#making-mods-general
1 messages · Page 239 of 1
That's a bad joke on my part, I couldn't think of a better name than that, could it be because of that?
that's my point. few people here would know either if you're doing something wrong or if its a switch modding intricacy.
It is literally a change from a suit to a tuxedo
(not saying you cant ask for help regardless of course, just, yknow, dont be surprised if no one pipes up)
Ohh
I understand, I understand, I will keep trying to see what I can achieve, thank you very much anyway!
You never lose anything by asking
wanna try bumping this one more time just in case other people haven't seen this
that shows robins portrait when its said, right?
yes
the one when we upgrade the farmhouse
it in content folder?
i cant find it in ILSpy
have you unpacked the content?
yes
./Data/ExtraDialogue.json: "Robin_HouseUpgrade_Accepted": "Thank you! I'll get started tomorrow. I should be finished in around three days.",
(ur so fast ichor)
grep is fast. i'm just the delivery boy
Yeah I can't see it either
Oh
I just have an encyclopedias knowledge of all the dialogue at this point
I remember seeing it in extra dialogue
im
skill issued or something
i still cant find it
oh yea right
in content
i forgot
what happens in the ovvievies house
Uh oh
really though you have a Lot of Problems here
Did the index for the tiles get munched or something
was there a popup when you reopened Tiled along the lines of 'width of tilesheet image in tileset has changed. would you like to adjust it for the new width? yes/no'
jeez actually trying to make a big mod and get it just right is so hard and tiring, my i18n has 94 lines and i am NOWHERE near done
get it done first, get it just right eventually
i fixed it
i accidentally had . in front of spring outdoors that made it unable to find the file
I get it Person.. I truly do lmao
Every time someone finds a broken translation string in I die a little inside because it requires another update to fix it
And with 1.6k lines... theres been a fair few of those
wuh
and this is only my 3rd NPC and the other 2 are nowhere near done and i still have another to make and i still have to make the events
./Maps
i cant find it 
it's probably called spring_Shadows or similar
the tilesheet names and the png names don't always match
If you click on the tilesheet you can see the image path
it'll be okay you got this
i ireeperably broke the map again im gonna cry
please do not irreparably break the map
AND i need to make the spouse patios, and other marriage stuff
it wants me to get the town.png tback that has animated water and everythign but thats the tmx and i cant grab that anymore so its like
can you send your file in here?
uh oh
do you mean TSX rather than TMX?
Why is there a pierre drop box in his shop but it doesnt do anything?
It's used for special orders
what do you mean it doesn't do anything?
(oopsz special oreer)
did you make a copy of the vanilla map to edit?
you can just reopen Town and export the town tileset from that map, then use the Replace Tileset button to swap out your current town tileset for the exported version
ooh ok ok lemme try
how can i merge CP with my C# mod guys
you dont. they must be two separate mods, as far as smapi is concerned
but they can both be packaged inside one parent folder
like a folder contain CP and dll
you cannot
they can only be packaged separately but together
each one gets its own manifest and each one needs a different uniqueid
so i have to make them separate mod
the ModBuildConfig nuget package can auto package your CP mod with your C# mod in its release zip
okay so that why i cant change Robin Dialogue
hm i dont seem to be allowed to nest local tokens 
can i even use another token in a local token
yes
As a note for those with multiple mod components packaged together: they can, according to the wiki, share an update key but the version numbers must be identical across all manifests if doing so.
them not being identical wont break anything i believe but it will cause the update notice to incorrectly tell you when you need an update if not
Yeah
ok i think i have FINALLY finished my 1st NPC... now to get the other 3 right
but i dont seem to be allowed to give another local token from outer scope to inner
do you mean the inner is an include
like the localtoken is defined on the Include patch and then inside that included file you are using another localtoken
that should work
i would think
me too but it didnt 
my confident yes though was re: a token inside a localtoken
not a localtoken inside a localtoken
fair nuff
yea hm theres no error but patch summary says
Include data/spouse.json > Include data/inc/child.json #1 // invalid tokens: LL@Spouse
did you name your localtoken LL@Spouse
attempt is
{
"Action": "Include",
"FromFile": "data/spouse.json",
"LocalTokens": {
"LL@Spouse": "Abigail"
}
}
and then inside spouse.json
{
"Action": "Include",
"FromFile": "data/inc/child.json",
"LocalTokens": {
"L@Spouse": "{{LL@Spouse}}",
"L@Seq": "A",
"L@Hair": "Boy",
"L@Eyes": "light"
}
},
my other attempt is to not have L@Spouse in the data/inc/child.json and that one threw warnings
@ivory plume can i use a local token in the include of an include
i am vaguely remembering pathos being worried about CP becoming a vector for fork bombs
why would doing for/for become fork bomb 
Yep. All patches loaded through an Include patch inherit its local tokens, and that applies recursively (so an included included included patch has access to all the local tokens defined by a parent patch).
what am i do wrong then 
Not sure, I'd need to look into it.
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Unix 6.13.4.1, with 29 C# mods and 24 content packs.
Could you create a minimal repro content pack and post a bug report on GitHub?
yea sure
Hi everyone, do you know how I can change the maximum number of hearts available for NPCs?
Can I do this with Content Patcher?
You mean you want to have more then a 10 heart limit?
yes
aside from making them romanceable for 14 hearts, that's not something you can do with content patcher
But you can change the heart limit without using the content patcher
anything is possible with enough c#
Is the trout derby shop editable with CP? Does it count as a shop? Can I add stuff to the prize list?
no
Shoot, I was watching a YouTube video and the person said they wanted to mod that did that, and I thought, that's a really good idea. Oh well.
hard-coded trout
largemouth players 🥱
roundabout way would be to simply make a shop that takes tags
yea so
(i mean you get the choice between redeem and no redeem, not pick which prize)
so it's all secretly questions, not even shop format at all
Correct, I cycles through the same 10 prizes in rotation
spreaking of, goddamn but the wall fish prize is huge
trout is bigger than pig
They are not even very good prizes. It would be nice to edit and add to the list. A vending machine would work I guess as a work around. I will think about it.
it's BIG trout
I wanted to put one up on a wall, but that'd take up way too much wall
on a map, I mean
just get more wall
is this a call for resident evil block-based inventory systems again
whenever i get unwanted wall art i just slap it on an out of the way wall
same for furniture
I did this instead
slap a trout on some driftwood on a plaque, bam
and it's a rainbow trout, so it's shinier
I was seriously about to see if I could add it to the prize pool but welp
you can add it to the prize pool, if you just overwrite the Data/Objects entry for something else to completely replace it 
as you merrily do
I guess I could overwrite the huge fish :V
If someone's super bored and cared to look into the code, it looks like the Trout Derby shop calls Action TroutDerbyBooth
it doesnt matter. its just a list of items it generates at runtime
Ah, I see
I wasn't sure if there was a way to even find the generated items
same with the squidfest, more or less
all the Action does is bring up the question dialogue
to ask if you want rewards, an explanation, or to leave
gotcha
@final arch Hey there! I'm just looking into mods that will have compatibility issues with the yet unreleased Better Game Menu when I release it at the end of the month, and World Maps everywhere is on my list.
