#making-mods-general

1 messages ยท Page 242 of 1

dusk mulch
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i should really update my mods...

vernal crest
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I think you need to have all of the optional arguments present before the desired one because the method uses argument position to determine which argument it is. Right now it's interpreting 43 as [from direction], 17 as [open time], 1 as [close time], and then finally 2 as the first of 4 numbers needed for [owner tile area].

orchid glade
#

I want to translate one, I just don't know VSCode that well so I don't know how to get it to work

dusk mulch
#

Oh...

tidal stone
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 8 C# mods and 3 content packs.

dusk mulch
#

Well I will do that then

orchid glade
#

No it's not an SDV modding extension but it should work right? Like the default.json is just a json?

lucid iron
#

well you don't need it at all and it will actualy confuse you further

#

this extension looks like a thing made for javascript frameworks

vernal crest
vernal crest
tidal stone
#

no

uncut viper
#

it wont help with i18n for stardew at all its an entirely different translation system concept

lucid iron
#

json is builtin for vscode so the only thing you actually need is changing your language type to JSON with Comments

vernal crest
# tidal stone no

You're trying to tell the game that's where your files are located. Your FromFile is wrong in each entry.

tidal stone
#

ah

lucid iron
#

like so

orchid glade
lucid iron
#

this covers the usage of {{i18n:yourkey}}

vernal crest
#

Is the mod you're translating already using i18n?

uncut viper
#

i mean i dont understand why you want i18n ally extension at all. it doesnt do anything for you for stardew modding

lucid iron
vernal crest
#

I just learned how to download that for Vscodium last night

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Because I wasn't switching to Vscodium if it meant giving up linkoid's plugin

#

Nobody makes me read single lined events!!!!

lucid iron
orchid glade
#

The mod already uses i18n, but I don't like the existing english translation. I am mainly looking for a tool to help translate rather than pasting each individual string into google translate (or whatever)

uncut viper
#

thats not at all what that extension does

vernal crest
#

Oh so you specifically want it for its machine translation?

lucid iron
#

not sure if there is anything like that for sdv i18n specifically think

uncut viper
#

i18n ally has a thing that can machine translate but its purpose is for allowing an actual application team or w/e to manage their own in house translations and translation progress and keep all their translations in their system with annotations and whatnot

orchid glade
orchid glade
#

WHat do people who do translations use?

uncut viper
#

themselves, mainly

orchid glade
#

It doesn't have to be this, I just thought it looked like the right thing, ie. it would ignore the code around the text to translate

uncut viper
#

people who do machine translations probably just use google translate or deepl or babelfish or whatever. but people who do actual translations just, speak the languages

#

and they just retype them

lucid iron
#

even though i know chinese i do actually put some ??? sentences into machine translate monS

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to get inspiration for wording

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but since i gotta reprocess it as a human anyways theres no point in bulk translating from the start

orchid glade
vernal crest
#

If I were translating a non-English mod to English I would just remove the strings from the i18n file and put all of them into DeepL at the same time lol

calm nebula
#

When talking to my grandmother

orchid glade
vernal crest
#

Or regex if you're fancy

drowsy pewter
#

I also use a spreadsheet to just split strings

vernal crest
#

Or find and replace right inside the i18n file

lucid iron
#

Does excel have json features for this kinda thing i had no idea

orchid glade
#

(or... numbers if I'm on a mac?) - I'm not so good with doing fancy stuff with numbers, it's a bit different to excel

drowsy pewter
#

google sheets has a formula that lets you also automatically translate them through google translate. You can split and use the translate formula--then resplice and put the whole thing back into i18n

vernal crest
#

No chu I meant text splitting to remove the stuff before the string lol

uncut viper
#

if you just wanna do an english translation for yourself you probably just want to google a vscode google translate extension. im sure theres probably dozens

orchid glade
#

I'm not 100% sure how to split strings but I can play around

lucid iron
#

That's neat

vernal crest
#

It's just text

orchid glade
tidal stone
#

ok everything but 3 pngs are loading now which is weird because i checked and they all have the same pathing just different names
and i checked and spelling appears correct

uncut viper
#

you just install it

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most oftne theyll have a hotkey or you can open VSC's command bar thingy and find it in there

orchid glade
#

s not immediately obvious to me!

