#making-mods-general
1 messages ¡ Page 238 of 1
What I'm doing right now is clunky. I have a conversation timer that I check for when it runs out. The BETAS GSQ would certainly solve that part of the problem
It isn't a long time anyway. Really, it's awesome that you managed to make such a mod in less than a year
The reason I was so excited about accessing the friendship data is because I've had a couple people already ask me about Polyamory support and... yeah
May I ask what these are and what they're used for?
just reading arbitrary data from the Friendship data would require bespoke CP tokens
Invisible ingame, but a light will be placed there
Ahh okay thanks
i feel like ive seen a mod with similar ones before, but it wouldve been months ago and i dont recall it
Doesn't Ridgeside do something with wedding anniversaries?
There is "Custom Tokens" but they don't actually read data from the save for that. They're taking days married and dividing
i imagine ridgeside just does everything it needs compeltely bespoke in C# without the need for tokens
ah yes, the speedbump in "Let's see how they do it", bespoke C#
Custom Tokens was the one I was thinking of actually yeah. they do have an anniversaryday and anniversaryseasson token, though
Why doesn't days married and dividing work?
https://stardewvalleywiki.com/Modding:Maps
I cant get it to send me directly to where the path tiles are but if you scroll down to "Path Layers" it tells you what each one does
But not by NPC
For the polyamory stuff
hm
Polyamoury support is a whole other can of worms when it comes to mods providing tokens for this stuff
Polyamory :/
The only way you get that is if someone explicitly supports the polyamory mods
yeah that's a problem
I.. didnt scroll down far enough, my bad
Or if the polyamory mod does it
Alright. Thank you both for answering my questions. I'll mull on the poly stuff for awhile yet, but then go down either the Betas route (for the GSQ) or the Custom Tokens route
@rigid musk does the other map im trying to warp to need any properties to allow the warp to happen because I think i put it in right but im not entering the other map, i assume it might because that way you could specify where you warp onto maybe?
No it should be fine, can you show me what your property looks like on tiled?
caretaker interior being were im trying to go btw
Hm... that should work then - that's for sure the name of your map ?
no mod id or anything with it?
internal name as well
Did you not....yes
And that's also on the buildings layer right
the tmx file isn't what you need the name for you need the name for uhh
how do i do words
how you load it in CP
ohhh then do i also need to load it as a map then
from your data/locations load for said location
"DisplayName": "{{i18n:Aos.QiRoom.DisplayName}}",
"DefaultArrivalTile": {
"X": 23,
"Y": 10
},
"CreateOnLoad": {
"MapPath": "Maps/AngelOfStars.Mrqifriendable_QiRoom",
},
},```
from this
oh
i was gonna use this one
lol XD
i would broke it
like with no entry thing
you do still need to make sure you loaded the actual map itself too
arrival that word

do i need to extract it and save it as an xnb because the paths thing says its looking for an xnb
ah ok
the game expects xnbs. CPP/SMAPI handle that for you
its just what the error log says
"LogName": "Load Room Location",
"Action": "Load",
"Target": "Maps/AngelOfStars.Mrqifriendable_QiRoom",
"FromFile": "assets/QiRoom.tmx"
},```
like this for loading the location itself as well
for loading the map
er yeah (im very good at words i promise)
Map =/= location is an important difference
a Location is a collection of data about a place, such as fishing spots, music, etc. that data includes what Map to use
a Map is the actual thing you made in Tiled. it isnt a Location
the Map needs to exist for the Location to be able to use it
so you must Load the map
Button you are very smart
also an important skill to be fair
yeah but you also understand it which requires smarts
NOOO i didnt skip intro
Faster to close the game
Make a whole new save file xD
oh no its doing the "i will pull data from the wrong folder thing again, time to edit more
if i leave this bit alone
will that make it pull from the downloaded mod dependency?
dont leave that bit alone
ah ok
Yeah you want to strip the paths for all your tilesets

(or MidnightsMisc.png, it doesnt matter if the extension is there)
i wasnt sure if i left it like that if that was how making them dependant would work
if someone makes a tilesheet mod then its their responsibility to make it work
because what the tilesheet author does is they do a Load for their tilesheets and load it to, for example, Maps/MidnightsMisc
Yeah the coding to make it work is on my end there
that way when the game loads your tmx and looks for MidnightsMisc, the tilesheet author hass already loaded it beforehand
You just refer to the image and I do the rest
So if I make a new map with vanilla tilesheets (tilesets according to tiled? Does it have additional data embedded?) I will put my map in the mod folder and accompany a copy of the tilesheets in the same directory right?
your unpacked content folder has abslutely no effect on anything when the game is running whatsoever
some people like to make their maps with their .tmx inside their unpacked Maps folder to keep all the tilesheet paths correct, but the tmx will be moved back into your mod folder in the end regardless
i did misread "i will put my mod in the map folder" so oops
Ahh okay SMAPI repacks it for me?
i still cant click the door to go in đ
you can either do what i said and make your .tmx in the unpacked maps folder and move it later, or you can do what ytou said and put your map in your mod folder and TEMPORARILY copy tilesheets over
its whatever you named your location
I was more wondering whether the game will end up finding its vanilla tilesheets in its unmodded data or use the modded folder for it but if it repacks it before deployment then I guess that doesnt matter
I always use a workspace folder for mapmaking. I put all my tilesheets in it, including ones from mods I use, and then I put the maps in there. And when I finish them, I put the map files in my mod without the tilesheets
if you keep the tilesheets you copied inside your mod folder, SMAPI will actually use those instead of anything else, which is why you DONT want to keep them. you want to delete them from your mod folder when you're done editing your map
this means I don't accidentally leave any tilesheets I don't intend to in my mod
Then what about custom tilesheets? Where do they go?