I'm reaching out to let you know and offer my assistance if necessary. From what I gather, that mod isn't open source, but I'd be happy to try my hand at writing a PR if you do publish the source. Otherwise, I'm glad to answer questions about my API and work with you and anyone else to get compatibility fixed with everything.
Then yeah, seems like a custom exchange counter would be the thing to do
I was pondering the option of a trigger action to tack an AddItem on like a bonus prize if there was a way to connect those, but my brain can't parse that right now either.
tbh just replace the Action TroutDerbyBooth with Action OpenShop and replace the question dialogue entirely
yeah, just remove the prize randomization element and make it a choice
Which then lets you add items since it's a shop
yeah, with a tradeitem
i dont think most people would really care about the Explanation part of the current question dialogue
(Also Button I got bored and wrote a PR for Special Power Utilities lol, it's so simple)
they probably dont need it if theyre installing a mod for more derby rewards
Even if they did, you might be able to put a very brief Explanation in as the shop dialogue
Or just make it a sign next to the stall
if you PR it then i could get it merged and an update out on nexus tomorrow then 
It's there now, you might not like the code style part, but that's easy to clean up 😄
i dont even like the code stylef or the parts that i wrote anymore so i might just be lazy and leave it
SPU is old im not happy with any of it lmao. due for a rewrite at some point
... oh I somehow forgot that, was only thinking about event lookup. Ill check it out and let you know when I have questions!
Does NPC Map Loc already have compat? I do patch some of its stuff
("old" by my standards aka i wrote it when i barely understood C# stuff)
(or best practices for... most things)
I've got a PR up for NPC Map Loc already 😄
I did notice Special Power Utilities had some spicy draw() times compared to the vanilla menu, lol
tbf, 90% of it is copied from the collections page
in fact the draw() function might be entirely copied from it, save for the unlockable bundles compat
tbh id like to rewrite it with Stardew UI at some point
the ultimate power of being able to mod away anything that mildly bugs you
Alright. Wrote a few PRs tonight and released a new build of BGM with a few fixes and a new feature. Time to relax and do nothing the rest of the night.
Any thoughts on whether bad dialogue responses to npc questions should be first in the list or not? I think it would be funny to have it as the default, but I could see how it might upset players who accidentally tap it and then feel like they need to resart the day. And where do you think the best option should be situated?
anyone knows which mod support using Context_Tags to make cooking recipes?
https://www.nexusmods.com/stardewvalley/mods/32145 I have ensmallened the fish deco.
does anyone know if there's some kind of issue with moving NPCs only one tile on the x axis during events? i've run into this issue during two different events now, where he just decides to keep moving for no reason. he does this with and without the y-axis move following it.
https://smapi.io/json/content-patcher/3bc5495b68554f92a3cd5921e268dabf
relevant bit: /move EdwinPayne -1 0 2/move EdwinPayne 0 1 2/proceedPosition EdwinPayne/animate EdwinPayne false true 120 19/pause 1500/
positionOffset problem, I think.
Do you warp him to reset him after using positionOffset and before using move?
oops sorry, this is for the 7 heart event one--i don't use positionOffset during it
although that will definitely help solve it for the 2 heart one, thank you
i have no idea if this is related, but i also noticed that after the event, Charles ends up in HaleyHouse for some reason, even though that's nowhere in his schedule on any day
Ah right sorry on mobile so it's hard to read the scripts.
This is probably not related but you shouldn't need to use proceedPosition because move pauses the event while moving by default.
Probably not, I'd need to use linkoid's multilining plugin to multiline your event to read it properly and I can't use my computer right now.
... I just found a content pack mod that is shipping a DLL file with no code in it, lol
It looks like he tries to move south for a single frame before walking into the bookshelf, I dunno if that's relevant 
do you think that's because i have his first move action end in direction 2?
(probably unrelated, but that event script has a couple lines that say (break) before a command?
)
yeah it's part of quickQuestion
ah, yeah, I see it on the wiki now, my mistake
looked like a wordpad formatting thing 
haha
You could try putting a pause in front of and after the x=-1 move command, see if that affects anything.
Significant enough to make it clear what command is happening at each point.
(
was Item.ConsumeStack(int amount) a thing added in 1.6.9?)
(sad, decompile repo-less button)
Think that was 1.6 in general any not .9
no effect. i put a pause of 1000, and i could see him pause, but he walked two tiles left
Not sure if this is related to the movement but you need to put your portrait commands at the end of dialogue lines, not at the beginning. Stuff breaks if they're at the start.
uh oh lol good to know
let me go fix all of those in case that's the issue
hm. i guess maybe MuseumMenu just got updated to use it in 1.6.9 instead. i was goin side by side with my museum framework menu and noticed it was different now
what about with breaks?
(well i say now. it would have been different for months. but i last worked on this before 1.6.9, so)
"blah blah#$b#blah blah$6"? or put the $6 after the #$b#?