tidal stone
#

i think i found it nvm i put a space in there

vernal crest
#

I made this for making furniture strings rather than translations but this is roughly what splitting a json dictionary could look like (it has gone a bit wonky because I made it in Excel and opened it in LibreOffice Calc for the first time just now).

vernal crest
dusk mulch
#

just spent 10 minutes trying to debug this shop to figure out why it wouldnt open, the npc was 1 tile off

orchid glade
#

Alright, I've got it working, I'll see how it goes.

patent lanceBOT
#

@rigid oriole: try that thing irocendar said (3h ago)

gaunt orbit
#

I don't understand the item tooltip code at all

tidal stone
#

ok now im getting an error that it cant find the tilesheet due to it not being in the map file or the games content folder

candid stratus
#

Does anyone know where the sprites for the letters are? I feel like they get recoloured at some point or something. Couldnt find it in loosesprites or fonts

lucid iron
#

these are fonts

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there was a mod to change the color iirc

tiny zealot
#

if you're asking about "blel" specifically, that font is synthetic and is created at draw time by rendering another font multiple times at small pixel offsets (if memory serves)

gaunt orbit
#

so Item.drawTooltip is entirely separate from IClickableMenu.drawTooltip, and is only called from IClickableMenu.drawHoverText. Which implies that it's a legacy method, except for the fact that Tool overrides this to display enchantments.

gaunt orbit
vernal crest
gaunt orbit
#

oh but drawTooltip also calls drawHoverText? hm.

brave fable
#

if it simplifies things at all, Menu.drawTooltip is used for every single item hover

candid stratus
#

Is it the same for inventory colouring?

brave fable
#

Item.drawTooltip simply draws the unique text in that tooltip

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this is different for tools, rings, etc. so naturally these have overloads

hot gale
#

I finished my Arborist Catalogue mod, now Im realizing I should have accounted for daisyniko support etc

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welp

candid stratus
#

does anyone have a link for the mod?

gaunt orbit
#

yes, I'm just trying to work out the logic of things like text spacing and line breaks

ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 8 C# mods and 3 content packs.

lucid iron
tiny zealot
lucid iron
candid stratus
#

thank youuu

gaunt orbit
#

I'm looking to postfix drawTooltip so I can add information to tooltips, but I'm not sure if that's viable. I'm still trying to work out how it integrates with the math in drawHoverText

brave fable
#

text spacing and line breaks are pretty much just handled by y += whatever;

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since it's a ref, it means the y value used in drawHoverText will account for anything you add in drawTooltip

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so you can absolutely add extra height to the tooltips without it breaking, it's designed for this

gaunt orbit
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I understood that

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I think I was just thrown by MeasureString taking into accoutn text wrapping

dusk mulch
#

No matter what, my shop keeps giving the "ClosedMessage", even when the NPC is in range. I just have the Action OpenShop set up without any optional stuff but the internal name in the Name area should work to check when the NPC is in range, right?

gaunt orbit
#

sometimes the game seems to manually do linebreaks and sometimes it lets monogame handle it and I can never tell when it uses what

vernal crest
# tidal stone sure here it is https://smapi.io/log/845f495d319749128a1f14d00235a947

The map is looking for a tilesheet with an image source of GoldenColorfulCauldrons.png but that tilesheet is in the game as {{ModID}}/GoldenColorfulCauldrons. So you need to edit your map so its image source matches the Target you loaded the tilesheet to (but type out the full mod ID rather than using the token). You can do that by opening the map with a text editor and changing the line with image source= in it.