OHHH
you can i think rename them to put a . in front of their name and SMAPI will ignore them, but i dont recall exactly, and its not so good an idea anyway to distribute vanilla assets like that ifd you can avoid it
that's fair
Custom Tilesheets will also be copied into your mod folder with the .tmx, for editing
but just like vanilla tilesheets, you delete them before you publish your mod
if they are in the same folder as your tmx when you load them in tiled, then it sets the filepath to find them as just "spring_outdoors" for example
i.e. there is no filepath, its just looking for smth in the same folder
Yes relative path
this is what you want, bc that filepath is what the game then tries to load
when it reads your tmx
with Maps/ tacked onto the front
so the game (or well, SMAPI for modded maps) sees that your .tmx asks for spring_outdoors, so it tries to load Maps/spring_outdoors
which exists in the game already
as its just an asset name
That I understand, but what about custom tilesheets
if its a custom tilesheet, it'll try to load Maps/customtilesheetname, which if the tilesheet author did things right, they do that themselves
by using Content Patcher to load their tilesheet into that Target
which is why you set a dependency on their tilesheet mod, to make sure they get to Load that first before your map is ever read
by the time your map is read, their tilesheet already exists and is loaded under the name Maps/customtilesheetname, and since your .tmx will be asking for just customtilesheetname, it will work
So I'm supposed to make a separate mod for my custom tilesheets? Isn't that a bit convoluted?
well, if theyre your tilesheets, you technically dont have to
I mean my own custom tilesheet if that makes it a bit more clear
you would need to allow people to redistribute your assets, t hough
bc they cant use them otherwise
and they wouldnt be recolourable
Hey y'all! Technical question: I have the sales price for my items working. One problem; the parsed data for PondData gives GENERIC roe, and not the fish's specific roe. Therefore the price is always listed as the same. How do I get a fish's specific roe, and more importantly it's cost?
unless you mean you're nmot like
making tilesheets alone
if you just need some custom work for your map but you're not intending other people to use your tilesheets like for example daisyniko's tilesheets
then you can actually just keep them inside the same folder as your .tmx even when publishing your mod
I'm making new maps and I'm 99% intending on not having recolours
but it is better for you to Load them and move them to a different folder (still within your mod folder ofc)
in case someone does want to do recolour compatibility
however its not a requirement. any tilesheets you keep inside the same folder as your .tmx will be used with priority, unless they have a . in front of their name
Okay so I keep custom tilesheets within my modfolder but in a dedicated directory
after editing the actual tmx of course
yeah if you put your tilesheets in like, assets/TileSheets/tilesheet.png and your .tmx in assets/Maps/MyMap.tmx, then they wont be in the same folder as your .tmx anymore and the game will rely on them existing via a Load action for your .tmx to work
or the pathing will be ruined
correct
Okay good, thanks
And so using CP's load to load a tweaked vanilla sheet under the same name will replace the vanilla's sheet right?
this also does not account for the existence of the Arbitrary Tilesheet Access mod which lets you use tilesheets from any asset name/unpacked content folder location but i assumed you didnt care
it will do that yes but pls do not do that
What else should I use? EditMap?
EditImage
change only the bits you need
and only change them if actually necessary and you cant just use a custom tilesheet for it
Okay that's fair, no need to change the map when only texture changes
Use the FLAVORED_ITEM item query
i think there is a way to add tilesheets to an existing map with CP but i dont know it, CP specific map stuff is one of my blind spots
then get the price of the created item
Yes I mean swapping a vanilla sheet with a custom one if that makes sense
fish ponds are hardcoded to make flavored roe when it detects the generic roe item
is it a vanilla location you are changing?
or are you just using a vanilla tilesheet?
I'd be making a vanilla sheet entirely black/white
Though it's optional, cause foliage will be a pain too probably
I'll probably have to end up making significant changes to the tmx for that to work anyway
if its for a custom map it probably is still maybe better then to just use a custom tilesheet that is just a black and white version of the vanilla one, if its just for this one location
but idk at this point things get very contextual so
Gotcha, thank you!
yeah, there'd have to be a distinction between regular objects and black/white objects of the same type. It goes beyond a simple recolouring at that point
But I might still reduce all colours of every sheet
I'm making a horror/adventure mod :p
in any case you still wont want to use Load to replace the sheets then
not only bc you risk clashing with someone else doing a Load with an exclusive priority (though you an ofc change the priority of yours)
but bc if you do a Load, then anyone else doing EditImage still comes after you
What is the technical difference between all these variations?
Is it purely hierarchial or priority wise?
Load is the very first thing that happens to an asset, and only one mod can Load an asset
it replaces an asset completely with what you've set as the FromFile
after that, all the non-Load patches happen i.e. EditMap, EditData, EditImage, etc
Why wouldnt a different mod be able to do that afterwards as well? It'd be a race condition, sure, but would it crash?
thats not how Load works
whichever Load has the highest priority wins
they dont get Loaded one after the other in order bc there'd be no point
should i delete the tsx files i used to animate water since you shouldnt pass out vanilla assets through mods on accident i dont wanna get in trouble
they are complete replacements
whats important for your case is that all Loads happen before any Edit___ patches
Yeah I agree it'd be pointless to do on purpose, but I mean accidentally :p
so if someone is using a recolour mod, for example, and that recolour mod uses EditImage to replace bits of a tilesheet, that happens after your Load
CP just will not load them in order. its not how CP works
CP loads the one with the highest priority
And what if two mods use EditImage? Is it again ambiguation by priority?
if two mods do Load and dont change the priority, CP throws an error and neither of you load
everything besides Load has a different priority system
Tbh it feels like storm is trying to do a total conversion mod
Edits get applied in order of priority, one after the other
I'm just trying to understand the mechanics so I know the limits/best practices
(Ie, completely ignoring compat, the ecosystem, etc.)
if theyre doing a total conversion mod i imagine they dont want to Load a black and white tilesheet just to have like, Earthy Recolour come in and EditImage some browns and earth tones over top of it
Maybe I'm getting too deep into it, but I will also be making really significant changes, probably making every other mod uncompatible
i would expect them to want to have the last EditImage that happens that just also happens to overwrite the whole image
Yeah exactly
to make sure their black and white conversion is the end result
even if someone installs a recolour mod on top of it for some reason
bc a user will do that and complain that its not recolour compatible
even if you say its not meant to be
Where would I find this, perchance
Did some cursory poking around and couldn't figure it out
Okay well thanks for the help!
anyway, i would just recommend looking at the CP docs for Load and EditImage to read about their different priority systems
it will explain the order in which things are applied
and how to change your priority
Ty for the link!
