#making-mods-general
1 messages · Page 240 of 1
.... Can I buy you a coffee?
ffs, that was such a simple solution. Sorry for wasting your time.
But yeah, GetApi<T>(...) will throw an exception. Take this code: csharp Log("Hi there!", LogLevel.Warn); var api = Helper.ModRegistry.GetApi<IBetterGameMenuApi>("leclair.cloudyskies"); Log($"API: {api}", LogLevel.Warn);
obviously, that's going to fail because it's trying to get the API from one mod using the interface of an API from a different mod. Running that code logs: [Better Game Menu] Hi there! [Better Game Menu] This mod failed in the GameLoop.GameLaunched event. Technical details: ArgumentException: Unhandled proxy/conversion method for info: ProxyInfo{target: TypeInfo{context: leclair.cloudyskies, type: Leclair.Stardew.CloudySkies.ModApi, CloudySkies, Version=1.9.0.0, Culture=neutral, PublicKeyToken=null}, proxy: TypeInfo{context: leclair.bettergamemenu, type: Leclair.Stardew.BetterGameMenu.IBetterGameMenuApi, BetterGameMenu, Version=0.5.1.0, Culture=neutral, PublicKeyToken=null}} ---> ArgumentException: The IBetterGameMenuApi interface defines method CreateDraw which doesn't exist in the API or depends on an interface that cannot be mapped!
I think I'm in the camp where I assume users are malicious and authors are incompetent
how would I add SVE trees to a farm map so the map has some sve trees on it to start? I feel like it should be easy but I cant figure it out.
Not in a mean way, but in a code paranoia way
So yeah, try catch all api calls, can't be sure anyone knows anything about apis
Pretty much.
At the very least make sure something breaking in your initialization code won't cause other important code to not run.
Fail as safely as possible. Your users deserve it.
I also expected this to return null ngl
Honestly this might be a SMAPI bug
May need ftm to do this
Paths only has vanilla trees on em
If you consider the docstring...
This seems more like smapi not catching the pintail exception when it should have
So not easy 😦 shoot. Was really hoping I could do it with tiled. Maybe it is not worth it.
I mean ftm is also just a framework
Oh hell, now I'm getting a different error: https://smapi.io/log/a0bcd5e185854a9a97778f121b83818e
Can't apply patch Ultimate Farm CP > Load Maps/UltimateFarm to Maps/UltimateFarm:
StardewModdingAPI.Framework.Exceptions.SContentLoadException: Ultimate Farm CP loaded map 'assets/UltimateFarm.tmx' with invalid tilesheet path '../../../../Content (unpacked)/Maps/paths.png'. Tilesheet paths must be a relative path without directory climbing (../).
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on macOS Unix 15.3.1, with 25 C# mods and 6 content packs.
Suggested fixes: One or more mods are out of date, consider updating them
I believe SVE's paths layer has the new tree type on it
because I know I saw one of those trees when I was patching for SVE and it was on the path layer
open the tmx in notepad++ or similar, and delete everything in the filepath except paths.png
no point try-catching yourself, since SMAPI already does and logs the error anyway.
hm
If someone is getting an API instance as an object? for some reason, then they're fine, but that's gotta be like 1% of people at best.
And quite possibly no one
yeah that sounds like a bug then
What would u do with an object? API
(this is what you're supposed to assume when programming afaik)
cast it yourself to a hard-referenced type
cast it yourself if you have a hard dependency I guess?
or reflect into it
Or that, yeah.
Well it should probably log but not throw
Based on the docstring it shouldn't throw.
Would help in case where mod author change their api incompatiblely for some reason
I was patching in this area and if I'm not mistaken, the tree marked with the C there was one of the new trees
Yeah I wrote a helper I think
That automatically logs, etc
I will check. If it is on a SVE paths layer, can I just add that tile sheet to my map? Or do I need to do something weird to get it to work.
Yes but it's very unfun
Tbh
I don't like living that way
That's the normal paths layer, but maybe SVE does something different with it? Looking at the wiki, that's supposed to park "enables the spawntree tile property on this tile" while the others mark specific trees to spawn
I assume other mod authors r very smart and then become sad
so maybe SVE does something that puts the new tree where a generic spawntile tree property marker is?
I assume I am very smart and then I read my own code from more than 1 hour ago and then become sad
Ah, I had Save As'd to the mod folder instead of to the Content folder and then copy/pasting to the Mods folder. Thank you!
nothing like reading your own code after you briefly look away to keep you humble
I know I noticed it though, I thought I'd caused a Ridgeside map incompatibility but actually Ridgeside painted down the top of the tree that USED to be there in place, before they used a spawn tree tile instead and when it was a different tree type. So there's a bit of a different tree that was floating on top of the new tree
It's something to experiment with anyway
I'm finally back to sitting at my computer after like a month of not doing it, maybe I'll finally even have the energy to mod again
I think I will play around with it and see. I really don't want to have to use FTM to place each tree with code. I am doing it in tiled or I will just forgo it.
here's where I reported it to Ridgeside, that's definitely the new type of tree, right?
So yeah it's the path tile with the C on it
OK, I will try that.
gonna make a mod where your farmer is asthmatic and randomly gets dizzy at random points because they can't breathe. write what you know and all that 
(seeing as there are some cleverer C# authors in chat, just how cursed would rotating the farmer sprite be)
Harvey could sell inhalers
Have fun with FS
anything that touches farmer rendering is instant hell difficulty
fs isn't my biggest concern rn, since I assume if I manage to rotate the farmer I can manage to rotate that eventually too
though I'm sure I assume that purely because I have no idea what I'm talking about
I actually think it's not so bad without fs in the mix cus u just gotta transpile replace all the rotate args
if the game didn't use SpriteBatch layer depth, it could have been doable with some matrix transformations instead
Clearly you should just draw the farmer to a render texture and then rotate that
-# I genuinely considered that 
And if u just want farmer to face different directions then u can force that i think, without touching renderer
would still need to stop the original from rendering, and working with render targets is a pain if by default switching to a render target clears it (but i genuinely don't remember if the game uses one before rendering it to the screen, or does it do so directly)
The game sometimes uses a render texture
the game renders things based on vibes as far as I can tell
Depends if you're in split screen or taking a screenshot, normally.
Some mods patch it to always use a render texture.
oh this is going to be hell for a completely unnecessary mod idea. Genuinely might do it
well, attempt it
The game decides if it's using a render texture or not based on Game1.ShouldDrawOnBuffer()
just remember, no matter how silly your mod is, somewhere out there is someone who will go "hell yes, I needed this"
Oh, right. It also uses a render texture if your zoom level isn't 100%.
does fs use the same render texture? or does it draw on top of where the farmer is
Who plays at zoom 100% I always zoom all the way out.