gaunt orbit
#

anyways I think drawTooltip will mostly do what I need, but I may also need to patch the extra space measurement method so the panel also gets resized

tidal stone
#

omg ok ty ty

brave fable
vernal crest
dusk mulch
gaunt orbit
#

text stuff always gives me a headache

brave fable
#

no worries, i've used them a lot in different ways so i'm fairly numb to text parsing hahah

#

not to be confused with TokenParser.ParseText()

vernal crest
dusk mulch
brave fable
#

you'll occasionally run into things like ```cs
Vector2 textSize = font.MeasureString(Game1.parseText(TokenParser.ParseText(text), font, width))

which will give you the pixel dimensions of some tokenised `text`  after newlines for textwrapping are added to fit `width` when using `font`, and you'd then use `textSize.Y` to get the height of that paragraph when drawing something beneath it
candid stratus
#

I'm a bit confused about the theme manager mod. it doesn't have any themes built in, no links to find any, and allegedly you can define your own with content packs but doesnt explain how to, am I missing something?

vernal crest
vernal crest
dusk mulch
#

Ohhhh I get it now, ty!

candid stratus
vernal crest
rancid musk
#

On the Nexus page for Theme Manager you can expand the Requirements block to view a few mods people have put out using Theme Manager if you want examples out in the wild.

candid stratus
#

okay I didnt expect requirements to show what mods required it

vernal crest
#

Yeah it's a bit unintuitive. Sorry that my message about it wasn't clearer.

reef kiln
#

That's the guide to make your own

candid stratus
#

aaah okay perfect, thanks

calm nebula
#

(if you're in C#, and you're overriding most of the game's looks anyways, you can just assign to )

dusk mulch
tidal stone
#

wow that was the most painful thing, but i got it to work ๐Ÿ˜„
now i can try and implement it into my map for my mod, ty ty !

#

couldnt have done it without yalls guidance :3

gaunt orbit
#

oh those look lovely!

lucid iron
#

Game1.currentLocation.NameOrUniqueName is saved right

#

not a new guid everytime

uncut viper
#

pretty sure they are saved

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but that's an assumption based on like many years old knowledge

brave fable
#

yep, uniqueName is serialised

gaunt orbit
#

I don't know for sure but I see SaveMigrations stuff using it so I assume so

hot gale
#

All done :D (for now)

gaunt orbit
#

would you like one of us to put it in the showcase?

hot gale
#

Sure! :D

brave fable
#

e.g.

[XmlElement("uniqueName")]
public readonly NetString uniqueName = new NetString();
[XmlIgnore]
protected string _displayName;
[XmlElement("name")]
public readonly NetString name = new NetString();

name yes, uniquename yes, displayname no

#

that said, the uniquename is predictable for farm building interiors, at least```cs
indoorInstance.uniqueName.Value = indoors.Value.uniqueName.Value ?? (nameOfIndoorsWithoutUnique + (tileX.Value * 2000 + tileY.Value));

gaunt orbit
hot gale
#

Woops meant to do that, ty

lucid iron
#

thank

#

idk why i was so paranoid about it kyuuchan_run

lucid iron
#

and i do get a big long guid yea

brave fable
#

virtual void load in Building

lucid iron
#

this code seems unreachable

#

doesnt createIndoors already set uniqueName

brave fable
#

that's odd SDVpufferthinkblob i suppose it just uses createIndoors then with a fresh guid

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savemigrator also applies a fresh guid to any missing entries, so that's consistent

lucid iron
#

good enough 4 me Dokkan

brave fable
#

i have no idea what any of these emojis mean or convey so that puts them on equal footing as SDVdemetriums

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which i should really just put on my keyboard to replace a full stop

lucid iron
#

does ๐Ÿ˜Œ not mean relieved

brave fable
#

yes but i dont know what emotion Dokkan is

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i've yet to feel thatone

vernal crest
dusk mulch
#

๐Ÿ˜€ what does that mean then

lucid iron
#

its this but an anime girl

brave fable
#

what emotion is Squee i need answers

dusk mulch
brave fable
#

i have a clinical condition. the only thing i feel is demetriums

vernal crest
dusk mulch
#

Ohhhhhhhh, I am good I think I get it

royal stump
livid heron
#

Hello everyone, how are you? I am a Brazilian programming student who started trying to make mods for my favorite game, Stardew Valley. I'm still at the very beginning, and so far, I've only managed to create a map with some properties using Tiled.