Dunno why that didn't pop up with searching the wiki, I must be awful at search terms
Because that's in the Modding namespace so it doesn't show up on normal searches
which is why I had a hellish time searching the wiki until I realized that...
You know.. I think I'm actually starting to understand how to use Dynamic Tokens in a general sense... this is magic
yeah it's not immediately obvious, so I missed it too!
I dont know what im doing wrong but it still wont work đ is it supposed to be the coord for the action tile you click for it to work like i set it on the doort bottom half to test is that correct?
Wait I just realized something
is the door on the buildings layer
like is there an actual tile there
let me double check
can you tmx animate a tile that is larger then 16x16? Such as like.. 48x48 so you don't have to do a bunch of smaller tiles for a bigger animation on a map? Or do I need to not be lazy.
Under view/snapping, do you have "snap to grid"? And is the tiledata square 16x16? Because if your square is like one pixel off, it might shift a tile away from where you want it. You want it EXACTLY on the 16x16 tile
I had this happen with a trashcan before I found the snapping feature
Afaik you have to do the tiles individually unfortunately
there is in fact a tile there
its on the tile layer as well
wait i wonder if its like
no actually that wouldnt make any sense
Someone recommended me this on one of my mod pages, its incredible;
this is what i have written
it is a great tool, but I definitely recommend baking i18n support from the start for future projects
is 15, 10 an open tile and not a "building" (aka a wall)? Is the square exactly on the grid, easiest to do with "snap to grid"?
I am going to be moving forward, much easier haha
the exact tile is a building tile of the bottom half of the lewis door sprite
let me try raising the tile a bit maybe
No I mean is the TileData square that door information is for RIGHT on the pixel line? Because if it is one pixel off, the game may think it's an entire 16x16 square over
not the actual picture of the door
yeah the tiledata tile needs to be exactly 16x16
oh
Sorry I've been doing four things all at once so my brain has been ... in many places
It has to be really exact. I'd recommend going into the menu and going View, Snapping and select "Snap to grid"
then it'll always line up
would have saved me time if I knew about that when I was setting up my trashcan
can i send my log rq
Sure
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 5 C# mods and 2 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
i think i sent the wrong log hold on
share your files if you have issues with a map
without we really have to just guess what could be wrong
like the actual tmx files?
yes
oo ok i can do that
this is the map im trying to warp from and this is the map im trying to warp to
the interiro map has some map porperties i have to change btw but idk if that would cause it to just plain not warp me
This may be a dumb question but can you trigger a cutscene without having to enter a location?
Or am I gonna have to warp myself to an identical location upon a certain event trigger instead? like killing a specific enemy
(or the same location I suppose)
If you're in c# you can start an event at any time you care to
SpaceCore has a play event trigger action
when the beach bridge hasnât been fixed yet, is there a way to make my custom NPCs ignore that and walk over it anyway? (for lore reasons theyâd be able to.) as of right now, their schedules break and they just freeze at the entrance to the beach.
if i canât have them walk over it anyway, how would i conditionally check in their schedules to see if itâs been fixed? i imagine a âwhenâ but is that allowed in the schedule line or would it be something else
If there is a when for it you would need to do a CP entry for that specific schedule
so like an additional editData with just one entry like âwhen: bridge fixedâ
âspring_Monâ: âschedule as desiredâ
and then having the normal spring_Mon schedule NOT have them cross the bridge? (sorry for pseudo code)
yep!
I believe HasFlag beachBridgeFixed is the condition you need
(after formatting that to make it look like a When condition)
awesome thank you both
It looked like you had an extra space at the beginning of LockedDoorWarp (before the L) which can sometimes cause silliness because of extra characters, is that still the case?
Also if there is anything at all in your SMAPI log on your most recent attempts, that is also useful information
(since it will tell you if your desired warp location is not loading)
no now i get an error about invalidtile gid: 176
Leah has an example
Okay, that means you removed a required tilesheet in your map and need to reopen it with the removed tilesheet in the working folder to remove the sheet in Tiled, change any tile so it recalculates the gid, save, erase your extra tile, and then save again.
@tidal stone ^
ooh
I am probably explaining poorly, but it's at the bottom of the Troubleshooting section on Modding:Maps
i wonder if i deleted the pngs incorrectly?
or should those remain in the asset folder
actually, follow up question for curiosity: if there are multiple When conditions, are those considered AND or OR?
AND
And
could it be
that i deleted the tsx file but shouldnt have and even though i undeleted it it isnt registering it as there?
can someone tell me what I did wrong with the code?
Here is the Code
https://smapi.io/json/none/13834868f0904d0da5723955c94ee93d
This is the error Log
https://smapi.io/log/bdc5a2ecdb824df2bc834c21080f9cfc
I know one of my bundles is making the CC not load, i just don't know what one or why.
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24354 on Microsoft Windows 11 Home, with 241 C# mods and 319 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
wait i think i found the issue?
not really much else to do besides double checking every one to see if it has the right number of fields in it
at least one of them has less fields than it should
also button i saw you say that its not good to pass around vanilla assets or something through mod files right? or something of that nature? should i delete this tsx file i have in my asset folder then too?
where Can I find the parrot textures!~
a tsx file isnt a vanilla asset
oh ok
i wasnt sure
because its a vanilla map i exported as a tsx or something so i could animate water rq
I'm using unlockable bundles but for some reason the sprite has this totem thing the parrot is perched on
I finally have enough done with my mod to showcase what I'm working on! It needs a lot of formatting and optimization, but lemme show y'all what I've been cooking
want this one.
That looks great. By any chance is that using StardewUI?
It is!
I was recommended towards StardewUI and was previously using code based on CBJ Cheat Menu for my UI stuff. This API is much easier to work with
Yeah, I've been playing around with it, but it'll be nice for me to see more examples of what everyone is doing with it so I can get some ideas of my own.
Looks good!