The hashes indicate the end of a line, so they go before the hash that's in front of the $b/$e
(Why don't you get cheeto and request access?)
added in early 1.6, actually
you don't need a decompile repo, you just need to have decompiled the game every time it updated 😌
decompile repo at home...
exists in 1.6.0.23100, but not in 1.5.6
You could probably just... ask for access anyways. I mean we know you've made mods, and you've got the level.
poor museummenu forgotten til 8 months later
i've tried that already hahah, you do actually need the mod author role to get repo access
they're wise to our ways
i remember reading at one point a Pathos message that said there can be exceptions added to the list however because its synced with the wiki or smth its a bit extra work to keep the exceptions in check, and i didnt think it worth giving Pathos extra work when i dont ever need the repo
(the message was also before my time i think, too, so that might even be out of date anyway and exceptions might no longer be offered)
alright, i fixed all my $, but unfortunately that didn't fix the move command
Is it his first move in the event?
oh museummenu actually changed more than just that too... functionally equivalent but still changed. interesting
fwiw, public Item ConsumeStack(int amount) was added in 1.6, but changed signatures to public virtual Item? ConsumeStack(int amount) in 1.6.9, which is also when museummenu started using it, yeah
if anything the workload's tripled since then
yep, he has a faceDirection before that but not a move
probably why museummenu (and others i imagine) started using it now, instead of decrementing heldItem and checking for stack < 0 to become null
makes things easier for sure
yk i wonder how the NPC's see us modders, watching us warp and twist their world to our whim
I don't know what's up so my suggestions are just things to try to see what changes. So try using advancedMove instead?
time to learn how to use that one lol
the layer in tiled go down to up right like
Always front
Buildings
Front1
Front
Back1
Back
Easier than it first looks for just one small movement, though if it fixes the issue for the left movement you could then add the Y axis walking and get rid of the down move.
Buildings is between back and front but otherwise yes.
ohh that might be why things are being weird about layers then
I don't know if their order in tiled affects how they work in game but it's most useful to have them in the order that the game uses them regardless I think.
Because then it's a built in reminder of how their draw order works.
(man refreshing my memory on my museum framework has made me realize just how badly timed for me the halloween mod contest was haha. i was like... 1, maybe 1.5 little steps/features away from it just being done)
on the plus side your halloween mod did turn out amazing tho
it was apparently related to it being the first move command--using advancedMove moves him the correct number of x spaces, and now the y move amount has increased to 2, lol. i guess i just have to always either use advancedMove or else move people more than 1 tile?
Strange. Maybe move doesn't like single tile moves or something, I don't know. I don't think I've heard of that being an issue before but maybe it is just if it's the first move in an event or the first after a faceDirection or something.
maybe i'll write a fake event to test it lol, because that's so strange and i want to know why but don't have the knowledge to puzzle it out from code
anyway, i'm done for the night but going to bump this in case anyone knows why this would happen
You have got to be kidding me. Why is there no dialogue key for Location X_Y Hearts
use hearts as the key but then write a string for the schedule
I've no idea but maybe try it at different times and on different days and see if anything changes? You can use debug ebi to bypass any preconditions that might require it to be at specific times or whatever.
I can't carry the key across to the schedule, can I?
i don't know what you mean by this
You could use a $query in a location_x_y key to check for heart level.
I did not even know that existed, that makes it much easier. Thank you!
You can put schedule strings anywhere but I don't know if you can use an existing dialogue key inside a schedule as opposed to writing a key specifically for the schedule.
Would I put the $query inside of the i18n string or inside of the dialogue string?
How do you figure out if the mouse is hovering over a certain item?
You can do either, but it's safest from accidental breakage during translation to put it in the dialogue file and have two i18n keys, one for when the query is true and one for false.
I need to set up central station as a mod dependancy at some point but idk if i should do it last or not
Well I would suggest doing it now because the longer you put it off it may become more difficult
Basically, I am trying to figure out how to figure out if the cursor is hovering over a crab pot or not.

ill set it up after i make sure these 3 outdoor maps look correct then
ok time to set up
Should I be mean and add 1 line of random scary text?
I have had to add a pause after a faceDirection and before a move to fix continual movement weirdness in the past, but I forget the reason why it helped.
Pathoschild.CentralStation_TicketMachine <x> <y> [networks]
anyone know about map poroperties /and or central station and know how to input this?
idk how to break it up for the custom property thing
wait i think its network?
maybe imma try it
Networks is Boat, Bus, Train, or multiple networks.
Literally speaking, the game seems to do it like this:
Vector2 position = ((!Game1.wasMouseVisibleThisFrame) ? Game1.player.GetToolLocation() : new Vector2(Game1.getOldMouseX() + Game1.viewport.X, Game1.getOldMouseY() + Game1.viewport.Y));
var obj = location.getObjectAt((int)position.X, (int).position.Y);
But depending on context, you might want to try one of these:
- Patch
StardewValley.Object.hoverAction()and check the object ID to see if it's a crab pot - Call
farmer.GetToolLocation()to get the tile the player is targeting (limited to their click/tool range), thenlocation.objects.TryGetObject(tile, out obj)to check for an object there and ID it
(notably,getObjectAtand such will prioritize furniture over "normal" objects)
Though having said all that, hoverAction might only get called when something is in range, too.
If you need screen-wide support, just checking the mouse variables may be the way to go.
im trying to set up my own ticket machine and i feel so silly lol
Which networks do you need? Is it a bus stop, a train stop, or a boat stop?
So you'd do something like Pathoschild.CentralStation_TicketMachine <x> <y> Bus as the map property
With x and y being where you want the machine to spawn
would this mean i dont need to put a machine down or would it be just information version of the machine
And for a tileData object, you would need Action CentralStation Bus if you wanted your own sprite instead, I think. Map property is easier if you want the Central Station default sprite.
I think the Map Property makes the machine appear.
?
i was keyowrd searching something my bad XD
LOL
i do not know off the bat what im missing in my manifest can someone spare a glance?
https://smapi.io/json/manifest/21af205b65c040da9b5fcc26c57c4ec9
oh, thank you
Also just FYI, explore is missing the final e in your description
im wonderful as spelling
possible reason for errors (i have been misspelling my unique id for )
i really chose my antiword
im so confused
what goes in the 'example' slot of the words
i must do research
I think it's because you misspelled Neighborhood in your manifest's uniqueID?
i fixed that
still getting this message 😔
i think the id it wants isnt complete
because it says "example.modID_stopID"
so example. must be something i just dont know what
your id has a slash in front of it for some reason
"Example.ModId" is just an example uniqueid
Author.ModName, Example.ModId, KandiKraze.TheNeighborhood
all unique ids
oooooh
just got dark mode extension, the wiki is so much easier on the eyes
HMMM, it doesnt make you go directly to the central station first, not what i wanted
tme to read the guide again
What do you mean?
If you click on your stop then it will take you directly to your stop
Not to the station
That is to go to the station, which just has NPC's and shops.
no if you got ot he station window with the red ropes
you can see more stops
i used it for stardew aquarium
The station window with the red ropes?
