating for removing any existing i18n file loading. I'm just saying I would like a way for a "content pack" to load i18n for another mod.
anyway I think loading all of your strings into Strings/ is an option
To prevent manual installation steps
I'm pretty sure I have seen someone pipe their i18n through game content before lol
Don't remember which mod it was
yeah it's blueb's LOC
What happens when the original mod author add more lines of dialogue to an existing mod? I'm assuming that screws with translation mods
main problem is probably not every part of the game supports tokenized strings
missing translations just default back to whatever is in default.json
It does. Same thing that happens with any other product with an i18n cycle, they remain untranslated until translations get updated.
bumping this
Which itself is fine, except that there is no cycle to speak of in the Nexus model.
A decent enough solution probably doesn't have to be much more complicated than doing what PF does as a mod, but baked into SMAPI
No way for translators to get notified of any updates to the content, no way for other folks to take over if the translators just did a one-shot deal, etc... as I said, broken.
PF is able to load i18n, it doesn't require fluent translations
Also, I think a well-supported translation deserves to be rewarded for their efforts. So I have no problems with them being content packs.
Like translating is a job that people do for money. I don't think it's fair to undervalue their work.
How does making it a content pack reward them better than they already are by releasing the JSON?
On the other hand, people pump out ChatGPT translations for the DP too
I'm just saying, I don't see the problem with their work being hosted as a mod.
Do people pumping out chatgpt translations make....anything worth writing home about
I just can't get mad at people doing a lot of work for, like, literally $5
It's an AI translation, define "a lot of work"
That wasn't really my point. Nexus was lazy, instead of coming up with an actual translation system they shoehorned it into the mod distribution system, and that causes all kinds of negative externalities. Like I said, the idea of crediting and rewarding translation authors is great, making their work visible is great, the actual implementation of it is garbage.
Low effort trash should be treated as such, while faithful translations that take the time and effort to produce quality work should be rewarded
(Funnily enough, that "Better Crafting 2.13.0" thing was using ChatGPT lol. Only 442 UDLs)
see this is why I said that'd be something you have to take up with Nexus if you want it to change
Like my stuff is easy because it's all config options, but if you're translating hundreds of lines of dialogue, that's a shit ton of work
Hey, I have a real mod or two that has those numbers. It's not nothing
Take it up with Nexus or don't, I just don't think Nexus's crappy system should be backported into an API standard.
once again I feel like ppl are discussing two different problems here
I don't give less of a crap about Nexus, SDV mods could be hosted on Google Drive for all I care
from a purely technical standpoint I like separate content packs for translations to minimize drag and drop file replacements
Nexus can use Nexus's system, that doesn't mean SMAPI should have its own system based exclusively on it.
I don't think people were saying it should?
I think you (@teal bridge) are the only one making translations about Nexus
Please don't misunderstand, I'm not criticizing mods for having small numbers of downloads. I only mentioned it since people were talking about DP and UDLs is immediately relevant to DP. The main thing is that it uses chatgpt.
No, that's the broader implication here. Content packs are mods. "Translation content pack" is based on the notion of "translations as mods" and that's the problem, that's Nexus's bad decision, not a good standard.
If you forget about Nexus for two seconds, I don't care if Translations are Content Packs are mods.
I want SMAPI to be able to load content, what that content is called by Nexus shouldn't be relevant to the discussion.
If you forget about Nexus then the idea makes no sense. Why would you want that?
Because of all the reasons mentioned
I feel like this started at "Nexus handles this badly, I wish it didn't" and now something else has kicked in the door and I have no idea what topic 2 exactly is
Maybe scroll back up a bit and respond to the suggestions rather than the "Nexus Bad"
I already did. More than half of translations are informal or private submissions.
Codifying it into a content pack system is far more often going to be a pain in the ass than a benefit.
And it's adding yet another process to an ecosystem in which there are essentially 3 competing processes.
How so? Other than it is?
I would like SMAPI to be able to load translations in a way similar to content packs so that:
- There is a logged record that "this file, external to the original mod, is being used" as opposed to people messing with the files I distribute
- It being easier for users to install, since they just unpack it to their Mods folder same as anything else
- There being a version associated with the translations, since they would have a manifest, so there could be proper update checking and the like and outdated versions could be noted in logs as an issue.
Hi! Can I make some questions about mooding?
Informal submissions seem like the real pain in the ass. Being handed a file I can't understand, now any questions about it go to me
Go for it
Thanks!!!
I have a friend who is a fan of Stardew Valley too, so we thought about making a mod for the game, since we both draw and have experience writing, but I couldn't find any help for making new content packs
Like, new characters, places, that kind of things
!npc
have you read through the content patcher guide?
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
Yeah, but isn't that to replace already existent characters?
Thank you!
Now that the conversation has cooled, let me just say that I appreciate that people care about this game and also translation enough to argue about it so much.
It's just an example
Content Patcher allows you to edit any data the game loads, that includes inserting new characters
Good luck, Naiara. The best way to learn is by giving it a try. If you come across issues following the guides or get hung up on something, people here will help you
and yeah the NPC guide is good
Really?! I understood otherwise!!!