If you could give me some tips on how to really start making mods using C#, I would be very grateful!

dusk mulch
livid heron
dusk mulch
#

I have heard that most of the current tutorials are outdated due to the 1.6 modpocalypse. Sorry!

uncut viper
#

youtube tutorials about just C# in general may be helpful though, but yeah, dont expect many (if any?) good video tutorials for stardew specific C# modding

#

keep in mind though you dont actually need to use C# at all for a lot of mods, but if you want to for your own fun and learning sake then you ofc can

dusk mulch
#

When was the great ID spreadsheet made?

royal stump
dusk mulch
#

It doesn't even have Ginger or the ginger island warp totem

livid heron
#

thanks i will start reading the guide

dusk mulch
#

Can Ginger island be used for the game state query LOCATION_ACCESSIBLE?

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The wiki doesn't specify

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and if it does, not very well

brittle pasture
#

no

uncut viper
#

it does specify

brittle pasture
#

use the mail flag for boat repaired

dusk mulch
uncut viper
#

it tells you which locations it is relevant to

dusk mulch
#

anyway

lucid iron
#

anyone know what (BC)221 item pedastal is

uncut viper
#

idk whre else its used but those pedestals on ginger island

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gem shrine pedestals

reef wren
#

Hi all, is it possible to create a fruit tree that's a different size than usual? The one I'd like to make is slightly shorter and wider than a regular fruit tree

uncut viper
#

there is a framework for making trees that are taller

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but not wider

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idk if it does shorter

brittle pasture
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you can fit whatever in a 3x4 square, so you can make it have bigger trunks as long as it's not wider than 3 tiles

uncut viper
#

just drawing it shorter would fuck up the fruits being drawn though wouldnt it

brittle pasture
#

ah yeah it would

uncut viper
reef wren
#

I was actually trying to use that, but I was having a strange issue with the top half of the tree being visually disconnected from the stump, so I wondering if there was another way

uncut viper
#

there is not

lucid iron
#

there's a wip for custom bush that should make bigger bush

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its not out

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what if i just patch getRenderBounds...

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assume tree size framework does that already tho

reef wren
#

Unfortunate :( I'm not sure if it's a bug or I did something wrong, hopefully someone responds on the mod comments page

dusk mulch
#

Is there a game state query if you have gotten a certain item before from artifact spots or donated a certain item to the museum?

lucid iron
#

you can ask @ endertedi about it, although i havent seem em lately

reef wren
#

ah, I don't want to be a bother pinging people

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i can work on other things in the meantime SDVpufferthumbsup

lucid iron
#

hm wait

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could you just draw the sprite shorter?

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the tree size framework thingy is about being larger

uncut viper
#

yes if you want the fruits to be drawn floating in the air go for it

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the framework can make them smaller too

gaunt orbit
#

man, ever since I updated windows to 24h2 I've been getting this annoying thing where the shell will just freeze and crash randomly

reef wren
#

the fruits are actually in a good spot right now, it's just the tree is off to the left for some reason (temporary sprites lol)

uncut viper
#

i have no input on this e xcept to say that the fruits are adorable

reef wren
#

: )