I even have an extra zoom out mod.
I have a 4k monitor just by existing I am zoomed all the way out
care to spare some pixels? I'm on a 1366x768px 
Ah yes, 1366 x 768 the objectively worst screen resolution.
Have u tried downloading more pixels
downloadmorescreen
it was bundled with the ram I downloaded but ever since then I've been getting weird popups about things doctors hate?
My game used to mysteriously zoom out to 75% because my primary screen is at 150% scale
Even tho game's on secondary screen
...what if I just say that on the map this happens on, the farmer's appearance magically changes, then use a premade npc sprite and hide the farmer 
I have an ultrawide monitor, but I think have something like a 25%/50%/25% zones so my game takes up the mid-50% of the screen
And then I have like Discord and Youtube on the sides
That sounds like 3 monitors with extra steps
3 monitors with no bezels
out, we zoom out
How are all these people zooming in when modders don't play the game
That's the real question you should be asking
I finally found a mod list im happy with so im playing finally rofl
Market Town is so cool
I totally have screenshot proof that I have been ingame recently (on a generic test guy)
That is actually why I want to add sve trees to a farm map. My mod list is all finished, just adding finishing touches to make the mods feel like they belong together. They I will start a new game.
I would use this mod
getting this error:
Required location 'Polydot.PolyCarts_Expa' not found.
last time I modded was 1.6.3, was there an update somwhere that removed periods from IDs?
based on this line in content patchers summary: hint: asset name may be incorrect (shouldn't include '.PolyCarts_Expa' extension).
Is that a custom location or a Data/Location
I don't think I know what that means
it's a custom location, not an edited location from vanilla
{
"Action": "Load",
"LogName": "Location Load Expa",
"Target": "Maps/Polydot.PolyCarts_Expa",
"FromFile": "assets/Expa/Expa.tmx"
},
{
"Action": "EditData",
"LogName": "Location EditData Expa",
"Target": "Data/Locations",
"Entries": {
"Polydot.PolyCarts_Expa": {
"DisplayName": "Expa",
"DefaultArrivalTile": {
"X": 19,
"Y": 19
},
"CreateOnLoad": {
"MapPath": "Maps\\Polydot.PolyCarts_Expa"
}
}
}
},```
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.
oh wait you mean the depricated custom location thing instead of changes
Yeah
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 10 Pro, with 19 C# mods and 20 content packs.
I have done some... let's call it exploratory forensics, since I have it downloaded. The frontier map appears to have many placements of that C tile. I think it calls up any wild tree, and SVE adds those new trees to "Wild trees", so it should at least sometimes place one of those
Oh lol it's not even embedding cause of my screwy resolution lol
So I think SVE itself adds them to farm maps that way
But yeah, exactly.
Do you not test/play with Skip Intro and Fast Animations?
it's a custom tree tile that needs to be specified in the object layer
I usually test with them, they just aren't in my mod set right now cause I've been messing with things.
In case you haven't found the answer, its SpawnTree on Paths, which work with custom trees added to Data/WildTrees
But anyways, being serious, I normally play with 100% zoom in a window like this.
It's funny (and mildly annoying). I have an ultrawide, but most games I play in fullscreen on it give me motion sickness.
Oh wait you're right, I don't know why but the object layer for paths was hidden
does it count as 100% zoom if your monitor is an imax theatre
they saved it hidden for some reason haha
never trust flash to do things that make sense
every time you enter a new map you have to watch 30 seconds of trailers
Okay: Looks like you can pick the tree you want with that C on the path layer and a tiledata on the object path layer with this property:
(the joke was how big Khloe's monitor is)
I'm unsure is Chuve is checking out my logs and I'm waiting very patiently or if they wanted me to post my logs jsut in general and I'm waiting on nothing
is the monitor actually big as well or just high res?
My monitor at least is 49" so tiny
Can I add a mod while my game is running? lol
It won't load until you restart
My 4k monitor is only 28", and I've got a 27" 1440p monitor to each side of it
are you using a tv as a monitor
oh what
do you need the weirdest backgrounds to have windowsnot fuck that up or do you jsut duplicate them
This is what I use
'only 27" '
mine is 18.5"
@lucid iron in case you were still looking, the problem has disappeared and I can't recreate it... so hurray
ok, i get it.
and it looks like I haven't missed anything on my own patches by not realizing a layer was hidden 
If someone makes a translation of my mod and uploads it independently is it in bad taste to include it in my mod?
yes. not only is it bad taste, but you dont have permission
I don't think you automatically have rights to their translation without their permission
They can reasonably request to have your mod taken down if you steal their work
their translation is their own work and you dont own it
You can message them though and ask if they're alright with you embedding
🤣
If you have proof of their permission being granted, that'll protect you from any unwanted moderation actions being taken against you
well ik ur issue is already gone but just to be clear the warning is actually for when ppl put asset.png instead of the load target
you technically also have the right to say they dont have permission to distribute a translation, too, butu sually mod authors want people to translate their stuff
your case is not that which makes me think this check should be less broad 
Somewhat related random question, If you weren't okay for some reason with a translation being uploaded separately are you allowed to request it to be taken down? (Button answers this, AwA should've waited 1 more second before pressing send)
They asked if they could translate
yea you can
(addendum: if your mod is not open souirce licensed*)
there was a case recently actually
as a copyright owner you have the right to decide how derivative works are distributed, and that includes translations
someone did a llm translation of bear family and the mod author of bear family didn't like that
even though originally they did give permission to do the translation
the resolution is tl is taken down
common law 
Unethical advice - if you don't want translations on their own pages, just randomize your keys every release (don't actually do this)
I thought about including AI translation with my mod but someone here advised against it
i mean theres no point is there
lets say i cant read english but i like ur mod
why dont i just mtl for personal use
🤷🏽♂️
also machine translation is worse than an actual translator
if you include a mtl then actual translator would go
oh its got a fr.json or whatever
and skip
or have aviroen make your content pack. instantly untranslateable 
there r definitely ppl just grabbing whatever mod and tossing it into mtl tho
(said with love)
whats mtl
machine translation
"Robots should wash the dishes while I paint, not paint while I wash the dishes".
I also would ask for any AI translated versions of my mods to be taken down, I don't like that sort of thing
@rigid musk You leveled up to Shepherd. Wow, you've been talking a lot! Have a prettier, slightly more brag worthy, shade of blue.
I don't- oh well then
I want robots to do absolutely everything for me
wh
I don't want anyone putting my work into AI at all, and if you're gonna translate it, translate it yourself (respectfully)
This is my dream paradise life
how did you do that so fast
shade of blue 
power.