😮
Good I am so dumb
where are doors on the tilesheets
Awwwww thank you thank you than you so much!
or is dooor object
My friend is so much better than me with technology so I will surely need it
Do you have any advice?
IIRC doors are kinda translucent? You can see through them a bit. They need a corresponding bit from https://stardewvalleywiki.com/Modding:Maps (scroll down to "Map & tile changes")
zOH i found the salooon doors and i see what you mean
Yeah here's an interior door I did on a map
do doors go on the object layer?
The bottom part is on Buildings and the top part is on Front
For people who had made some mods by know. How hard did you find it?
And then there's the tiledata there that has Door as an action
i almost cried three times but im still going because its kinda fun
SDV modding is very much on the accessible side of things
(ie compared to modding other games)
that's not to say there's not a learning curve
And THEN on Map Properties, you do Doors [<int x> <int y> <string sheetID> <int tileID>]
its way easier than modding some other stuff i think at least
so you need those three parts to hook up a functioning interior door
jeez doors are gonna make me cry aint they
Modding Stardew is easier than other games but there’s a lot to learn still
I'm better at artistic things than modding, so I depend a bit of my friend, who is making RPG maker games
So I'm a bit scared, not gonna lie
Ohhh, understood!!
Thanks for answering to me, really
It did feel a bit like I was going "door, this is a door, here is where the door is, door" when I was hooking up that door
EXACTLY
The difficulty depends largely on how much you are trying to do. You might find it easier to make a little mod first to gain experience before doing your bigger mod
dang nabbit ive lost the door
the tilesheet experience
Let's say I'm kind of an ambitious girl
So I might cry a lot
Buuuut I want to try anyways
That's fine xD So am I. I started my mod a year ago, took about a 6 month break because I got fed up with how much there was to do, and am now 99% of the way through
And mine is mostly dialogue and events, though I added a little custom art/music/map stuff
OOOH! Can I ask about how is it going?
The door is by the big bed on the left
samesies i only started modding a few days ago and now im trying to do an entire expansion
speaking of being overly ambitious, I'm planning on making multi-phase boss fights LOL
That's basically what I'm trying to do too hahahah
I
Need
To see
That!
say more
Wait!
See me cry? Give me 2 days
Noooo hahahaha
Russell? Yes, that's my mod.
Truly
It was your mod the one who made me want to make my own!!
thats how i feel when you guys say stuff
I can't believe it
omg I have a fan, squeeee
Yeeaaaahh
If it helps your enthusiasm I literally started modding in like, November. Law and Order is my first and only mod.
it is truly always cool to see so many talented mod authors in one place
Sorry, Russell was sooooo cute
Do you plan to make more?
SWEATS And you got it out that fast??
I was thinking the same
I'm gonna speedrun
Can I ask what did you use to make the mod?
!software
Here's a list of software for pixel art and JSON text editors we recommend: https://gist.github.com/ishanjalan/c8efb21afa21f74a052293176db107f7
For making SMAPI (C#) mods, see the Requirements section here for which IDE to install https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#Get_started.
So far I view L&O as like where I put everything I want to change about Stardew. I have more planned for it, but so far I haven't wanted to change anything that wouldn't fit in my expansion.
with an i18n is it possible t have multiple possible lines of dialogue for a specific day or event so that it feels more freshw ehn you talk to a character
(by the way, I SWEAR I started the sheriff i am working on before your mod came out and was very surprised by it)
sorry
you can use i18n randomization
:0
Oh it's fine, I'm just self-conscious about putting out a sheriff mod after someone else's LOL
Sorry just saw this. I would say that it's going well, especially after taking the break. I'm spending a lot more time than I expected on debugging schedules and fixing little bugs. Trying to polish things up before I'm satisified enough to publish it. But I'm ... 98% of the way done now?
Seriously though, that's so fast, even accounting for losing my gallbladder in the middle. You can really book it
no worries best of luck with your interpretation
I think my problem is gonna be that I'm making such an unrelatable mod that I'm probably gonna do a lot of things that haven't been done before so I'm gonna be on my own hahaha
I work quickly when I feel the inspiration. sometimes I get stuck in a rut though
That's a lot! Good job! I'm sure it will be amazing
Fingers crossed for next weekend launch!
I have to say, same
i did a count on how many npcs i have planned for my expansion and its like 27
RIP
its gonna take me awhile 😭
I love Stardew valley but at the same time it has so much potential
And I want to make these new characters and places
ngl I'm making one and it's low-key suffering. Mainly the events are intimidating
I only have to make 1 character luckily but I'm gonna have to make her fight monsters alongside the player so that'll be interesting
Events started out as the hardest part for me, but are now one of my favorite things to do? Maybe I like suffering
Because like, the world could expand infinitely
Oh you may want to look into Trinket Tinker
I know some people are doing sorta adventuring friend stuff with Trinket Tinker
It's hard to make them? Or to write them?
also while amny of them will be marriable not all of them will be for the expansion stoiry feel like i have planned a young newlywed couple that just got their first home and are nervous and excited about starting a life together and i want to make some cute cutscenes on the farmer occasionally spotting them on a date or something
HOLLY MOLLY!