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although I did try putting the sprites on a regular/wild tree (oak trees) and they look fine hence why i'm not sure if it's me or a bug

gaunt orbit
#

I love your programmer art it's so fun

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I should put smilies on stuff more often

uncut viper
#

do you have a negative or something where it shouldnt be

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bc thats also made me realize the broken one is mirrored

brave fable
#

temporary sprites... permanent sprites? SDVpufferpleading

reef wren
#

ah trees can mirror themselves like that

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it's backwards since i wrote a word

uncut viper
#

can they now. nature is so beautiful

brave fable
#

you've spent too long looking in the mirror

uncut viper
#

unfortunately ive never used or really looked at the framework so my help is limited aka like nothing here

reef wren
#

no worries, i'll leave it for endertedi to look when they get back, or if someone else finds it and chimes in SDVpufferthumbsup

dusk mulch
brave fable
#

science has gone too far this time

uncut viper
#

What should we name them? Gamepl

lucid iron
#

that one is not my problem i think litd edits the string

uncut viper
#

hang around in making-mods-general enough and you'll realize that not everything needs to be your problem for people to assign the problem to you

vernal crest
lucid iron
#

i SDViconskaterboi sdv-wingdings

vernal crest
# dusk mulch Yes

Have you actually got a tile on the Buildings layer there? It's hard to see through the Paths tile but I can't see anything obvious.

uncut viper
#

sdv skater boi bane of my existence

dusk mulch
#

Thank you!

gaunt orbit
#

they are convenient but using them feels like getting buried at the bottom of a ballpit

lucid iron
#

I thought Optimized SDVSDViconskaterboiSDViconskaterboi is intended

uncut viper
#

absolutely not

gaunt orbit
#

"which of these 30000 parameters do I need to set to what values"

lucid iron
#

But how can u be more optimize than 2 skaterboi

fierce vault
#

Anyone know if there is a limit to the amount of answers you can put in for a dialogue question?

#

I may want over four in some senerios

vernal crest
#

I have tested up to 6

lucid iron
#

Well it doesn't page so yes don't go too high

uncut viper
#

its supposed to sound like C++ SDVpufferpensive

#

SDV++

fierce vault
#

Ok, thanks. If up to six works, I'm probably fine.

brave fable
#

i've got about 4 years experience in CSDVdemetriumsSDVdemetriums

uncut viper
#

cemetriums

balmy venture
#

Your mod indeed is crazy big when I look at it having 0 code knowledge

vapid silo
gaunt orbit
#

Those look so fun though??

vapid silo
#

Thanks!! I had fun messing around and relearning how pixels work

gaunt orbit
#

I wish erinthe's wallpaper framework was still around, it would be really cool to be able to pair that with like, a panoramic view of the sky

#

I wonder how hard it would be to port

vapid silo
#

Rainbows and bright sunny skies.....

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Hope people like 'em! Goooood night!

rancid musk
gaunt orbit
rancid musk
#

Ah. I was unfamiliar.

gaunt orbit
#

Admittedly the name is pretty misleading

lucid iron
#

i think someone was trying

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i think they had a working build but dunno what happened to that

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i was experimenting with Background (at least stealing the one from summit) but this Background class has a lot of mysterious knobs

gaunt orbit
#

Oh?

lucid iron
#

i got this much to work just by subclassing

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it just doesnt seem very customizable (the summitbg is a special knob separate from all this chunk things)

gaunt orbit
#

I've played with it before but out of the box it seemed too fiddly to be good for general use

lucid iron
#

otoh since u can just

#

subclass it and override draw/update to do whatever

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then toss it into Game1.background

gaunt orbit
#

Oh hm, that is a good point

lucid iron
#

and the variant used for submarine (plain color) has general use prob

gaunt orbit
#

I didn't realize the sub had one tbh

lucid iron
#

i dont have clear idea on how the asset model would look like so i put it aside for now

lucid iron
#

as for a wallpaper/floor framework hmm

#

did DecorationFacade actually change that much nvm that is deprecated

lucid iron
#

In your content pack code, you can then use config options as tokens & conditions to make dynamic changes.