I thought it was part of the bot command for a second
One day I will be even higher of a level... maybe one day if I spiral into more mental illness
/pos of course
I like this server and the people here you guys are great
yea but ur orang forever
but then you won't be qi blue any more
you're already less qi blue than your last server role. you're becoming less and less qi-like 
My profile will fix it for me it's okay Iro
you can ask bouncer to remove it but if you want it back the you cant remove it for another few months or something
i forgot the rule
let me check
Nuh uh never
I like my cheeto dust :(
One day I will collect all of the cheeto roles... like pokemon
blacksmith is just out of reach... just out of reach...
You can ask for your special roles to be removed as a one-time courtesy. If you want that role back within two months of asking (or within two months of leaving the server and rejoining), you will get the role back. After two months have passed, though, you will have to re-earn that role. Mod Authors: If, during the two month grace period, the community list on the wiki is scrubbed, you will have to re-add your info to get the role back.
Gota catch em all!
re-earning the role for a mod author just means still having published mods though
I wonder if you need to re-earn the level for access to the decompile repo
If the repo permissions are synced while your role is removed, your repo access will get removed too. But you can just reapply for it when you get the role back.
Iro I have further Qi-Ified my server profile, it makes up for the lack of blue B)
Since the NPCs see mod authors as deities because we can warp their world to our whim, does that mean you are god to them?
(I also think it looks super pretty in general)
imagine having asked for the decompile repo
Pathos is a god in the modding sphere in general tbh
(I'm just an NPC with sudo access.)
Humble too apparently /silly
i hope pathos doesnt rm -rf / us
New quote added by irocendar as #6327 (https://discordapp.com/channels/137344473976799233/156109690059751424/1347346418792271944)
do we have a sleeping bag tile sprite
The 2 cakes rule is recursive
Aren't all mod authors non player characters because they don't play the game
yes it is in the town interior
i feel like linus has one but idr
the prophecy says that one day pathos will --no-preserve-root all mods
ah ty
You know what's better than one cake? Two cakes. And what's better than 2 cakes is 3... and so on...
!infinitecake
n+1 cakes
pies
Morning, everyone
i wonder what feature has the most cakes
portraits
i just found out people actually made mobius strip cakes, huh
mathematically speaking, if two cakes are better than one cake, then then replacing one of the cakes with two cakes makes that part better, and therefore the whole thing is better, and therefore three cakes are better than two
There are like endless mods to play the game for you
I reckon it's one of the really simple features that people use as their first mod
this is true but then it is just all retex mod isnt it
Introducing my new mod, tedium increaser!
I've definitely seen there be like five+ mods for one feature before
I have no clue what any of you are talking about right now... but okay
I'd download it
Make everything tedious >:]
It increases the tedium of the game
in 1.5 I put together a modpack that made everything awful ... I enjoyed it
makes u have to click multiple times to hoe up a patch to plant things
No
must till the dirt
makes animations slower
I think harvest with scythe has been done 3 times before it was vanilla
now i wonder what you consider awful
Chue. You must till in real life
click multiple times AND slower animations...
removes the area effect tool upgrade
specifically like, there are probably a million cakes for abigail portraits for example
And I'm pretty sure there have been a few cooking skills
haptic feedback vr mod when
cooking is at 3 rn right 
im crying the sleepingbag is not transparent it is in fact part of linus' tent 😭
maybe 4 even (the 3 i was thinking of is loc yacs and cooking overhaul)
A few tooltip mods, a few chest label mods
several horse thinning mods
Realistic farming mod
auto-gate openers are at like at least three
Beatles eat your crops
tax mods
So many cakes
why is ringo starr eating my crops?
Because it's been a hard day's night
im glad i wasnt the only one thinking bout those kinda beatles
(that's technically the only kind, the other kind is spelled beetles
)
i also with the footprints were just a png and not part of a floor item, then i could make different paths dirty :3
shh dont tell everyone bout my englisch spelling weakness 
are you okay atra 
And I'm pretty sure there are a ton of mods that make fishing easier in different ways
hmm i wonder if i could do that but idk if i wanna do a tilesheet
Do I sound okay
I find things like that a little annoying? Maybe it'd be easier with footprints, but trying to do it with windows as an overlay was not working out when I tried it
I had:
Challenging Community Center Bundles (the hardest one at the time there were levels
Balanced Valley (I think the hardest version)
Love Of Cooking with the slow regen setting on
Survivalistic but I amped it up a bit so that things took a lot of food/water
Easier Monster Eradication but I set it to the highest setting because you can actually make it so that you have to kill more monsters
Spice of Life
well under these circumstances.. appropriately okay? 😄
too many shades and stuff in light that were definitely based on the surface itself
mmm true
I think I also had some dnd stat like thing where you have to select your stats and stuff
alternatively i could make alternative floors with footprints
rly cant unthink ringo just being on your farm stuffing some wheat into his face, hm
did mr qi whisper in your ears and tell u to challange yourself
I was gonna do alternate window lights on floors so I could do it from the side, but I super lost patience with it and didn't like my results
He always does 😌
i think its so funny morris is an item you can put in your house
ohh, i thought awful as in silly mods like the ahem mayo mods
What circumstances???
so what does !SawEvent do? when modding events it's one of the preconditions? It used to be just k
oh no, I meant awful as in "oh wow planting 15 parsnips took me six days ..."
which reminds me i am still tempted to make the every npc is a sock mod
We got every npc is a straw, now get ready for ...
Inversion of has seen event
tell ya what, I'll give the footprints thing a shot when I retry doing the window lights. Which is right now, I guess
i literally jsut drew a purple sock, might actually do sockpuppet style if i am ever crazy enough to do it
My friend recently got me stuff to learn to crochet... it was so nice of her 🥹
that pattern hits just right 👌
SDV needs a knitting skill mod
wait I think I got the window lighting cracked
Just needed to rest the ol brain, hell yeah
It's gonna have to be floor specific but this is working
If I put in 2 tile coords will it work in the warp command for both tiles in tiled
like if i wrote
14 9 KandiKraze.TheNeighborhood_TheNeighborhood 47 54
15 9 KandiKraze.TheNeighborhood_TheNeighborhood 47 54
would it apply to both tiles or just break the code
As long as that is in map properties with no line breaks, it will work
yea it makes it so that 14 9 and 15 9 both goes to KandiKraze.TheNeighborhood_TheNeighborhood 47 54
use AddWarps 
AddWarps as a second warp? or as the only warp rn its just
Warp 15 9 KandiKraze.TheNeighborhood_TheNeighborhood 47 54 15 9 KandiKraze.TheNeighborhood_TheNeighborhood 47 54
You can either put that into a Warps map property in tiled or use an EditMap AddWarps to put them in.