I do remember hearing something about how the stops work in central station, related to this, from pathos
what have you put for your networks?
as i understand it, if your Stop entry has, say, "Bus" listed in its Network field, then any bus can go directly there
without needing to go to Central Station
oooh
but if you tried to get there from Willy's boat, thats on the Boat network, so you would need to go from the Boat to Central Station
and then from Central Station to the bus ticket counter or w/e
and go to your stop
if your location name is listed as an option when you click the ticket machine, you're goin directly there
id like for it to only be through central station so it feels more immersive but thats just me
Well when was the last time you had to go to a station to catch a bus? Most of the time you just go to a bus stop.
also person this is the indow with the red ropes
Ohhh the red ropes
in the future, there are plans to be able to define your own networks
which could help you achieve requiring Central Station first
ok yes but- stop it. /j
you were defeating my point
Nothing i can do about that
nevermind
I didn't see any?
im saying i think Person was just joking that you shouldnt say it bc it makes them wrong
😅 it's all of way too late at night im too tired to joke...
i.e. the hidden invisible "/j"
lol sorry
I can't dialogue to save my life
real
I think you're out of luck 😭
😭
All i really know how to do is make maps
how do i add a tile property to tiled
and you do a great job at it
i wanna add a ticket machine so you can go back to the valley XD
go to an object layer and go to the square tool in the toolbar and drag it across 1 tile then name it "TileData"
You make a TileData object on the object layer.
The capitalization is important there
(to make sure it's right, just grab any object from another map and change the properties on it)
Action properties typically need to be on the Buildings object layer
oops i didnt mean to reply
sorry
LOL, was just pre-empting because the ticket machine is an Action tile property
when i drag across the tile nothing happens with the tool
You're using the square tool?
On an object layer?
ye
Is the layer locked maybe?
no
Make sure the layer is visible
wait i think i was using the wrong square shaped tol something happened
The correct tool is called Insert Rectangle
Make sure the square is exactly covering 1 tile, if not then go to View>Snapping>Snap to grid
then redo it
(I shouldve mentioned that earlier)
anyway i have to go test my mod
if you have anymore trouble people are here to help
i put in the custom tile property but im not sure its working because nothing comes up when i try to click it in game but im p sure i put in in right i think
Did you draw the TileData object manually or did you copy it from an existing vanilla map? fireredlily has suggested to do the latter earlier, please follow that to minimize mistakes, if any
You can open a vanilla map, make any of the object layers visible (the ones with a pink icon), and then copy and paste any of the TileData objects there to your map and edit the properties on your map
You can copy and paste stuff between different .tmx files, yes
However I don't recommend copying things from a Tile layer (blue icons) to another .tmx file, because you can cause duplicate tilesheets to appear in the tilesheet pane. Stuff from Object layers are fine
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Enterprise, with 22 C# mods and 6 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
(while i dont know the cause of your range token error i do wanna say i did notice you're using Wen for wednesday dialogue but it should be Wed)
Oh shoot, ty!
Wendnsndayn
Wed nes day
You said sound it out so I sounded it out! (please tell me you get the reference)
(i dont, not a single bit)
It might be giving the error because your default.json isn't loading
I fixed that error, see that I reloaded the i18n
(im bad with references to popular media. Im like your grandpa who asks what a fork knife is)
it would just be giving a no translation found if that were the case
Your NPCs.json file also isn't loading (I don't recommend using an apostrophe in a file name. Also you shouldn't apostrophise a plural of an initialism - but that second point is just about grammar lol).
that error is before a patch reload
(would it be correct if you were to say "an npc's something")
(i do still concur about not using an apostrophe in it though)
I have fixed that bit
im getting closer you guys, now it lets me click the ticket machine but it gets mad
send me the error
us
we
the file name is no longer NPC's.json?
correct, i changed it to NPCS.json and I remembered to change it in the Content.JSON
did you change that before or after this log?
fixed it woo
it cant hurt, i just thought that if you did that before this log it would mean you were editing the wrong file
Yes because that's possession not pluralisation
Got it
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Enterprise, with 22 C# mods and 6 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
can you temporarily comment out every entry in your willow dialogue except for Mon and reload
well, time to uncomment out one or a couple at a time til it errors again to see which one it is
you could probably do all the days of the week at the same time since those are basically identical
My guess is that you're missing a { somewhere or something?
i did check them all and it all checked out, and doing a ctrl F for {{ and }} yields equal numbers of results, but its possible one was still missed
dunno how it lead to the warning being about parsing Random
content patcher token parsing internals remain ever a mystery to me
lol same
for future reference
when i make my npcs for my mod
will i need multiple i18n's or just one for all of them
(which is what i do and I hate it but eh)
Also technically you can break it up if you feel like, but all of them need to be in the default folder, and you can't have a regular default.json alongside it
Or something
if you use folder-based i18n then all of your i18n must be folder-based and vice versa, if you use a single default.json or like es.json then they must all be like that
That's worded so much better than i ever could
one file for all languages, or folders for all languages, no mixing and matching
my first actually well organized mod... it looks so nice...
also folder-based i18n wasnt even allowed until october of last year so most mods you see will likely be using single files
I am NOT being bothered to put in dialogue sets for every 2 hearts you get with the NPCs I will cry
I am just having the 1 set, thats it
wait, im up to the events now! Yayyyy!
Wait-
im both excited and dreading making my npcs
They are easy to do in terms of coding, they are just alot of work if you want them to be good
real
idk when i get to my npcs if i should do portraits first or dialogue
prob portraits
would recommend a bit of a mix - start with the base portraits you know you'll need and want, get a better feel for their personality, then dialogue and add any changes and new portraits needed from events/dialogue :3
ooh ok
since the details often make a chara feel more alive/endearing imo, and at least for me it's easier to not "force" that
I can't imagine doing all of one part of a mod before moving on to another part. I need the variety, plus every part informs the rest so I am always making changes based on something I discovered or decided doing some other part.
Ive been putting myself in Map Hell for the past
Are you making your mod with Content Patcher?
im making it with C#
could you push what you currently have and send a link? and I'll have a look
I haven't looked at doing questions with C# yet. I should though, that seems like something I could grasp.
np, ping me when you do
wait... you can have multiple default.jsons??