#

possible source of people calling content patcher code...

uncut viper
#

i think a lot of people just call anything that needs to be opened in something other than Notepad or Microsoft Word code

brave fable
#

you can do pretty much anything with Background and ignore most of the properties, just remember to set to null when you're done

#

you can also use GameLocation.drawBackground as you like

gaunt orbit
#

Arguably cp json is declarative programming. It's not on the same level as c# programming, obviously, but it's also not the same as, like, fiddling with a config file

uncut viper
#

i would argue it

lucid iron
#

it needs to have GOTO then

#

but i dunno i think CP patches r closer to pieces of a very complex config file you are glue together

gaunt orbit
#

It does have localtokens and includes

uncut viper
#

CP jsons cant take an input and give an output though

lucid iron
#

that doesnt make it more complicated than html css which i also dont think of as programming

uncut viper
#

or a Tiled .tmx

gaunt orbit
#

The fact that it's very simple and high level doesn't make it not programming

#

It describes the results you want to achieve without requiring you to specify the individual required steps, which is the definition of declarative programming

lucid iron
#

does that make even simpler forms of config like say an ini file also declarative then think

uncut viper
#

but html doesnt compute

lucid iron
#

im not sure where the line is, but i do concur that the implied "programming" line my brain draw is imperative programming

gaunt orbit
#

That's fair

lucid iron
#

C and friends

lucid iron
gaunt orbit
#

Ultimately, as with any terminology, it's a line in the sand. Real life is messy and things do not fit in clean boxes.

I mostly just want to combat the idea that only "real" programming matters

#

I see a lot of snobbishness in the broader context of programming and I feel like it's shutting people out of the field

uncut viper
#

neither chu nor i even used the word programming tho

lucid iron
#

yea, though to me the importance is less real/fake programming and more data/logic

#

when i am make framework i try to expose as many knobs as possible to data

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and to be able to tell srry need C# SDVpufferpensive

lucid iron
uncut viper
#

no you used the word code

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i meant before wren brought it up

gaunt orbit
#

Are they not synonymous?

uncut viper
#

not in my brain. which is not to say my brain is law, just that they arent synonymous to me

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i would separate code from data similarly to data vs logic like chu says

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where code is logic

gaunt orbit
#

Huh, a case of crossed wires then. That's my bad

uncut viper
#

to me code is something that does something. its instructions that compute a thing. a json file wont compute anything

#

it do be hella data tho

gaunt orbit
#

Gonna move to off topic but there's actually something interesting I discovered recently that's related to the subject at hand

pine elbow
#

hello guys I am new to modding. I wanted to try a tutorial from youtube using visual studio code.
The website recommends .net framework 6 and I did installed it but for some reason my visual studio community does not show 6.0 even though I modified the installation from visual studio installer. I even modified the project by unloading it didnt help

gentle rose
dusk mulch
#

How can I get a Message tile property to open a page instead of using a text box? Like the one in lewiss bedroom

brave fable
#

the trick is to look at how lewis' bedroom works SDVdemetriums

#

Action Letter "ManorHouse.3"

blissful panther
#

Was that letter action always a thing(like pre-1.6)?

#

Actually, I can just... check.

dusk mulch
#

oh

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i misread the tile property

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ty!

blissful panther
#

The answer is yes, that action did exist in 1.5. Put one in MEEP for no real reason, then. SDVkrobusgiggle

brave fable
#

note that the message you use has to be in Strings\\StringsFromMaps

blissful panther
#

I put one in MEEP for some real reason, then!

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I suppose that on top of the fact it allows custom letter backgrounds, but that's a seprate thing.

dusk mulch
brave fable
#

well yes, you'd just be patching your i18n text into stringsfrommaps

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and then using the key in that data for the tile property value

dusk mulch
#

So like this?

brave fable
#

yep! but preferably {{ModId}}.GoneLetter

dusk mulch
#

oh right, ty!

brave fable
#

it's a little more performant to just do it in the Tiled map itself, but that means you can't use tokens or conditions

dusk mulch
#

also people have like nasa computers these days, losing 0.5 FPS isnt the end of the world

gentle rose
blissful panther
#

Let's just... see if any mod has used the letter thing. If not, I'll just scrub it I think.