I recommend addwarps as you can use tokens
No
i mean 3 isn't a very big number
ok ok i will stop with the memes
like there's f(x) different sebastian dialogue mods out there. an intangible number
Out of all the NPCs in the game, I always forget about Sebastian existing.
Khloe Sebastian expansion mod when
If a tile in the tilesheet is completely transparent and you put it on the buildings layer, will you be able to walk through it or not?
see tile data passable
a mod i recommend is data layers
it's got a mod that let you see whether layer is accessible
okay thanks
draw grandma
replace all dialogue mentioning grandpa with grandma
thats about it, since grandpa not a real npc
so not very hard?
its a fair amount of work but all doable via content patcher
You might run into compatibility (dialogue) where other mods will mention your gramps but that's about it
well the mod is mainly for me, i’d publish it but i wouldn’t work too hard on compat since i play mostly vanilla
im showing a friend of mine how much of my mod ive made so far :3c
Now to footprints
in tiled is there a way to copy the titled data and the layer below it so I dont have to type out the info everytime? I just want to copy and past the exact same properties
I don't think a lot of NPC mods mention grandpa
Probably it's mostly SVE and RSV
To be honest, I'd just do a Replace on "Grandpa" on the script, see if there's any pronoun on the surrounding lines, patch those in and then let users detect the rest. >_>
woohoo found a buncha bug while showing my friend the maps ive done so far, time to fix 😎
Now Imma do it. You can't stop me 🙂
knitting mini game where you have to put the needle through the right hole as your hand goes back and forth when?
I've mentioned before that knitting and gaming both hit the pseudoproductivity pathway
Knitting means we will have lot of clothes?
That nice
More clothes would be neat, but how about rectangular blankets
Because that sounds easier
best desirable version of a knitting skill mod - mini game
you miss four or maybe five times and yuou fail to knit something but if you knit it perfectly its an iridium level item and you can give it to whoever but the more you miss the lower the grading goes until its considered a garbage item by citizens
this would be my dream version of that mod but alas ik it would be way difficult
and you gather xp that way like fishing 
you need the materials to do it before hand omg that could be a game by itself
collector game where you must forage for better and better matts to make the ultimate knitting project XD
Ugh…
you should be able to knit any custom clothing you want by deciding the color of each individual pixel in the resulting clothing item
✨
There would be exceptions. Idk who, but you know there's some bachelor/ettes that'd look at you funny if you handed them knit sweaters. Seb's probably top of the list.
And Evelyn would absolutely adore anything you made for her no matter how many stitches you dropped.
i wonder if its possible to make SDV in SDV
first, implement a general-purpose computer. then write a C# runtime for it
Why
LOL i accidentally made the animation for my NPCs weight lifting too fast so he was just picking them up and slamming them on their toes over and over again
you know
if making the actual maps dont make ya kick the bucket then the fact you have to always go in every individual one and remove the pathing might because omg is it so annoying
general-purpose computer
best I can do is a Loom https://youtu.be/ERqi9EfswKQ?si=oVMEhElVOVNJUU5Z
Check out the Blood Moon “tracklist” here: complexly.info/BloodMoonTracklist
In the early 19th century, a French weaver named Joseph-Marie Jacquard was searching for a better way to make fabric. And in so doing, he managed to invent a loom that inspired the first proper computer.
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wdym? cant you just remove it when you are doing it the first time?
when i open the map up agai in tiled i have to redirect back to those files and then that resets the path so i have to go in and fix it again
That shouldn't happen... Are you exporting it correctly?
im not exporting at all im just saving it
You need to export it I think. (Someone correct me if I am wrong)
you dont need to remove the paths every time if they are always in your tmx folder alongside it to begin with
im worried ill forget to take them out when im done lmao
well, thats a different issue. you definitely do not need to fix the paths every time when making maps
How can I stop it from commenting out?
you can escape the quotes like this \" but you also dont need the quotes in the first place
you shouldnt need quotes if there are no spaces in the translation key
tbh im not sure thats required. but i cant say ive tested it, so w/e. escape the quotes then
Alright
No the quotes are needed
You need to escape the quotes
The parser literally looks for quotes
Tis hilarious
i love when a game is consistent across the entire codebase
wish i could see it happen someday
something something variable number of arguments to a schedule entry
a variable number of arguments sure but the schedule key in question there is all one piece
thinking about whatever kind of item it is where some fields are at different indexes depending on language because the translation key offsets it by 1
or was that fixed in 1.6, i forget
full of caramel hot chocolate
I worked pull-ups on Monday and my back still hurts lol
Caramel hot chocolate sounds good
taking a breather from stardew and working on a totally unrelated pet project, but hanging out on here anyway
Enjoyyyyyyy
i have like a bnajillion saves and all of them are me just testing mods
I want 2 trigger actions to occur 1 after the other when you break a certain stone on a map, but I only want it to happen 1 time. Is there any way I can do that with a framework or vanilla modding?
@uncut viper Ahoy! Searchable Collections Page is not currently compatible with Better Game Menu, and it doesn't appear to have its source code available. Digging into the DLL, I can only find one reference to GameMenu and that's a Harmony patch, so it probably won't be difficult to add BGM support. Wanted to make sure you're aware.
tbh i didnt remember that even patched GameMenu. it might not even need to. ill look into it a bit later
I admit I'm not sure why you're targeting GameMenu and not CollectionsPage for that specific patch.
your guess is honestly as good as mine
If it was a postfix I might think it had to do with if a click caused the current tab to change, but... it's a prefix
that mod started as a "can this be done/can i do this?" experiment before i actually decided it was going to be a mod proper, so theres a non zero chance i just patched whatever at first to see if it worked, and never made it better later
I have put a post on the Maps Discussion page noting that the Sand Dragon tile property is listed but the other parts of the Mr Qi quest are not.
If enough people want to remove/add the rest then that post is there for reference.
I forget is an i18n used in place of a content json or in addition to
An i18n is a JSON where you can put strings so that people can translate your mod into other languages, after you put the strings into the i18n then you use the key as a token
So
{
"Key": "String"
}
{
"Action": "EditMap",
"Target": "Maps/Town", "MapTiles": [
{
"Position": { "X": 72, "Y": 15 },
"Layer": "Back", "SetProperties": {
"Action": "MineSign {{i18n:Key}}"
}
}
]
}
so its in addition to. If i understand correctly?