It's not super obvious but I can show you how I did it at some point!
(or you can practice finding it yourself and ask if you run into anything, ofc, if you want to do it as a learning exercise)
how would that even work
Contribute to atravita-mods/StardewMods development by creating an account on GitHub.
do I have the energy to look at Smart Person Code rn
Iro you are a smart person
I'll see how I go! I have no operating system right now so this will not be for some days lol
lies and slander

I'm so confused, why is this grabbing keypresses? Is it a way to avoid using the location or dialogue based questions?
oh yeah, it looks like an implementation of questions. Interesting.
Making your own is just location.createQuestionDialogue
Here's mmap's impl
https://github.com/Mushymato/MiscMapActionsProperties/blob/main/MiscMapActionsProperties/Framework/Tile/QuestionDialogue.cs#L111
As for rias problem they don't have to make new responses right
Just skip prefix the existing response
Welp if that's what questions look like in C# I was wrong about being ready for them xD
iirc they only changed the price and materials, so presumably just a skip prefix, yeah
This one has a lot of bells and whistles bc it's for content pack usage
Tbh I'm surprised editing the dialogue line doesn't just work
It's very tall, maybe a layout issue
/// <summary>functools.partial my dead girlfriend...</summary>
I refuse to use functional programming libraries because they remind me of how much I prefer functional programming
a manual wrapper may be less efficient but so be it!
But functools is built-in
C# has foldr and friends already
It just doesn't have curry
here is my spaghetti code
if (1 == 0)
{
}
I assume this is just for vibes debugging? 
uhh
I think while I was sleepy I wrote something.
there's a few changes that need to be made unrelated to the bug before you publish, but I'll mention those in a sec
in your prefix for GameLocation.houseUpgradeOffer(), you call Game1.drawObjectDialogue(offerMessage); at the end, but the original method uses GameLocation.createQuestionDialogue
so basically, you aren't asking a question rn at all
I'm really not sure how it could have been fine
you're literally not asking a question right now
because after i added clay and stone
if it was fine before, then your prefix wasn't running before afaik
You just need to change Game1.drawObjectDialogue to __instance.createQuestionDialogue in the upgrade offer prefix I think
and add this.createYesNoResponses(), "upgrade" as parameters
hmm no error on code
ill try it later when me and my friend finish this session
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
A whole feature i never heard of before 
Does the need to mod distract u guys in day to day life /hj
It does mee
Also question a mod i download frequently and seen packaged with some npc expansion mods is like
Custom companion what does that do exactly
Oooh
eats ram for breakfast
You don't need it for 1.6 though, except for niche case where you also need the anim
Ooh gotcha
Can simply make antisocial npc now
I can finally add myself as an npc without using frameworks, then
antisocial and unwilling to change that /lh
I wonder what exactly CC does to consume ram
and 0 documentation basically lol
I may just use a child class with regular serializer
(is trinkets also secretly homf ram and i just have too much to notice)
ngl I can't remember if the issue was ram usage or cpu usage
(I've never seen trinkets get flagged in any logs so far!)
I don't even really understand how to profile c# code so i am just going by vibes 99% of time
oh I just know cc because of modded tech support stuff
How come you need the field anyways is the thing you ar working with lacking modData
this is the fish pond thing
ideally I want to attach a hoedirt and output chest
alternative route is making them invisible and under the pond's top left tile
Invisible dirt seems fine to me 
I thought chest is already the building tho
Or at least u can repurpose it
idea: add all serialiseable data in by adding an inaccessible location and dynamically adding objects in a way that correlates to the information you need to store
Maybe the universe is just 1 big chest inside a fish pond
Don't pots need like
Location entry tho
Cus if chest works then just toss that into a global inv
Zero chance of weird stuff letting ppl remove secret pot if u do that
I can set its location, but the location doesnt necessarily need to contain it
anyway yeah, forgot global inventory
a scarecrow on tile x0,y0 correlates to feature x0*width+y0 being set to a certain value. maximal efficiency of chaos achieved
I'll give this a spin, but I might not need that SC dep after all
thanks all
(what are you trying to do feature-wise btw? I think I missed that part haha)
fish pond aquaponics, plant crops inside fish ponds
ohh I see. ngl using an underlying shadow location might actually work, as terrible of an idea as that is 
Fish pond indoor location with no actual human door...
I want the crop to respect location/season planting rules though
you make a new instance for each fish pond which imitates its location/season. Its state gets used as the state of the fish pond 
what if the crop's planting condition checks the location name exactly
(they can use GSQs now)
you patch the Can Grow Here method to reference the original location 
"what data structure are you using?"
"map"
"oh, what kind of mapping?"
"no. map."

Check the gsq ahead of the plant action and modify data to TRUE, restore after planting
For season u can make the sekrit indoor location Outdoors T
Just so u know i don't think this is necessarily the best idea, but it is the funniest
@dusk mulch Apparently I did an oopsie. I apparently left MEEP's update key in PEEM... so people using PEEM are getting update notifications for MEEP. 
You'll just need to change the update key in PEEM's manifest to either be blank, or whatever strategy is normally recommended for sub-mods. Sorry for the trouble there!
Rewriting xml ser seems more fun
!i18n
So you'd like to stop writing all of \"your strings straight in your content.json?\" and/or you'd like the capability to see all of your strings across all of your .jsons?
Introducing i18n!
-
How to make your mod compatible with other languages: stardewmodding.wiki.gg
-
The file where you can put all of your strings is called default.json, and it sits in a folder at the same level of your assets, named "i18n".
-
If you're converting from an older version of the game, there's a converter for ease-of-access.
Not to be confused with
{{DynamicTokens}}since these require the specific{{i18n:<KEY>}}modifier
Did I do this correctly? (Sorry im stupid lol)
You don't need the little 2, because that's just indicating the presence of a footnote on the wiki. Otherwise, as long as you actually do have a tile there on the Buildings tile layer, looks good!
or are they straight one direction only
Not in vanilla. Rokugin's door mod might allow it, let me find it.
Nope, no sideways doors there.
all good i can redo the room a bit
There was a mod for it way back in 2019 called Better Doors but apparently the unofficial update for that is broken now.
😔
What would sideways door look like
The actual door? Like this probably. (Images from Better Doors Nexus page).