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Oh, there's one in ES.

uncut viper
#

oh thats minor then, you can probably just go ahead and remove that in a patch version update then

vernal crest
#

You could ask Lemur to remove it for ESR

uncut viper
#

(/j)

blissful panther
#

ES and Rodney so far...

#

(Just doing a search of the mod dump!)

dusk mulch
#

my good deed for today

brave fable
#

you could mention as well there's a DyePot action for emily's pots, and that both check whether you've seen event 992559 before they let you open the menu

dusk mulch
#

I have never used the dye pots, what does it do?

#

Ohhh

#

I just read its wiki page

brave fable
#

it'd be good to note that 992559 is Emily's farmhouse visit after you've found some Cloth. no good deed goes unpunished, after all ๐Ÿ˜Œ

dusk mulch
#

Right, I just put in the event ID. Should probably specify which event it is... ๐Ÿ˜…

brave fable
#

you know i had the exact same thought just after i made my post SDVdemetriums

dusk mulch
#

i hate making small edits so close together

tidal stone
#

does anyone know if we have a telephone not attached to a background

#

in tilesheets

#

well more like toip of a table but yknow

brave fable
#

the Telephone in TileSheets/Craftables has a second, phone-only ringing animation sprite frame you could use

#

i suppose it won't really look like it's ringing if it's not animating

#

it's just below the indoor plants halfway down the sheet

brave fable
#

depends if you want it for a map

dusk mulch
tidal stone
#

it is for a map ๐Ÿ˜”

dusk mulch
#

ATA isn't that hard to use

brave fable
#

it's only a little extra work to copy it out of the sheet and make your own to include in your map, too. plus it means you can personalise it how you like

#

it's a slippery slope though since before you know it you'll just be making whole ass tilesheets with the stuff you want

#

where will it all end

tidal stone
#

makes tilesheet just called Kandis Kraze Phones /j

dusk mulch
brave fable
#

eventually you, too, will realise tiles are just one of life's many chains and shackles and draw the map as a single flat image

#

at this point you'll be mere steps from enlightenment

dusk mulch
#

you sound like some king in a giant cathedral giving a warning to a knight getting too close to his secret or something

tidal stone
#

shoulda thought of the phone when midnight was asking about tiles dang, i feel like it would fit their misc tiles well XD

dusk mulch
#

now excuse me while i go pick out music for this event

brave fable
#

you should use night_market.

tidal stone
#

i might go through through the tilesheets later and make a list of all the items i notice that might be useful removed and make a "random stuff tiles"

uncut viper
#

honky_tonk

tidal stone
#

like theres that little vine of ivy in town interior thats attached to a wall

dusk mulch
tidal stone
#

slams hand on desk
the wizards circle thing

#

ok forseeing the future i might need to make another tilesheet whyyyyyyy

#

oh well

dusk mulch
#

It is an event where a single dad is behind on his bills and is just getting by with child support and the farmer walks in, they try to hide it, yet the farmer finds this out

uncut viper
#

okay maybe don't use honky_tonk

dusk mulch
#

desolate might work...

#

nah

#

bit too sad for what im going for

brave fable
#

see if you can't get honky_tonk to play quietly, almost unnoticeably, behind whatever track you end up going with

dusk mulch
#

I am NOT using honky_tonk lol

uncut viper
#

with one of my unreleased mods you can make honky tonk sound like it's playing muffled from another room, if that counts

#

thanks for the support demetriums

dusk mulch
brave fable
#

i think it's got that melancholy you're after

dusk mulch
#

hmmm i will try it out and see how it goes

uncut viper
dusk mulch
brave fable
#

i could totally see an event that shifts to outside of the saloon/club and puts on the filter

uncut viper
#

oh it requires C# for sure

dusk mulch
#

welp guess i gota make an extra 4 sprites for this event

uncut viper
#

not a framework though, just a WIP mod i was working on to make everything sound lofi

dusk mulch
uncut viper
#

or all the music anyway

#

just also happens that the way to make things lofi also comes with a way to make things sound muffled

#

i probably could make it an event command/trigger action...