Yeah. I think I wayyy over-explained it.
say is there any framework with trigger on machine complete
looks like a BETAS add request
i avoided it because of the potential for 500 machines finishing at once with automate resulting in 500 simultaneous triggers
yea hm cant debounce triggers
ok it's officially EMC request now
open a custom field that takes actions plox
i need this machine to spit out a baby
sounds concerning, I'm in

well its not just this anyways
all i am doing is add a trigger action that forces baby event
instead of going through the nightly questions
but it would be fun to just have alt ways to get a baby
i believe they call that adoption
Bump
there is no trigger in any framework that i know of for breaking a specific stone on a map
i think the closest u can get is item extensions special clump?
or dynamic map tiles (does that work atm?)
I mean I could just do it on that 1 tile where the stone is
you cant because there is no trigger in any framework that will do that for you upon the stone breaking
I will see if I can figure out something else to do with the area then
Was there a framework that enabled wall furniture to trigger effects when interacted with or did I pull that out of my brain fog? 
Is there documentation somewhere for the config sections of CP? Like how exactly tro structure a dropdown, float, etc
SpaceCore allows tile actions on furniture interactions
note that with CP you dont get to choose specific things like dropdowns or types
Thanks!
Ah so I cant have the player put a specific value without C#
You can have them choose from a dropdown of allowed values
hm how come Data/Characters is incomplete at title screen
But not validate values typed into a free entry box, I don't think?
im trying to do TextOperations on a modded npc (Sen from LitD) and this warns at title screen
works fine once i actually load into save tho 
wdym incomplete/warns
// Append this senlet to SenS
{
"Action": "EditData",
"Target": "Data/Characters",
"TargetField": [
"SenS",
"CustomFields"
],
"TextOperations": [
{
"Operation": "Append",
"Target": [
"Entries",
"mushymato.HaveMoreKids/KidIds"
],
"Value": "{{ModId}}_{{L@Kid}}",
"Delimiter": ","
}
],
},
my mod has dep on 7thAxis.LitD.CP im psure
that mod's data is conditionally loaded based on this, so maybe that slows it down somehow? 
{
"Name": "IsDitRInstalled",
"Value": "{{HasMod: |contains=7thAxis.DitR.CP, 7thAxis.DitR}}"
},```
oh dt would make a lot of sense
or rather, the one I found only loads when that isn't true, so I'm not sure about the full conditions
but yeah, its edits might not exist at startup
dynamic tokens r sinful
I am trying to find a sprite that screams "Step on me and something cool might happen", I have tried the teleporters from railroad, wizards basement and witches hut but none of those work for the area
It is outside in a grassy area
Ypu could always make your own?
I do not have the skill to do tilesheets
Wait.
I found something I can use
The decorative hatch (there is one in the wizards tower so it is on a tilesheet)
so i've made an animation with double-wide sprites before using spacecore, but now i want to use that animation during an event. my problem is that event scripts don't take animation names, they just take frames and durations. is there a way to have it recognize that i want to point to the index of the double wide frames?
or if there's a spacecore function that lets me modify event animations, that would work too. i couldn't find anything like that looking through the documentation
chu now im curious of your opinion on me using dynamic tokens in a local token'd include
i feel confused by dynamic tokens mainly cus i dont understand their update rate
they update when content patcher tells them to. hope this helps 
About time to think about April fools mods
ive thought about it a lot already and have some good ideas and decided that i do not have the time to do them
My pet peeve. I resorted to using "When": {"Season": "{{Season}}"} to avoid the error message. >_>
I had this random idea to turn every npc into animals, but like. For real animals. Shane is just a blue chicken. Sebastian ia a feog
For a joke mod
Would it be difficult to start an i18n in the middle of a project and edit the content json accordingly
less difficult than it would be to do it later
better do it now than later
theres a converter though
dont know what command its in. someone else probably knows where to find it
!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
I'n so smart
6480 is so smart
Ooh ty ty
Ye i want my project to be easily translateable for ppl in case anyone ever wanted to
If in the future after i publish my mod if i ever want to update like say add dialogue would that force a need to restart on s new save btw
Not necessarily
for a time i considered making an anti-Kisaa farm map where it contains everything i hate/would never do when it comes to farm maps, we'll see if that idea holds up 
If the dialogue is missable, then a new save would be needed to go back and see it, but it won't require a new save to work
(i think this is what you were asking? Im not sure)
^ hopefully this answers your question
There are very few mods where a player would need to use a new save. I don't actually know of any off the top of my head.
Ohhh ok i was worried that if i ever wanted to add more lines of dialogue in the future it might break everything
As someone who is always adding new mods into existing saves, I just use tools to get around the inconveniences they cause.
you can reset them ig with a console command but i feel like using console commands to bypass that is kinda cheating
(cheating in the sense of "i wouldnt say that means it DOESNT require a new save")
Oh yeah, CC bundles. I've never use a CC bundle mod before so I forgot about them.
bumping this just in case
Could you just use a temporaryAnimatedSprite instead?
it says that that takes data from TileSheets/animations--would i run into problems trying to modify that with spacecore? my understanding was that spacecore pulled from Data/animationDescriptions
You wouldn't need spacecore at all to use the TAS and it does not use data from tilesheets/animations. It uses the data you provide in the event.
oh that's my bad i was looking at temporarySprite
for rectangle, it says it takes x y width height. width and height would be 32 by 32 i believe, but what are x and y?
Where on the sheet to start the rectangle from.
got it. in pixels or according to index?
also, how does it know what sheet i'm referring to? texture?
Yes, texture is the field you put your image asset name into. And it's in pixels because it doesn't use index because it doesn't have a preset frame size.
Here's an example of one of mine: temporaryAnimatedSprite Characters\\Aba.Hiria_Weekend 0 192 16 32 1500 1 9999 2 3 false false 9 0.0 1 0 0 0/
ooh that's super helpful thank you
This is one where I used a TAS when I should've just used animate lol
i've encountered a lot of situations like that while learning how to do events 😂
In fact, I don't even animate her so I could maybe just do showFrame.
https://www.nexusmods.com/stardewvalley/mods/32165
I did a thing :P
Maybe I used TAS because that's the only one I'd used before, maybe I used TAS because it's to have her sitting at a Buildings tile and I didn't know how collision works in events 
Oooh nice! How does the menu look with the larger number of slots? Does it scroll?
how does my cooking menu look with the larger number of slots 
Yeah :D
i think the framework patches the InventoryMenu
so all the menu with inventory ui should work fine
it's bundle menu that explodes
Godspeed. (You should always use i18n from the start of your mod or else it gets more and more difficult as time goes on)
thankfully im not that far in
only issue is idk how i18n's work at all
oh ok thank you
it doesnt have a section for locations or anything ive done yet it all has to do with maps, or do maps not be needed on an i18n?