Also FYI Coral while not a fish can be put in fish ponds as well, not sure if you want to take that into account
Hover scale up my beloved
Just like my html/css from me youth
Oh snap and I'll also wanna include the new jellies as well
not that it's a good idea to do so lol. which sucks since a coral pond is a cool idea in theory
I'm glad my html/css still mostly translates with SML
What will the fish dex do
We're like one framework/abstraction away from UIs being 100% content packs
It'll provide pretty much every stat imaginable for every fish you have, modded and vanilla, as well as a HUD element that will show when you hold a fishing rod that shows you what fish are catchable in the area you're currently in, as well as restrictions such as time of day
ok it says that my map is trying to load from a another file but i checked it in notepad rq and it does not say that so idk what to do đŚ
have you thought about your implementation for the "show whats catchable in the current area" thing yet
that's actually so cool... 
I had vague thoughts about this actually
Basically doubling as an in game Fishipedia (since you have to do SO much searching around for fish info) and also helping you track whether you've caught every fish in the area
i say this bc it is more difficult than it sounds to calculate
It'll also be nice if there were examples of StardewUI working with Khloe's Better Game Menu
I think if you don't care about exact percentage it's rather straightforward
Just register a new tab / provider. It's easy đ
Yes, actually. I already have all the information of what fish are catchable in what areas, sublocations, etc.
I just need to make the actual HUD element itself. Once I figure that out (StardewUI has HUD stuff), the info itself I already have parsed
The general idea is to provide common widgets that are backed by a regular ol data asset
if you have a way to translate any arbitrary GSQ to user-readable info, sure
I'm thinking about the trifecta, where a content author could design custom tabs based on prebaked data models
So the format is entirely content-driven
Kind of like the question dialogue thing
Yeah I'm still working on Almanac. Very slowly.
True, I suppose that is the O.G. solution
It would've been if I released it.
Oh hiya Khloe! I learned a lot about parsing fish information from your mod :3
Honestly, really wish people hadn't tried to update it to 1.6 for me because it completely took the wind out of my sails as far as wanting to work on it went.
That stinks :C
in the meantime there's SpaceCore's guidebook thing, though it's mainly for static data
i would still like someone to make Guidebook but Standalone
everyone and their mother has SC nowadays it's fine /lh
take ur time queen
The thing about stardewui is just that if you want to do anything responsive you gotta have the C# context control all that
its not exactly entirely just bc i dont need all the other spacecore stuff too
Is SMAPI compatible with SpaceCore?
Yea! Ur mod is awesome and is what inspired me, I know how crazy the code is for your mod to work
is it defiantly not enough fields? or is it possible one has too many?
i also want to take into account being able to quickly iterate on it
For example the animated animal in livestock bazaar
like, if it was a standalone mod, its a lot easier to make changes to it and push out updates and accept PRs and stuff
also a lot easier to receive unofficial updates for should the need ever arise
Or just how lb's page 1 and page 2 worked in general
not enough
Im not sure how a content pack would be able to describe it
Or like, the format needed to describe it is just bootleg c#
or, well, okay, i shouldnt say "definitely not enough fields" but thats what i would check first, i suppose its possible that one of the fields it does have does not have the required number of like.... subfields withi nit
Well if a standalone mod served as the framework for purely content driven UIs, it should have some abstractions it makes available
Whether that framework was StardewUI itself, or something in between
Yeah that's why i wanted a widget library basically
So people can have skyrim books if they simply put in the text per page
Or have a bigger illustrated multi choice dialogue
If they gib sprites label action
chu just wants more people to add MEEPs tile picture close up thing
StardewUI could host a widgets UI library of just shared community code
Thinking kind of like how HTML/Javascript has done things like that
SC Guidebooks also does provide a bunch of ready made widgets, even basic "show this widget depending on GSQ"
to do anything more interactive tbh I wonder if it's easier to tell people to just learn C# instead of trying to learn a quasiscripting language
I did ask focus about it once and at the time he said it'd be best as an addon mod
(Lua anyone?
)
Fuck lua
How about Rust?
SQL anyone?
Pls no we need to remain free from that
For whatever reason, isn't Lua one of if not the most popular language for embedding into applications?
Can we just bring back VBA, the one language to rule them all?
Need joins obviously
The triangle of Database optimization makes my brain go fuzzy every time I think about it
Once again #programmers-off-topic bleeding into other channels
TBF it's hard not to
Join Data/Objects with Data/Machines
just need someone to make a visual scripting language editor thingy for content pack authors that will spit out a valid content patcher json for you with all the required scripting stuff you implement on the C# side. easy
yep
some of the other games I mod (and by that I mostly mean Factorio, and soon Dwarf Fortress) uses Lua
Factorio my beloved
A sample size of two, I'm convinced
At least it's not Skyrim
and Hades but I dont mod that one
i think im gonna have to redo my main map
Balatro also uses Lua
My fucking god you guys
Lua is in wiki stuff
atra, this is more modding related than half the stuff you say in this channel
anyway, re: widgets
I can contribute my fancy thin progress bar from Fresh Farm Produce
I shal go back to modding - i mean taking a nap
Looking forward to atra's slightly more dehardcoding
Too late you already said let's go back
that's like the one unique widget I made
Something something freedom
Something something joy
I wish dotnet had good trimming
I wish ItemQueryResolver had better documentation so I didn't have to look at the decompiled source code to realize what order to put my string arguments in
It's a Data model
I figured it out to be clear, I'm just annoyed
I mean is there any documentation for any code aside from the source
Java has really good documentation I've found
I documented temporary animated sprites definition 
i believe selph meant specifically for stardew
I remember brute forcing TAS to get what I wanted
It's too nested in machines so wiki doesn't rly talk about it
Okay fair, but I complain that we should have better documentation for Stardew
i mean, if you would like to start documenting all its functions, you can feel free to start /lh
I mean we have a lot but sdv isn't a software library
its not something id expect CA to do bc its, a game
We r breaking in and doing crimes to a standalone app
It's all fine and dandy when you're doing simple stuff or content patcher, but as soon as you step into something like TAS or Queries, suddenly nothing makes sense
Sometimes ppl write down the crimes
yeah we arent really intended to see this stuff
im just thankful it at least has the xmldocs
You can thank Pathos for xml
Yeah bless
I'd object that the 1.6 update was almost entirely designed around making modding easier, so I dunno if that's totally fair
I'm thankful if ILSpy even gave me the unminimized variable name
it was, but that was also, what, 8 years after the game came out?