Oh the anim goes backwards then i see
Having more trouble with marriage dialogue priority. I assumed that stuff like funLeave/funReturn and "<season>_<day>" would have a higher priority than the rest of the marriage dialogue. But I'm getting OneKid lines instead of either of those options?
@vernal crest Btw, your fix from yesterday for the q/r stuff worked!
Did you have a kid
Yeah it gets queued after the birth event
Does it persist past the first time you see it
Hmmmmm. I'm several days past the birth event now. How long is the queue?
And after the queue clears, what happens?
looks like five days
./StardewValley/Events/BirthingEvent.cs: spouse.daysAfterLastBirth = 5;
Oooooh, interesting!
in marriageDuties, it checks for that value >= 0 to set kid dialogue. overrides a bunch of stuff (decrements after checking)
Baby brained
But will the onekid stuff show up again after the birth event period is over?
besides the "just had a baby" period, looks like a 7% chance to get OneKid or TwoKids, as appropriate
Nice, that is really really helpful
Means that I don't have to overwrite kid dialogue as much as I thought I would
I was just suddently getting only "baby this" and "baby that"
xD
pretty standard if you just had a baby, i think! 
Absolutely. I just didn't know how long it would last. Thought it was permanent
Question regarding the quarry - my initial attempts and searches haven't proved fruitful: if I want to prevent trees from spawning, does it use tile properties of the mountain map? I've tried setting NoSpawn Trees, NoSpawn All, and CanPlantTrees F on the dirt tiles, but random tree seeds still seem to sprout. Are spawns of the trees (and the ore, for that matter) controlled by another file?
Oh! One more question in case I still have ichor here. Does <season>_<day> normally outrank funLeave? Or is it the other way around?
I'm taking notes and might update the wiki later, since MarriageDialogue priority isn't as well documented as normal dialogue
it should be checked in the order listed in the table on [[Modding:Dialogue]]
OneKid/TwoKids jumping to almost top priority right after giving birth is oddly omitted. may be new
i have problem with dialogue overwrite
But funLeave is marriage only, so I wasn't sure where it fits
Error processing house upgrade: Microsoft.Xna.Framework.Content.ContentLoadException: Unable to parse string path: Thank you! I'll get started tomorrow. I should be finished in around 4 days.
at StardewValley.LocalizedContentManager.parseStringPath(String path, String& assetName, String& key) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\LocalizedContentManager.cs:line 855
at StardewValley.LocalizedContentManager.LoadStringReturnNullIfNotFound(String path, Boolean localeFallback) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\LocalizedContentManager.cs:line 675
at StardewValley.LocalizedContentManager.LoadString(String path) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\LocalizedContentManager.cs:line 737
at StardewValley.NPC.setNewDialogue(String translationKey, Boolean add, Boolean clearOnMovement) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\NPC.cs:line 5361
at FarmhouseUpgradeConfigurable.PatchHouseUpgradeAccept.Prefix(GameLocation __instance) in C:\Users\Admin\source\repos\FarmhouseUpgradeConfigurable\PatchHouseUpgradeAccept.cs:line 59
it took some time but i feel less stupid now, because ik how to do tiledata now
is this readable?
there's a table specific to marriage dialogue
Or wait, you mean it will show up in the order listed on the marriage table from top to bottom
Ofc
Good
-1 reading comprehension to me this morning
I'm working on updating an older mod, (with permission) I have it working and functioning on 1.6, but the old code uses a lot of "dummy" events in case the farmer skips an event or to add a conversation topic or to change an NPC's appearance for a few days. This wouldn't be a problem and I would ignore it, but it does causes random freezes/crashes.
Like you'll wake up the next day, dummy event will play, and it'll freeze the game so you'll have to close out and come back in. Which isn't the end of the world, but I rather this be a pretty smooth experience for end users.
My question is - is there a way to tell the game an event has been "seen" without actually playing it?
Like I'm pretty sure I can build out a triggerAction file to load, and then target data/triggerActions and then add in whatever I need to update, I'm just 😂 wanting to confirm before I deep dive into this nonsense and may or may not break everything. 
yeah trigger actions to mark events as seen, you got it
You could also convert dummy events like this to trigger actions and get rid of them entirely. In a lot of cases
yes. look into the event command setSkipActions if you need to handle something when the player skips an event
action can also run a trigger action directly in an event, if something particular to them is needed
guess who made their content json mad again
is there an order specific way to do entries ro is it like just put in there correctly
Depends on where you are putting the entries
Thank you for the reassurances! Perfect. I'll start getting on that.
And yea, I can't really run an action in an event if the user skips/avoids the event entirely which was the "need" for the dummy events.
I'm assuming
yeah, the skippable stuff helps if they actually press the skip button, but not if they can physically avoid the event 
Yea bad terminology on my part lol, i forgot for a sec the "skip" button was an actual thing 🤣
Ok so i set my data/location to load my interior map and im using a warp tile in my main neighborhood map to go there via door, BUT it says the location wasnt found or couldn't be loaded
If it's something that fills in a data model, then the order of the entries usually isn't a big deal (unless it has precedence, like appearances).
Look into data/triggeractions
yes, back then you had to use workarounds like this. trigger actions can run at the start or end of any day with whatever conditions you require, so whatever dummy events the mod had can almost certainly be replaced
Post the full log please
(back then you had to make events unskippable, too, if they had required side effects! i don't miss that)
It could be an ordering issue, but more likely your tmx or tilesheet preventing the tmx from loading properly
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 6 C# mods and 3 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
Yes, content json where you load the map target and then edit the data/locations entry would also help
Ah ha
Is the location defined as just FamilyHome?
Or is it KandiKraze.FamilyHome (or similar)?
Warps are picky about exact Location names, it wants the Data/Locations entry ID, not your tmx filename
As a quick test, you can try debug warp KandiKraze.TheNeighborhood_FamilyHome to make sure it loaded there
But yes
If you can warp to it, it exists and is the right name!
where do i type in commands i tried smapi console but it said /debug is not a command
No slash
it still says unknwn command
And it goes in the SMAPI terminal window
Did you uninstall Console Commands (the mod)?
It comes with SMAPI and makes the commands work
Mods folder
its a mod
i did not know
XD
i thought i deleted some tool that came with smapi lol
i was like ☠️ how could i do dis
Haha, yeah, SMAPI comes with ConsoleCommands and SaveBackup by default installed in the Mods folder
Reinstalling SMAPI will put them back if you accidentally purged them when doing mod spring cleaning
aaah i probably deleted them during a mod wipe at some point
if it was in the mods folder
should i redownload smapi to get the mod back
You can just rerun the installer you used before
But if you deleted that too, you will need to download it again 
I did XD
For future reference, those mods are packaged in because they're super useful, you generally will not need to remove them.