I dont think maps need it? Unless you put signs and stuff?
I hate the i18nifier. I like doing it by hand, idk maybe its just me
aah ok ok
I don't believe so
Shame
This page might help with understanding them more https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/translations.md
@ivory plume Hey there! Is this considered an SMAPI bug?
The docstring for IModRegistry.GetApi<TInterface>(string uniqueID) says specifically "If the mod has no API or it's not compatible with the given interface, get null.".
The implementation in ModRegistryHelper.cs however doesn't have a try/catch around the call to CreateProxy() which can lead to calling GetApi() throwing an exception when the provided interface isn't compatible, rather than returning null.
It seems like it should probably catch the exception, log it, and return null to me. Based on the docstring. I noticed that most mods I look at (including yours) are written under the assumption that GetApi() won't throw.
--
Also, while I have your attention, if I want to do a PR against your mods to add support for my new mod Better Game Menu would you prefer a PR per mod or all at once? (Specifically, Lookup Anything, Chests Anywhere, and Debug Mode are affected in your repo.)
ty ty
My mods broke 1000 downloads :D
NICE!
ty, ty :D
ok so if i understand i18n is primarily used for the text based things like dialogue and events so i dont need to make one just yet i dont think
ok phew,
i was worried i had a lot of convertin to do
does i18n also change messages done in tiled using the message custom property or would that be a no
It's for any text that the player will see while playing.
ok cool beans 😄
i'd argue there's only one thing you can do with i18n and that's translate text
the rest is all content patcher
now that is neat
Would that work on descriptions of items?
So each one could have potentially different descriptions
it'd have a different desc per day if thats what you want
although for items it might be cached too hard unclear
the main thing ppl use it for is extending the dialogue asset
theres fun things u can do with [the] i18n [token from content patcher, combined with various other tokens]
im accomplishing things
oh... oh my god
dont worry about it
l m f a o
I haven't seen something so cursed since I was playing with shaders, or perhaps even then
whats scary is that this is approximately what i was intending to do
Hm
so... how well does it play
what happens to the clickable bounds
1oo
this is me hovering over the Bee House
how come the tiny digits r safe
What exactly is your goal here?
eeb
I think the only other thing on par with this was when someone here posted images of Nicolas Cage's floating head on the void with like trees and stuff floating around
i have the vague idea of a goal
What exactly is your vague idea here? 😛
i was kinda hoping to just mirror things
The whole screen?
yes. though, vertically wasnt the intention
tiny digits are from cursors, and nothing of that is upside down
however, if i only mirror it horizontally, the entire screen goes black instead. so...
Seems like you'd be better off forcing the game to use its render texture then messing with the bit where it draws the render texture to the screen.
thats less fun, though, in case i wanna do other weird things later
just thinking about that makes me nauseous
sounds like someone doesnt like fun
i dont know the maths for it
"other weird things" made me remember my Gameboy Valley shader test
i like that a lot more than what i did
rotate is just a float (radian)
increment that a little every frame
chu what makes you think i have access to something like that here
lol I forgot about this completely, CGA Valley
right now im literally taking the corner VertexPositionColorTexture things from SpriteBatchItem things and shifting them around
Beautiful
Honestly it looks surprisingly good
i do actually like the look of that a lot
r u patching a different overload than this
https://docs.monogame.net/api/Microsoft.Xna.Framework.Graphics.SpriteBatch.html#Microsoft_Xna_Framework_Graphics_SpriteBatch_Draw_Microsoft_Xna_Framework_Graphics_Texture2D_Microsoft_Xna_Framework_Rectangle_System_Nullable_Microsoft_Xna_Framework_Rectangle__Microsoft_Xna_Framework_Color_System_Single_Microsoft_Xna_Framework_Vector2_Microsoft_Xna_Framework_Graphics_SpriteEffects_System_Single_
And dithering makes it overpowered. Maybe I should release a paletize mod just as a separate thing.
you misunderstand i said im not patching SpriteBatch.Draw
i am patching SpriteBatcher.DrawBatch
where even is this method
Monogame internals: exist
Button: you're in danger
no, but i am calling i think what were private properties on things from other things
inside my patch
its a lot easier to do that with a publicizer instead of the reflection helper every single line
Technically you don't need a publicizer for that, but it is a lot easier to do it fast with one.
ok i found the maff
right now these experiments are the epitome of "i want to break shit and i wanna do it fast"
that was actually gonna be my third try if DrawBatch didnt pan out
my first try was postfixing CreateBatchItem
but it gets Set after that 
yea u did crimes too early
also theres two overloads for Set
so it was an extra annoyance
or well one overload ig
the one without Rotation is also used a lot too so
thats also why i went to DrawBatch bc i knew it'd encompass Everything
i guess u can just call Set again there right
still i dont
i just need to stop crashing my game first. whatever i did now made it not crash outright but 0.001 fps isnt stellar either
think this actually do anything reasonable
who said anything about reasonable
if you want to mirror/flip everything horizontal you might also have to look into flipping the individual sprites i think ... though that would probably remove a lot of the cursed-ness so not sure that's the plan here 
yeah thats what slowed my game to a crawl
understandable, that's a lot of flips
i think the problem was maybe the texture was cached and i only need to flip it once per texture bc it kept alternating back n forth
Why are you flipping it
i want to flip it
very good reasons
looking forward to ʎǝʅʅɐꓥ ʍǝpɹɐʇS
im getting dizzy just looking at this
OH LORD THIS IS 1000X TIME WORSE
and a lot of the sprites are flipped like they are supposed to be
though wierdly not all
how did you... why...
the problem is that im flipping the entire textures but obv that wont change the source rect
what's the context for this?
ah
im just experimenting 
wanted to see if i could flip the screen. decided to see what else i can do
neat
I dont know if this is the right channel but I didnt find any other ^^ if I am wrong here please let me know!
so i wanna make a mod myself and as far as I read C# is required so I gotta learn that (and pray its similar to python which I know the basics of)
what else is necessary to learn before trying some of my ideas? 
also is translating mods a good idea to get started as well? I can speak german and english and thought its a nice way to practice language and get used to code again
Depends what you want to do
vast majority of things can be done using content patcher
Which is just JSON
as far as translating, you can code with native translation support and leave it up to others to translate for you
with that I meant offering to translate already existing mods or just doing it myself to practice haha
also my idea (one of many) is something like being a therapist at harveys clinic where the npcs have cutscenes and you as the farmer can choose what to say and it affects the friendship or smth
the stardew valley wiki says this to content patcher "NPCs, including dialogue, sprites, schedule and events" so theoretically my idea should be possible to realize with that right?