The tiny section at the bottom for C# development
Is wildly unhelpful
I read it
Because the content stuff applies equally to c#
a lot of the games code was never written with the intent that anyone but one of the devs would see it. which, for a lot of it, was just CA alone
It is a data model
Yes but it doesn't explain what it needs in regards to FLAVORED_ITEM for example
Flavored Item needs a key, arguments, context, boolean, HashSet<String>, and an Action
None of which is described what those are, even with the data stuff
i dont think you're meant to use the resolvers directly?
None of those are used...
I figured it out, but ONLY by decompiling source
Yea most of it is whatever, but I didn't know that until checking source
All I got was a method asking for a bunch of variables that didn't say what they were
Which, to be clear, not a HUGE deal, just a minor irk
I feel like you are complaining about needing to do normal c# modding step of look at decompile to do c# modding
Yes, again, minor irk
Goes back to "not technically a public api"
I mean, the technically in that sentence has like a dozen asterisks, but I understand your point
C# intellisense is stronk and will literally decompile for u anyways
I miss Rider. It refuses to work for me.
I just personally like when stuff is documented more, and especially for C# modding there's not a ton and most of the time the answer is "decompile and look at source", which again, is not a huge issue, just a minor "I wish it didn't have to be this way"
nothin stopping anyone from taking the task of documenting everything unto themselves and putting it up somewhere
Thankfully you join mod development post 1.6 where so much was reworked, we have the best documentation that we have ever had
Yus. I might document ItemQueryResolver with my findings, but I'd definitely want to ensure I got everything correctly
TBF I was developing pre 1.6, but agreed
Like, rewind back to year ago and the documentation for modding was way worse than it is now
*Year or two
I made an entire Twitch Extension with databases and server integration w/ Stardew that I just... never released
that will be one function documented out of like, thousands then. one step at a time etc etc
Because I'm a monkey
The Twitch Documentation makes me so angry. So much of it references a program as a mandatory step to use that got sunsetted four years ago
does anyone know whwat map is where the bathhouse is
Bathhouse
do the parrots talk in stardew valley?
All of the documentation is a community-supported effort, we just happened to have a short window of opportunity where part of the modding community was part of SDV developers
the ones on the island do
All Parrots talk, silly :3 /lh
that said, the xmldocs for ItemQueryResolver.TryResolve do say what the parameters are
XMLDocs?
xmldocs are those like /// <summary>bla bla</summary> comments you sometimes see in source code
Unclear if farmer knows birb, potentially
Stardew comes with xmldocs and TryResolve is documented with them
Once I decompiled into source I had no issues
you shouldnt have to decompile to see them
Sorry, I'm Java brained, in Java those are called JavaDocs
they show up in Rider for me
XMLDocs are good for parameters and such, but decompile is still necessary for the initial discovery of said methods
This
this goes back to "you're not intended to use the resolver directly"
(as mentioned you shouldnt-yeah)
Yea but I didn't know that until now
the item query page gives you a function to do so
well. thats why it isnt documented.
Unless I'm explicitly told I wouldn't know not to use it
Don't use the handler directly
From the XML I read I did not parse how to use it and didn't even know if it was relevant to what I needed
Is there a particular reason I shouldn't use this
I mostly learn what to do or not by studying the game code or other mods, and trying to use things in a consistent way
Like, if you use things the same way the game uses them, then it's unlikely to break since changes to those would also break the game
it's documented on the Item queries wiki page that you can use ItemQueryResolver.TryResolve to resolve item queries
If you want explicitly only flavor item there's a more direct way iirc
Which is what this item query calls in the end
I read it, and I'll be completely honest the docs didn't make any sense whatsoever until I looked at how the source code worked
Like I understand them NOW, but what was written did not make sense to me in the present moment
But the wiki is actually targeted at ppl making use of arbitrary item queries they are source from content pack i think
Yeah I will agree that that doc can be better
In that case the correct code path is tryresolve because you don't know what the handler will be
Exactly! I almost never know that my found solution isn't the "preferred method" until I frankly post it in here
It's also hard for me to know what would make the docs better because I'm coming from a position of having the knowledge already rather than those who would need it the most
And u can register custom item query too
I saw the custom item query but I assumed that was for custom queries and not for vanilla ones (mine is vanilla)
Since fish ponds do indeed take a generic item spawn data model
I would actually go through there
Then u can cover not roe pond outputs ez
(roe actually has a hardcoded special case in fish ponds so that wouldn't 100% work)
(re: chu's comment)
Sdv not following coding standards more at 11
Yeah that is also a thing about modding, just because game did it doesn't mean it's good

Time to make a Better Fish Ponds mod
My code works and that's all I care about! It's even short and easy to modify
Too late it's taken
Yet Another Better Fish Ponds Redux Expanded - Continued 1.6
It just came out last month
But since that title is too long, you can just call it YABFPREC
(ironic here, since 1.6.9 did actually break how i was using ItemQueryContexts lol)
yeah, which is awesome because it contained like 99% of what I wanted in my own spiritual fish pond rebalance mod
wait wrong comment to reply to
(Aquarism did... too much, tbh)
But selph what of the plant crops on pond
oh that's still in the works
(got sidetracked by ten thousand different things tho)
parrots!
!!!