Adding new things, especially new NPCs, is pretty time consuming but can also be pretty satisfying. Good luck!!
Thank you so much!!
It is hard to make them work the first time. There are a lot of moving parts and if you miss a slash or a number where it is supposed to go, the event breaks
that was to you, btw. Some people are using Trinket Tinker to make a friend adventure with them, it could be something to think about
Ohh okay thanks! I wasn't sure :p
Oooohh... I get it. This sounds so hard to do, now I'm a bit scared hahah
I recommend doing them incrementally. Copy an existing event and cut out everything but the first little bit. Then modify and test that part by itself
After that, add more stuff in. Bit by bit
Sword and Sorcery and Lurking in the Dark are messing with that idea
Hey that's a pretty good Idea
Thank you so much!
No worries. Feel free to ask questions here. If I'm on, I'll try to help
If I'm not, someone more qualified will help you, I'm sure xD
I did a whole Trello while procrastinating on starting events
🥹
My savior
Oh, do you use some kind of specific format for the art?
The sprites and that stuff
.png
Me writing: many event ideas!
Me getting to logistics: AAAAAAA
trello.. now that's a word I haven't heard in a long time
mail framework is used in order to have an nopc send mail to the player right
Oh, nono, I meant the size of the image
It's nice for organizing all the stuff I need to do
I feel this xD Every time I want to add a new event to my mod now, I pump the brakes because I know how much more testing that would require
Same hahahahaha
Well, vanilla tiles are 16x16 pixels
The image itself does not need to be a particular size, but you want it divisible by 16
Okay! Thank you so much
There is also #making-mods-art for art questions
i cannot find how to make doors on maps clickable for a warp into the house
There are vanilla tiles or something posted? Or any canvas with 16x16 does the trick?
I'll go right now!
interior door stuff i fidn exterior door stuff i cant, anyone know where to look for that i cant find it on the maps wiki so it might be called something and im overklooking it
do you mean like, clicking on a tile to go into a door?
It's a warp
there's Action - > Warp and then LockeDoorWarp
how to make warp a click
Action Warp, yeah.
Are vanilla tiles 16x16? Or
yes
K thanks
If you want a closing time, you'll want a LockedDoorWarp instead, you can find examples of those on the town map itself
!unpack it is always a good idea to reference what the game does
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!
when in doubt, structure and size your images exactly like the game's assets
Is this data in any place?
see the governor message above
do i need a content patcher code to go with that?
for the warps?
you can technically do them via CP but doing it on tiled you dont need a content patcher section
(you can do either or)
ooh ok
if tilesheet mod updates i assume i need to update my mods tilesheet usage as well
(midnight just updated their tilesheet)
this is more of a #modded-stardew question (unless its giving you errors in the console, in which case its #1272025932932055121)
Oh, you right. I misread the Nexus page
You generally don't, if the modder doesn't rearrange it. If you want to be sure, you can always open it in Tiled and see if it pops something up.
@Button!! I've been waitint to ask you a question about BETAS.
you're always welcome to ping me! i lurk a lot. but feel free to ask
and I just added stuff, so if it needs updating, it'll do it fine
BETAS/RelationshipChanged/WeddingSeason <-- is this parsed from the save data? Or do you have another way of making this happen?
Also, is this stored per NPC?
There's instructions for unpacking the game files here: https://stardewvalleywiki.com/Modding:Editing_XNB_files
I have an anniversaries mod out right now. I use conversation topics as timers to keep track of time. It would be much nicer to use a token
its parsed at runtime, its stored in the Friendship data
its also not a token, so it isnt usable in CP for conditions and such
inside the games internal Friendship data it stores for each of your relationships there are properties that hold your wedding info which is where i grab that from, which doesnt exist if you dont have a wedding or never did with them, and its only ever grabbed when needed for that trigger (so, for RelationshipChanged, you can only use it when they have just gotten engaged, married, or divorced)
I can use it to set flags, no problem. Mostly I need to know whether or not this stuff would work for an existing relationship.
ok im evidently doing these warps wrong
the RelationshipChanged trigger would likely not be helpful to you as there is no way to store data, only check it
can someone walk me through it a little more on doing warpps with tiled if they can
however, BETAS does have GSQs relating to weddings and anniversaries
Oh?
Than you so muchhhh
I really apreciate it
https://stardew.button.gay/docs/betas/queries#PLAYER_WEDDING_TODAY
and right below it, one for ANNIVERSARY_TODAY
i dont know exactly what it is you are doing or would attempt to do in your mod, so these may not actually be super helpful to you, but they exist
Does Anniversary_Today give the NPC as a return?
thats not what a GSQ Does
a GSQ is only ever a true or false question
they never return anything else
Ok fair, dumb question xD
YW, also, I think I said earlier I started modding in November? And now I actually don't know why I said that/where that came from. I checked and it was more like last Summer. Didn't mean to set unrealistic expectations. Things take time.