Yeah I believe that can be done with just content patcher. As far as translations, you can I'm not gonna say it's a bad idea but a lot of mods nowadays are coded with translation in mind to where what needs translated is just an array of strings
Im not sure it will help a lot with learning how to code, although it is super helpful for others
or rather brushing the dust off
yeah helping others and making it more accesible for people who arent fluent in english was also my main thought tbh
anyway thank you I will dive into content patcher rather than smapi for now and see what I can do 
where doth one get an update key anyway
when you upload a mod it is the ID of the mod on nexus
Ooohhh
gotcha ty
ok so
i used one of those flat fake doors
and i put a action warp on it but its not working 😦
i dont get any errors so im wonderign if its just the case of it no work
actually
let me chck something i might be a fool
nvm it was on the right layer so i still dunno why this wont work hmm
OOp
found the error nevermind
somehow i deleted the phrase "warp" from my tiledata
one last question if thats okay
how does one get in contact with modders so they can offer to translate for them? 
You would normally comment on their mod
Or DM them on nexus
Is there a limit to how big furniture can be
As big as your dreams (this is not actual information, i don't actually know)
Accidentally deleted a solution file. In the words of Bandit, "Well THAT was a fun three hours!"
New quote added by irocendar as #6328 (https://discordapp.com/channels/137344473976799233/156109690059751424/1347466595772928043)
I think this is ready to release
its already compatible with SVE so might as well
just gonna... forward that to my mod ideas thread...
Spindew valley
there's nothing stopping you from transpiling spritebatch draw and adding some %360 rotation to the end. not a damn thing
my god
what mod shows draw/update times?
I think that's a debug thing built into Khloe's UI stuff?
Can't wait for Better Game Menu, trying it has made having to go back to vanilla menu even worse
And it's so nice that Khloe is reaching out to authors about compat even before release
Hi all, does anyone know what's the more mod compatible way of adding context tags to vanilla objects?
(I might be at fault for finding out the way you added tags wasn't compatible with other mods, sorry about that
)
Fault? What fault? 
Anyone know where I can find the sapling sprites?
I might have overlooked them
I looked in springoutdoors, springobjects
Wild trees are in TerrainFeatures
Ty!
Fruit trees are TileSheets
mirrored pelican town isnt real it cant hurt you
mirrored pelican town:
wow lol
...now make a mirror world mod.
thats actually what i was trying to do
as one can see though all the terrain features are not mirrored. and the warps are not where you'd expect them to be
and theres a lot of map modifcations that just hardcode coordinates...
I've been desiring a Past Pelican Town mod for ages, and this might scratch that itch if it works out!
Just some kind of uncanny alternate version.
door warps still work actually. ...somehow
(... from the outside, anyway)
i completely forgot schedules are all fucked up too
why does Pierre have a hardcoded window by his counter
i guess it depends on the furniture category? decor and other essentially dont really have a limit, but i feel like if you dont follow the standard bounding box/sprite sizes for say, chair, armchair, and sofa, things would be a bit screwy
(you can use custom bounding boxes with Furniture Framework, and Calcifer has custom offset features for slotted items, e.g. table furniture)
(theres so many things that are broken from this little experiment so i dont think this mirror world mod will scratch any itch as it will definitely not work out. maybe if i can ever figure out how to mirror the screen itself, since this is actually just placing tiles backwards and mirroring each individual one)
Thanks!
oh god this mirror world is really upsetting my brain
if you manage to mirror the screen you'd have to also mirror the left and right controls lol
that would be the easiest part of the entire thing
or just don't do it and make it more cursed
button what crimes are you comitting
all of them it seems
apparently, rock crimes. sorry robin
joja did a really bad job at removing the rocks to open up the train station
someone give her some bombs
where's kent to mail some bombs when you need him
I’m more concerned about the tree growing through her wall
also button I hate this with a passion, keep up the good work
I just realised that’s the quarry 
button, try marrying someone and see what happens to the spouse room 
Wait so where do you end up from the backwoods
correction it WAS the quarry
in a sense, it still is, robin’s house is just a quarry now
the right, I’m guessing
They're a mining family now
everything is mirrored
Yeah but how do the warps still work
thats what i was trying to fix right now
i did say they were placed wrong!
if i go left of Joja mart with noclip i can reach the bus stop
aren’t a ton of windows hardcoded? there was a hardcoded window on robin’s house exterior iirc
probably!
I think that one may have been dehardcoded though because I remember complaints, idk though
Chaos
purpose?

Why are there hardcoded windows
Button tell me, is this how Sauron felt when he created the one ring?
pretty sure it’s so that they could have lighting at specific times 
or at least that was the original reason and they were never dehardcoded once there were better ways
why is anything hardcoded
Because sometimes you can't be arsed and then you forget about it forever 
at this point it may be easier to reverse the entire x axis of the game rather than doing things one by one 
I was actually wondering if that was possible
it would require some serious crime and you would still have to manually flip all the textures, but I have to assume it is? harmony patching monogame is probably a bit too cursed though 
I patched MonoGame to (accidentally) get this monstrosity. Just heed the warning above the video!
(the easiest option, that Khloe already mentioned, is probably forcing it to draw to a buffer and flipping that)
yeah i have no idea how to do that
…are the animals inside the house related or the result of a different mod 
Oh, they just live there because of the MEEP test pack!
For some reason, some VPP talent causes sleeping to error out throwing errors about... ItemDeliveryQuests
What I know so far is it's not any of fishing, combat or misc talents
are you sure it’s vpp?
Yeah, the user reproduced it only with VPP and reqs
when the universe starts glitching
huh. were you able to reproduce with the same talents?
The weird thing is VPP doesn't ever meddle with quests so who knows what's going on there
They linked their save file, I'm testing on that rn
and could you send their log for the minimal reproduction?
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 6 C# mods and 1 content packs.
that’s not the only method throwing errors, either
For it to not "crash", I disabled all talents and enabling them by tree and attempting to sleep
there’s also GameLocation.IsOutOfBounds errors
Well I think they're because of they removed mods midsave to test
Because original log doesn't have them
they’re pretty much all null references or undefined objects though, so I’m guessing you accidentally skipped something that sets some variable maybe?
i just accidentally clicked on this channel instead of modded farmers but that is eerily familiar to a bug i had a while ago
Ah damn, the logs are gone. 
😔 bye bye logs
it was so long ago the log has expired, but the error was related to an item delivery quest
we never found the source
interesting.
time to dig through loadQuestInfo ig
why is it never a small, simple method 
i still have the second version of the diagnostic mod button made for me that accidentally fixed it to ward away the spirits crash
could you try doing 50/50 on the talents?