You know i always wondered, why are parrots so skilled at construction
why shouldn't they be?
they remind me of squawk from DK
I mean normally i don't think of parrots at being able to refurbish homes
But hey you never know, maybe these parrots on ginger island are expertly trained
There just used to be a very good construction worker on ginger island, and the parrots are just parroting him
This will probably be useful at some point.
hi, i'm trying to create a mod (never did before) via content patcher to add a hat, but i'm having trouble placing the correct sprite. I think i need to reference my image on the 7th field "texture name", but i don't know how to do this, how to reference my .png inside the assets folder? (sorry for my bad english)
Heyooo, if I wanted to add a non physical object like a recipe to a shop but not have it be a recipe, could I just leave the recipe info blank and use the purchase to set a mail flag to trigger the intended patch? Or is there a better way of doing that? I want a deed to be purchasable for a home on a custom map basically
You'll need to Load it
i don't think this could work
this helps a lot, thank you!!
you may want to see if you can do that with a dialogue with action or something instead
no idea if it's doable yet or need a future framework for that
Ah ok! I am sure there is a good work around, I will keep looking, thank ya 
I use a few already, including Spacecore and IE, so I'll relook into their docs and see if something I can utilize catches my eye
If not I am sure I can do what Lumina suggested and figure something out that'll work similar to purchasing something in a shop
I also do have recipes for machine input and output rules that unlock them when right clicked, I did want to avoid doing that but honestly that could work as a last resort too
(i kinda hoped a framework would have stuff like "if you do dialogue option 1 it can trigger stuff and if you do option 2 it can do nothing")
(which would be more generic)
oh i thought you meant a framework for doing it in a shop
seems like in dialogue it should already be doable with questions and gsqs maybe. idk much about dialogue though
(gsqs for checking money. and ofc actions for giving the flag)
I mean you could make an item with an action to remoce the item from the players inventory
dont think that would work as it would be in your menu heldItem and not your inventory
it was my first thought too tbf
maybe could do it with BETAS MenuChanged trigger to detect the shop closing but idk if that trigger happens before or after the item is put into your inventory proper
this is a peliQ feature sorta
you can get a bogus shop entry that does not give you any item
and then u put action on it to actually give you recipe
I am so fortunate 
oh ezpz i didnt realize you actually already implemented it
dw i wanted the exact thing for trinkets so here's the generic version for objects
You are the GOAT, I need to change my username now
the icon has to come from a real Data/Objects though, even if it's unobtainable otherwise
No issues there
and u should be able to modify the display name
you can use stuff as secret note i assume?
wheres my overload to take any asset name for the texture sheet
see the example that give u money
like secret note
there is already a SECRET_NOTE_OR_ITEM item query too
i mean for icon
ahh
yea up to what goat wants
you can just use the secret note or whatever as the sprite and have a "permit for construction" or whatever
let me stlacc and just rely on drawInMenu ok
ok 
Yea that seems like a good idea Lumina!
its already less hardcoded than PurchaseableKeyItem so thats nice
which is limited to whichever sheet the town key is on
I can't thank you all enough, you guys have all helped me so much 
public PurchaseableKeyItem(string display_name, string display_description, int parent_sheet_index, Action<Farmer> on_purchase = null)
{
this._id = parent_sheet_index;
this._name = display_name;
this._displayName = display_name;
this._description = display_description;
this._onPurchase = on_purchase;
}
parent_sheet_index..... disgusting
I should really not be surprised by these things any more
i officially do not understand how to reverse patch 
back in my days we used parent sheet index for everything and we didn't complain! /lh
in the interest of fairness, there isnt even a CP way to create extra special items i think? maybe?
and if you're in C# you can make your own subclass
but still
or not subclass but your own class that inherits ISalable
ive tried to understand it like 7 different times now and i never have
i think my problem might be that im being stubborn and trying to od it manual
while docs only has annotation version
also wdym your days i modded in pre-1.6 too smh
what was I even doing which led me to know about parent sheet index back in 1.5
maybe the "needed ingredients" helper? 
i dont think theres anything special going on in the annotations for reverse patch docs?
I'm pretty sure you've been modding since a lot before I have lmao. I just want to be a crotchety old man dammit
I crocheted some squares and made two little dolls and then i decided i was tired and my hands hurt
Atm i don't have any fun thing to work on
Except maybe i could make some junimos out of leftover yarn
Harmony.Patch(original: AccessTools.Method(typeof(OriginalCode), "Test"), reversepatch: AccessTools.Method(typeof(Patch), "MyTest"))
using the first example snippet in the docs
tho the second one should be wrapped in a new HarmonyMethod ofc
theres no reversepatch argument
ah, well
Harmony.ReversePatch()
it doesnt seem to do anything
I wonder if people would want a mod like that. It gave me a list of ingredients and the quantity I needed to complete all cooking recipes (so if there were still two recipes I haven't cooked which each require one mango, then I'd need two mangoes) with an optional toggle to only count recipes I already knew
harmony.ReversePatch(MethodBase original, HarmonyMethod standin, MethodInfo transpiler = null) should be what you want
i imagine
ah i see
i was calling CreateReversePatcher
which is secretly what the annotation version is using 
i wonder if the issue is that
im trying to call a Woods instance method with GameLocation
can i even do that
No
darn guess i give up
do not underestimate just how little i understand reverse patches. if atra wasnt here you would not be getting an answer
What are you trying to do
truly it is never the right usecase for reverse patch
im trying to call a modified version of Woods._updateWoodsLighting for any random location
i can copy the code obviously but i wanted to not copy it 
Well you need to edit it to point to local fields anywyas
Which you could do out of a reverse trnaspiler
I see your gumption
just put a transpiler inside the original Woods function but all it does is store the IL inside some cache
then in your custom function just read the IL f rom that cache and construct a dynamic method (after you edit the il to point to local fields like a local transpiler)
and then invoke it
very easy
please refer to this line as necessary
I have read the explanation of what reverse patches are several times. I still have absolutely no idea
if harmony wont let you reverse patch this i see no reason why you cant do it yourself against all odds and recommendations
well, it let me do it actually
only in the swap out whole method y r u even here case tho
well, have you answered the "why are you even here" part yet
no but check back in 4hrs
This is promising
also question is that actually literally what a reverse patch does or is that more of a half joke
bc if thats what it does it increases my understanding like 100 fold
not to 100% but 100 fold
oh, I'm kind of getting it now having read the docs once again
and yeah I'm pretty sure it is from what I understand?
i just dont trusst the harmony docs bc one of the first lines is "Creating a reverse patch is easy."
well yea my understanding is just u copy the original method's il and optionally do some transpiler things on it
think about it like atra is saying it's easy. take with pinch of salt /lh
to ur new stub
Yeah
What you're doing makes sense
I watch with baited breath
fear
okay i think i actually understand them completely now
Wonder if changing the method sig works
harmony wont let you
at best you can swap between static and non static as long as you account for the this parameter
sounds like we need a new, more polite library. I nominate atra
instead of harmony we can call it Discord
Really?