ok it said there was no output
so ig it didnt load in even though i put the code in cp for it to load the map?
huh
debug commands responding with "sent the command, but there was no output" is normal
most commands do not generate output
oh
well i didnt teleport
so ig that would be the one that means that i didnt do it right XD
WAIT
nevermind it took it a second because i clicked my second monitor
yeah for warp you have to focus back on the game. the fade and warp are part of the update loop, which freezes when the game isn't focused

ill change my warp command in tiled to see if i can get that to work with warp KandiKraze.TheNeighborhood_FamilyHome
and i also need to edit the interior as it is so dark and i must learn howth to fixeth that
I mean you definitely can
ambient light is a map property you can set
We'll need more information
Now, that is a mod I would use. One that let's time and the game run when not focused on the game.
What dialogue are you trying to overwrite, How are you doing it, And do you have other mods that might be editing that line
i want to edit this dialogue
which should be
Thank you! I'll get started tomorrow. I should be finished in around three days
ye this should be this
but somehow my mod is delete the dialogue
then
im trying to use CP
even C#
but it still error
and ye im already try i18n translation too
i want edit (Thank you! I'll get started tomorrow. I should be finished in around three days) with (three days) is the days in my mod config
what are DayTiles
!json post what you have?
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
those are tiles that change their appearance based on whether it’s day or night, such as windows or lamps
they’re a bit tricky to set up but i can send my map as an example
gotcha so i should set all these coords to my windows 
im currently using Harmony patch method
so i dont have JSON file now
yeah, the game sets it for windows, floor tiles that have the window sunlight patch, and lamps, but it’s restricted to certain tile sheet indexes which i think the wiki lists
oh i think i found it
I don't have the context for what you're doing, but those Robin dialogue lines are just saved in data, so they are easily editable with content patcher
or if you're working in C#, an AssetRequested event
this is really fun
ok i have no idea what these numbers next to the coords are
what are the 3numbers
the tilesheet index
aaah
if you hover over a tile it tells you the x and y and index
much easier than counting, which i definitely did at first 😂
yeah it tells the game where in the tilesheet to look
ooh ok
i dont understand the correlation yet but i understand the index number
how do the numbers correlate to what the command does?
you’re setting day tiles right now, right? that command tells the game to go to each coordinate you specify and replace whatever is there with the tile at the index you specified from the hours of sunrise to sunset. you then set night tiles with the night time variant of those tiles
mmm oo
actually, i’m not sure if you have to set both? i did because it was the only i could get it to work but maybe you don’t have to
there’s also window light, which adds that bright window glow when it’s sunny
It will change the tile to whatever is at the index for NightTiles, so if you want the light effect without changing the tile sprite, you could leave it the same, I guess.
There's also Path layer lighting (the light bulb) for indoor maps
yea im sticking it around where i feel light would naturally go
do i have to add tiledata to it
i don’t think so
That makes them have door animations when interacted with
As a note, you are limited to doors that open to the left even if you flip the door tile, unless you are using Extra Map Action's CustomDoors property.
I think so (it should be looking for the bottom tile that sits on the Buildings layer), but I can double check real quick.
Ok, so yes, it wants the bottom door tile specifically
And you also will need to add the Action Door tile property to the same tile as a TileData object
(also to prevent confusion if you aren't looking at a vanilla map exactly, doors are set up with the bottom tile on Buildings and the top tiles on Front)
The Saloon is my favorite vanilla map to check for Door requirements
Although SeedShop isn't bad to check either
after i get all the maps done im going to work on npcs one at a time and after each npcs is portraited and dialogues and sprited im going to go through their room and add little notes =in some spots so it isnt just a room with dead items 
that sounds great! the little interactions with objects in maps are so cute
if i put a space in the name of my map ( i want it to not be TheNeighborhood on central and just be The Neighborhood) i put a _ in where thespace is correct?
I'm not sure honestly, I think you can just have a space there for the display name - I used a translation token so I don't know for certain though
ah
OH
ui found it
im so silly
ok the doors are not dooring
hmm
wait i think i found a solution but i need the doors id on the sprite

its so hard to find it
found it
question about map command properties if anyone knows
while the door command gives functionality this command makes it where you need at least 2 hearts to open the door, is this an additional property needed or is this like an alternative porperty
I think you have to define at least 1 internal NPC name for that, but you can use more of them, or that's how I interpret the text on the wiki. No idea how it really works, never used it (don't even know where, mapping I guess?)
also the door command does not make door open and close for me, it just makes them solid doors
i assume that would be used for shared rooms like robin and demetrius sharing a room
Action Door or Action Door <NPC> is required to interact
Yep, like I mentioned here
Right. I think it's time to tackle Ui Info Suite 2 for Better Game Menu.
1 interior map of about eh 15 maps? for my first exterior map is done
Hey all, I was recommended to share my mod bug here: https://discord.com/channels/137344473976799233/1347304287755304970
I'm trying to adjust a map mod, but opening and saving it in Tiled, even without making any changes, causes the game to crash back to the main menu when trying to use the map. If anyone can help, I'd be very grateful!
I will leave it blank then
Ty for letting me know
hey would anyone here be able to help me figure out why certain mods arent launching?
!mh
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
It looks like all the tilesheets are accounted for - It stopped throwing errors when I open the file from the Content (unpacked) > Maps folder
Oh, hmm Im not sure then. I havent used Tiled much. What happens if you move the .tmx and open it from somewhere else
!tilesheetclimbing
When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.
If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.