Yeah, logs are gone 😅
That's what I'm trying atm 
still, exact same circumstances that caused the crash
something to do with item delivery quests and possibly checking the mail, so if you find a solution do let me know
I wonder if we can check the save to see what the current item delivery quest is
hold up, i still have that save
it has to be serialised
If you want, you can have this too Iro 
i kept it in quarantine just in case hold on let me see if i can replicate the crash
…this method has IL gotos in the decompile. why
Drunk decompiler?
or CA weirdness, or (shudder) ca actually built it using gotos
so, very beginner question - the wiki guide says the unique id of my mod(s) should include my name - does this need to be exactly the same as what i put further up in the manifest, or can i use my full online name for the author field, and then use part of that for the beginning of the unique id?
It's arbitrary, really. The suggestion to include your name is just to help make it unique to you.
the game always get stuck on the save screen can someone help please?
Log Info: SMAPI v4.1.10.3 - 1735840167 with SDV 1.6.15 build 24354 on Android Unix 34.0.0.0, with 14 C# mods and 5 content packs.
Uh, wrong channel?
ah, can just use Cielo for the unique id then, good^^
Oh dear and it's android too
!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's android, iro. If they open a post there we're just going to send them to the android server anyway.
true, didn’t see that until after I sent it 
I can't ever remember the command for that. Is it androidsmapi?
Ye
!androidsmapi
There is an unofficial port of SMAPI for Stardew 1.6 to Android. Please see the wiki instructions for more information.
IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. We are not able to provide support if you run into trouble or compatibility issues; please use the discord linked on the Android SMAPI github.
Do not harass mod authors to make Android specific compatibility patches.
!androidsmapi
There is an unofficial port of SMAPI for Stardew 1.6 to Android. Please see the wiki instructions for more information.
IMPORTANT: This is a highly experimental build and may be prone to glitches, bugs, or incompatibilities. We are not able to provide support if you run into trouble or compatibility issues; please use the discord linked on the Android SMAPI github.
Do not harass mod authors to make Android specific compatibility patches.
oh, and can i use underscores just like i do in most other places?
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 146 C# mods and 375 content packs.
its the same error
i loaded the old save, removed the lifesaving debug, caused the crash again, compared the error to the log you posted, and its the same error
In your unique ID? Since it's not recommended convention, there might be stuff that breaks if you do.
no, just in my author name
hopefully this will provide some useful data. in the meantime, you can link the person having this bug specifically to the second version of the debug mod button made for me and it should temporarily fix the issue
#1335904511876927530 message
If it's just in the author field but not uniqueID, I think it'd be okay.
It is recommended for it to match the username you'd publish under (like Nexus username etc).
What does the debug mod do? 
Error:
TextOperations > 1 is invalid: the Search value must be set for a RemoveDelimited text operation.
relevant code:
{
"Operation": "RemoveDelimited",
"Target": ["MapProperties", "NightTiles"],
"Value": "Front 26 16 507",
"Delimiter": " "
}```
how is this not a valid value? ;-;
no clue. button made it as a diagnostic tool so we could see what quest was being pulled before the error kicked in, but the second version specifically stopped the error entirely. even she didnt know why
well you havent a Search value at all there
oh button! we were just talking about you!
that's the "value" tho
(and yeah. the Debug Mod just logs stuff to console but it somehow stopped the error. not a single clue)
no, it isnt. you need a field called Search. check the text operation docs again
we may have found a cause. apparently someone else had the error and traced it to vpp
and yeah ive been here lurking and watching the quest stuff, i just also dont have any more input on it bc i dont have any more info than i did before
only the second version stopped the error tho. the first and third didnt. i keep it as a totem
what the? is that new?
it's worked for me this and also is still working with the operation right after this one wtf xD
oh lmao no nvm I've used Searcheverywhere else and the one after this one doesn't give an error because it doesn't get loaded because of this one
okay thanks!
it's the chosen version
honestly im just glad i happened to accidentally click on this channel right when the error that has haunted me for weeks is being discussed
it was divine intervention
ok, managed to replace the sprite of the dust sprites - if i want to also make them less hyper, can i still do that with just CP, or do i already need something more for that?
this server has surprisingly gotten nicer since a year ago, very welcome surprise
(not that it was bad, just happy to see it got nicer ^^)
does anyone know if there's a way to use editmap/editdata to add unlockrequirements or check for them?
i have now fixed the warps 
What are you trying to add unlock requirements to?
sanity check: for machine rules if i have multiple RequiredTags the input item has to have all of them right?
ok, guess i can, now to figure out what field i need to edit ...
yes
well
Depends what you mean by multiple. In this example there are multiple requiredtags entries, but each entry is for a specific instance. In the third entry, it requires an item with BOTH the category_greens tag and WITHOUT the edible_mushroom tag
If you have multiple tags listed under the same requiredtags entry, then yes all are required
RSV's minecart replacements
@ivory plume Did they change the function for dismounting at all in the SDV code? Scarlett is getting strange behaviour with WTDR's DLL mod, I guess with the Tractor mod they can do down mine ladders and such, but when they have my mod installed their tractor vanishes when they try to go down ladders and such. Any idea on what's going on? DLL Project files: https://github.com/Aeywoo/WTDR/tree/main/WalkToTheDesert
i meant in the same entry, yes, thank you 
Working on a mod that converts all the in-game trees and bushes to deco in a catalogue
this is tedious lol
Got all the sprites cut out and made, coded out and imported spring. I need to work on the bounding boxes and sprite drawing strings for the furniture
I dont quite understand how it works
You can add conditions to your patches if it's just your own edit to the minecarts that you want to restrict, but I'm not sure if maybe you want to restrict the RSV minecarts themselves behind an unlock condition too?
If i wanted to create a 2 tile wide crafting station, how would i be able to do it?
What bit are you struggling with?
Haha yeah
Which is confusing, considering idk how many tiles the sprites are lol
I guess I could load them in tiled
What program are you using to edit them?
photoshop
Turn your grid on at 16x16px
If you're lucky, photoshop will give you indexes like Aseprite does.
All good lol
photoshop doesn't give indexes exactly, but if you set up a slice grid it'll number them for you
i'm not sure if gimp does similar
gimp also allows you to lay over a grid
If gimp doesn't, counting them is tedious but possible
you have to change the default from 10 (or 15) to 16 though
i wouldn't bother counting, just hover your cursor over the point, take the coordinates, and divide by 16
The index you will want to give for field 8 is the top left of the sprite
Each sheet is only 1 image
Oh, interesting
Then your size values would just be the entire image x/16 and y/16.
presumably your sheet isn't a multiple of 16px high and wide