You have to march the sig exactly?
thats what the docs say
"The method signature must match the original. This includes static/non static but in the example, we use the fact that an instance method gets the instance in an extra argument at position 0.
note While it is tempting to define a stub as an instance method, one has to be very careful with that. The IL code that is copied from the original expects this to be pointing to the original class type. This obviously won't work if your instance stub is in a class that is not the original."
Hmmmmm
Sooo question: I have written an event. The event works. But there's one line of dialog where the little portrait jiggle that happens once at the start of dialog just keeps happening. So it looks like he's just BOILING WITH RAGE or something. Anyone offhand know why that would happen
/speak SheriffBill \"Morris, then.$u#$b#I'm surprised to see the Jojamart manager in a local place.$0\"/
What if it is a superclass
guys is there any mod that can change interface ingame from other interface mod?
i dont know, what if
like I'm going for a subtly annoyed change of expression not ANGRY JIGGLEMAN
"Morris, then" is where it gets The Jiggles. The rest is fine
im not sure exactly what you mean but if you'r asking for an existing mod and not to make your own, you want #modded-stardew
oh yea wrong channel again
Let's make chue do the experiment
I think that's how the upset portrait works
That isn't upset, it's unique
Right. Hmm
for Alex, that portrait slot holds a football
Remind me to look info the portrait code
does it happen if you replace it with another portrait?
actually that's a good question, let me try another one
It... does not. Why does slot 3 vibrate for my NPC??
is the jiggle vertical or horizontal?
Does that happen if you replace it with a different npc
Iro, can you go look at the portrait shake code
stole my next question lmao
I'm not going to be home for two more hours
can do, though I want to rule out a different suspicion first
Wait why are the npcs jiggling
Horizontal
can you send your portrait sheet here?
private bool shouldPortraitShake(Dialogue d)
{
if (this.newPortaitShakeTimer > 0)
{
return true;
}
List<int> shakePortraits = d.speaker.GetData()?.ShakePortraits;
if (shakePortraits != null && shakePortraits.Count > 0)
{
return shakePortraits.Contains(d.getPortraitIndex());
}
return false;
}
so, check your ShakePortraits field in your Data/Characters entry i guess
(ty button! I only just got back to my computer haha)
Oh there's a Shake Portraits entry! That must be it
Thanks, I see it. Whew, thought I was losing it
Who did you copy, Pam?
when do portraits shake in vanilla, anyway? is it when lewis is frazzled?
Pam's $u
I wrote this a while before a surgery so... let me think. Ah, I think I intended a portrait to shake but I miscounted
(Her "upset")
Or I forgot to change the number.
oof, remembering stuff I did before that isn't easy on the brain
(do you guys know where that's set in the content files off the top of your heads? if not I'll go hunting)
where whats set
the ShakePortraits field
wait, you already said Data/Characters. I was looking in just Characters đ
I love that I accidentally made just a vaguely serious expression wiggle. The change between his normal face is so subtle in the art, but making it WIGGLE AGGRESSIVELY really changed the vibe

pictured: a lack of wiggling
chu is now the first person ive personally seen use a reverse patch
not that you could see it in a still, but I promise there's no wiggling
can someone tell me how to make a mod on nexus mods?
and the animation works aaaaaa
the whole event works, I have successfully done event from scratch
nice
what mod are you looking to make?
a new custom npc
!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:
-
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!
reverse patch likes to silently fail instead of angrily fail which is succ
!startmodding also this for a more general guide to content patcher
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itâs easier to start with making content packs, since you don't need to learn programming.
brb
and HarmonyReversePatchType.Snapshot gives me NRE
chu gets ever closer to answering the "why are you here"
I'm glad someone not me is figuring how reverse patches work
is anyone familiar with those crystal gems and what tilesheet their on
i can get a picture from my other map hold on
i lost them đ
Springoutdoors?
Those look like the rocks on Emily's spouse patio
yeah
update: Abigail, Haley, Maru and Pam all have shaking portraits, and I just got a brief refresher in using jq lmao
jq?
tyyyy
it's a json processor/filtering cli tool
ah
correct
it's pretty powerful but like all powerful cli tools it has some very specific syntax haha
(in this case, .[] | values | select(.ShakePortraits | length > 0) | .DisplayName can get you the display names of all characters that have shakey portraits)
i think you need more of a refresher in jq then, because you missed Haley
er wait
i missed haley
in your message

i need a refresher in words
I need a refresher in reading comprehension because she's in the list lmao
wait no. Haley is in my message 
we're meant to share one brain cell but unfortunately neither of us can find it
I saw chue typing. maybe she has it
?
what?
the brain cell is a social construct
my man
lizard, please stop spamming random gifs?
spamming for server levels is not going to get you the results you want
sir/ma'am are you making a mod
takes the brain cell
atra nooo mum said it was my turn on the braincell
anyone have sugestions on what type of mod i should make
you did say you want an NPC?
try the mod ideas repo
yes
!modideas
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your ideaâmodders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
thanks
leave a comment on an issue if you release it as a mod
okay
Where on the wiki is how to make a custom building have season exteriors? For example I make a custom coop type. How do I get the exterior to change each season like other farm buildings.
so the ez way is {{Season}}
simply load over coop with different tokens
the annoying way is SeasonOffset
make 1 png with 4 seasons
and then put a season offset value
!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:
-
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!
{
"Action": "EditData",
"Target": "Data/Buildings",
"Fields": {
"Coop": {
// need to load this to new target
"Texture": "{{ModId}}/Coop_1",
"SeasonOffset": {
"X": 96,
"Y": 0
}
}
}
}
if it is a whole new building it is similar idea, just have these 2 fields
oh and SourceRect
that one is required if u use SeasonOffset
SourceRect should point to the spring tx
Ok. Let me mess around with that and see if I can get it to work.
u can look at nano's country side buildings cp version for actual example
Oh that will help a lot
junimo huts are hardcoded
the pet bowl does use this yea
what is diff between Game1.temporaryContent and Game1.content
Temporary content is dumped at various points
isnt that bad
Ie, when player moves maps
if i wanted specifically animated items like the fountain on my map do i have to make a map from the vanilla map with liek the town map so i have the moving water?
because when i use another vanilla map like say the busstop the town map doesnt show movement tiles
liek te tilesheet
I love that you go all in when mod making. Your first map, and you tackled doors, working benches and now moving fountains. My first map as so much less complicated. I still don't mess with doors. đ
I'd suggest starting from the town map for the most animated tiles, yeah.