It should then error with no sheets, you can then add back I think?
did you ever save it not from the unpacked content folder, though?
if you ever save the map when the tilesheets are not present, even with no changes, it breaks it
If I try opening it from the mod folder, it opens up blank because it's not in the same folder as all the tilesheets. I read that I have to copy the tmx file into the folder with all the assets, then save it and move it back to the mod folder
I believe thats incorrect
correct, or vice versa (moving the tilesheets into the mod folder temporarily)
both methods will work
but if it was ever accidentally saved when a tilesheet was not there and it was blank then its broken until you save it when they ARE all present
Otherwise I get this ugly thing
Yeah you have to add the sheets
At least thats what I did
Once they are added you can edit and stuff, then just move the .tmx
I've been using fresh downloads after each error so that it's not building on a broken file
!log
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 didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.
please share an error log then
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on macOS Unix 15.3.1, with 2 C# mods and 3 content packs.
yeah, thats the error that happens when you save when the tilesheets are missing
This is precisely what leads to tilesheet climbing, don't do it
I shared my #1272025932932055121 link which had the log as well
place your tmx in the same folder as all the required tilesheets so that nothing is broken when you open it in tiled
then, make a tiny change, and save the map
then undo that change and save the map again
then close Tiled and move the .tmx back to your mod folder (or if it was there already, remove the tilesheet pngs from your mod folder)
What I'd do is download this map mod again and start over, following what the command and button said
You can check u did it right by opening the tmx as text
(the reason for the tiny change is so that it detects that there are changes to be saved ofc to force it to save and recalculate the gids)
if it works when the tmx is opened in the unpacked content folder i dont think its a tilesheet climbing issue
it would be broken in the unpacked folder if that was the case
it working fine in the unpacked content maps folder is indicative that the image sources are exactly as they need to be
So, I've got my Maps folder where I've copied a fresh version of the tmx file. When I paste that file into the mods folder, the game works fine. When I open the tmx from the Maps folder, save as and overwrite the file in the Mods folder, then the game crashed back to the menu.
And then move it over to the mods folder after..?
i guess that means chu and i were both correct as it is and isnt a tilesheet climbing error bc the tmx you were working in was right, but saving it elsewhere makes that tmx broken due to tilesheet climbing
yes
always work with your tmx in the same folder as the tilesheets. this includes editing and saving. always save it in the same folder it started in
copy it into your mod folder when you're done making any edits
I mean if it loads then it's alright
there are a number of ways to make a map
The main thing is just don't include the tilesheet in your released mod
as chu says if it loads, its a correct way to make a map
Yeah I just worked directly in my git folder, had all the sheets I needed alongside the tmx, just moved the tmx to my mods folder and it was gtg
thats basically the same thing as described here except instead of the git folder its the unpacked map folder
gotcha
Yeah that's roughly what i do as well, the thing that is bad is responding to the tiled prompt to pick tilesheet
That gives u ../.. business usually
one day someone will make that stardew specific tiled fork
I think I followed the correct steps, but it still throws the error.
ill be honest i do not want to watch a 2min video instead of just seeing an error log uploaded to smapi.io
Looks identical to the last log: https://smapi.io/log/70d7ecd2cce343718781806c23890bc2
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on macOS Unix 15.3.1, with 2 C# mods and 3 content packs.
and you made sure to actually make that tiny change and save the map to make it recalculate the GIDs?
Yes, I adjusted a tile, changed it back, saved to the Content folder, copied and pasted the file into the Mods folder
did you save after adjusting the tile and before changing it back? while i cant say for certain how Tiled works, i know its not uncommon for software to detect that nothing is actually different when you save and not actually do anything, and nothing would be different if you changed a tile and then changed it back before saving again
and saving between the two steps is always how ive seen others recommend it
Just tried it that way, and received the same error.
Is there a way for me to figure out which location is "Invalid tile gid: 9884" so I can try to figure out what is there that might be causing this?
are you using any custom tilesheets that are not present in your Maps folder?
Did you start from new dl of file
your unpacked maps folder
You're missing a tilesheet ref
you could potentially look in your .tmx to find which tilesheet has 0 tiles and 0 width/height maybe, though i cant say ive ever looked inside a tmx itself in N++ for this error so im not 100% sure what you;d look for
Here
thats what we've already been doing
Interesting. And it didn't fix it?
I always do each time
can you send your .tmx in here?
<editorsettings>
<export target="RemoveDogHouse.tmx" format="tmx"/>
</editorsettings>
(i have no idea what this is? does anyone more familiar with Tiled know what this is and whether or not its relevant. ive not seen it before)
It's another tmx file that's in the mod
i dont know why its inside the tmx of your UltimateFarm though, idk what that export stuff does
Your guess is far better than mine!
you are using custom tilesheets then?
are they not in your unpacked maps folder?
since I opened your tmx in mine and it is still missing a tilesheet reference for a daisyniko tilesheet
i see. so not relevant then as its not somethin meant to be read
good to know, i guess
....damn it. 
i see. so not relevant then as its not somethin meant to be read
good to know, i guess
well now i just look silly
Now it seems like @blissful panther is just upset for no reason
Suits the name!
https://www.nexusmods.com/stardewvalley/mods/6348 has additional tile sheets (https://www.nexusmods.com/stardewvalley/mods/4736?tab=files
I am opening this via nano on a phone.. I am so glad tiled saved prettified files
i was asking if those extra tilesheets are present in your unpacked Maps folder when you are saving your tmx
(Not that it's helpful here, but tiled in theory shouldn't actually need them but it does for some reason)
They are, yes. Though they must've been there from years ago, as I didn't transfer them during this attempt
I just updated those files with the ones from the new modpack.. I'll see if that changes anything
Damn, same error. I was really hoping that would do something
Tiled would tell you at the top when you open it if it cant find them. if it still isnt solved though then unfortunately i have to go and someone else may have to help you if they can, but the gid error is like, 99% of the time because of a missing tilesheet reference
Thank you for trying to help! The only other file I had issues locating was spring_outdoorTileSheet_extra.png. I had to download that from a random google drive link because I couldn't find references to it anywhere else
when was the last time you unpacked your game files bc thats just a vanilla file
I verified the files this morning. Is that the same as unpacking?
no
!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!
!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!
the wiki mentions that for editing vanilla maps by adding tilesheets I gotta make sure new tilesheets dont interrupt the tilesheet order but what if I'm making a brand new map? Where does this indexing happen and do I need to worry about the order for a brand new map?
You shouldn't need to worry about the order for a new map these days
From working on BetterGameMenu patches for various mods, I have discovered that wow, barely anyone puts GetApi<T>(...) calls in a try/catch block despite that throwing if the API can't be cast
I guess people expect it to be like x as SomeType casting where it just returns null if it can't cast it? 🤔
(i just treat it as "if it breaks in the cast thats something id catch in testing and/or an update to their API in which case i want people to notify me asap)