You can basically just open the town map, select the fountain, hit copy, paste it into your map. If you do this, it'll copy over all the animations into a new tilesheet.
and there's a relatively simple way to make the old copy of the tilesheet on the map into the new one
any suggesting for mods?
Go to the one with the animations: hit Export Tileset As, save it. Go to the old tileset. Hit Replace Tileset. Select the export. It'll merge them without damaging your map. Then you can hit "embed tileset" and delete the exported file
Found that useful when I was doing festival patches for mods, some of them were from older game versions and had just SLIGHTLY different animations on the sheet, so they'd copy over and do another copy of the tileset
Anyone know what mod Im thinking of? I think it was primarily chinese - it allowed you to travel to other farms via minecart
My NPC's dialogue is broken and I don't know why. I use i18n to put in the dialogue. The NPC's just say "No translation:TranslationKey"
NPC JSON: https://smapi.io/json/content-patcher/e5eae56bd9d348b88fa42c24968ccfd2
Relevant lines: 59-70, 149-160, 239-250 (No errors in the SMAPI console)
Default i18n: https://smapi.io/json/i18n/a1e2ff9587124bff896edf4b2a5b3c9c (Unnamed keys are Dale, rest are named)
Found it from the lnh reference ty!
Hmm can't tell if it is just their maps that are included
I changed the format to translations so now there is a different link for the i18n
{{i18n:Mon.{{Random: {{Range: 1,3}} }} }} turns into {{i18n:Mon.3 }} (note the extra space at the end) (EDIT: not it)
beat me to it
i didnt think the space mattered?
Yeah it doesnt
Weird, I think that's how I do mine and I don't have any issues.
the i18n token in fact cannot handle i18n that does have spaces in the key in default.json
Well that's one guess down
(ah I see, noted for future reference)
The commas are fine because even the "Introduction" one isn't working
this is in default.json and not en.json, yeah?
I have another idea, but it is also space related and may be nothing
{{Range: 1,3}}
I have seen ranges in this context before and there was a space after the comma
I will take any ideas
id double check you're actually editing the right folder
I am editing the right one
That is what is shown in the tutorial page on the modding wiki
Ah, well, as I said. Could be (was) nothing.
I was just looking at one that I know worked for possibilities
so... there's a lot more foliage and trees in this game than I originally thought ...
you sound like someone regretting a foliage mod idea
qi trees?
what happened there
how could you suggest such a thing to me
lily
its pixelated bc im zoomed out
did i ever tell you i started to Qi-fy random shit
Trees happened
anyone here familiar with spacecore's custom properties? there's RegisterCustomProperty but I was wondering how/whether those custom properties actually get serialized to the save alongside the object. I'm guessing I also need to AddField but I still don't see the relation between that and the data I'm saving into the ConditionalWeakTable for the getters/setters
oh my god truly?
absolutely awful I love it
the MrQi in the folder btw was meant to be a barn animal
cursed
it all started with the Qi cow but now I dont know what to do with those assets
he's t-posing
oh absolutely awful /pos
this is the qi chicken btw
look at the baby tho
he glasses too big for he face
you bet
baby qicken is making me feel things
i REALLY wanted to do a Qi set but....im too busy
I fixed it, it was one of my other mods messing with it... somehow
i even got some produce and other random items...
@vale stream I will be posting the 1.0.5 update in a moment, I will write a note about the i18n file on there but I just wanted to let you know that a few sections have been changed significantly (for translation compatibility and some other things) - each change is marked with "1.0.5" so it's pretty easy to search
but jsut like GiantCrop Carrot it never came to be
you know
Once I finish this furniture mod..
I wouldn't mind another coding project perhaps

take it, in my hands itll probs never happen
I do but nahh
my profile is a hodgepodge of random shit already anyway fdsg
its same as my discordname tho if you wanna find me lol
ok hold on now im confused, i removed a mod which then fixed it, but when I added back the mod it worked still? or maybe the dialouge got cached and i had to reload my game...
i18n is cached and isn't reloaded when you patch reload. there's a separate reload_i18n command for that
(also, reload i18n first. then patch reload)
and in the process of doing all that i found like 5 more bugs
god gift tastes are the bane of my existance
context tags may make your life easier, if you aren't already using them
(context tags my beloved)
what are context tags?
Anybody have any idea why this schedule won't work?
(snippit)
"Action": "EditData",
"Target": "Characters/schedules/{{ModId}}_Willow",
"Entries": {
"spring": "830 {{ModId}}_TownHall 11 10 2/900 {{ModId}}_TownHall 11 10 2"
}
},```
(I have 2 of the same one for testing)
try changing the coordinates of one of them
and also make sure you're sleeping or starting a new save before testing schedules
i will try that
can you use {{ModId}} in schedules?
I know I typed all of mine out 
you can, as long as you load a Blank first
that worked, ty!
is there a way to see what number a tile is in tiled
What do you mean "Number"?
Coordinate? Tile index?
Ah, it is on the bottom left of the tiled window
oooh
ty ty
Hi, maybe it's just a silly thing but does anyone know why the Sprite doesn't work and looks like this, but the Portrait works?
Err
!log Can you show us the JSON?
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:
- Open this page: smapi.io/log.
- Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
- 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 didnât occur in your last session, please load the game to the point where the issue occurs, then upload the log.
Screenshots don't work as well
also, NSFW mods are not allowed to be shown here
Yeah i was about to say something about that
Since đ i was trying to read the screenshots
we are allowed to help with the technical aspects at our own discretion but any mention or visuals of the aspects that break server rules arent allowed
what is NSFW? i feel like i am being blind
also, if i recall correctly you are trying to mod for the Switch? very very few people will be able to help you here
Funny thing is, I know how to run mods on the Switch, but thereâs no way Iâm helping to get gross mods working lmao
LewisNude.json?


pixelated hell