#

i was planning on having it tied to wearing an item anyway

dusk mulch
#

is there an event command to teleport an actor instead of moving them? i set the farmer to -100 -100 so that they could come in later but i dont know how to bring therm in

hallow prism
#

yes, there is, try searching for warp in event wiki page

dusk mulch
#

oh, ty! i was looking for teleport, dont know why but i was

#

anyway

#

i got most of my event done today so time to go to bed and have nightmares about how it can go horribly wrong tommorow

#

gn!

tidal stone
#

should i just package the wizard circle in with the cauldrons

hard fern
tidal stone
#

truue

wheat knoll
#

Hi sorry im new to this server, was just wondering what programs people use to mod stardew valley as I have to create a mod for a Uni project but I have no experience/knowledge on modding, anything helps!

uncut viper
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually itโ€™s easier to start with making content packs, since you don't need to learn programming.

wheat knoll
#

thank you!

tidal stone
#

when i upload a mod is when i get my update key for it right?

#

do i need to edit that into my mod before i publish or is that a "use it when you update next" thing

uncut viper
#

you get your update key when you make your mod page but before you hit publish

#

its in the url

tidal stone
uncut viper
#

its just the ID of your mod

pine elbow
#

I have a question

tidal stone
#

aaa ok

uncut viper
#

!ask

ocean sailBOT
#

Ask your question or describe your issue here, and someone will help if they can!

pine elbow
#

Which framwork do you use for visual studio community?

uncut viper
#

like, .net framework?

pine elbow
#

Yes

uncut viper
#

you need to target .NET 6.0

pine elbow
#

i tried installing 6.0 but my visual studio does not show 6.0

tidal stone
#

do you put your update key in your manifest before or after you hit publish (after being when you actually update the mod)

uncut viper
#

before

tidal stone
#

ok ty ty

uncut viper
#

i unfortunately dont use Visual Studio Community and dont know how to help with .NET 6.0 not showing up as a valid target

pine elbow
#

Its alright thank you for your time

latent mauve
#

What I usually do is add the description and screenshots first, then grab the ID from the URL and add it to my manifest before zipping my mod and uploading the file

uncut viper
#

you can try just putting <TargetFramework>net6.0</TargetFramework> in your csproj

tidal stone
#

thats smart

uncut viper
#

and selecting whatever net framework VSC does show as long as its above 6.0

tidal stone
#

gack i gotta make screenshots

#

๐Ÿ˜ญ

pine elbow
latent mauve
#

Follow the instructions here, it does also note that 2017 Visual Studio might not be compatible, in case you are using that version.

pine elbow
#

Going through

#

Was using 2022

brave fable
candid stratus
#

Do you need harmonypatches to change the inventory colour?

candid stratus
#

I want to recolour the inventory with my content patcher but I cant seem to find the texture for it, so I wondered whether it was hardcoded

hard fern
#

I dont know which image it is tbh, maybe menutiles?

candid stratus
#

it's in maps??

#

okay thanks

hard fern
#

Im on my phone rn though, so i can't confirm

candid stratus
#

Is this the one?

hard fern
#

Looks like it should be it?

candid stratus
#

I think so yeah

#

thanks!

clear prairie
#

Excuse me,
If I have a mod that already changed Pam sprites and if I replaced the PNG file in that mod with other PNG sprites, would it work? If not then can anyone give me advice on how to?๐Ÿ™ ๐Ÿ™

fossil osprey
#

If it's a Content Patcher mod, It could work if you use the exact same filename and if they are the exact same size, but only for personal use

However, if you have made these portraits yourself and want to share them as a mod, you can lookup content Patcher
Replace portraits is one of the easiest thing to do with it (as long as you do have portraits ^^)

tribal ore
#

Do schedule strings not work with animation descriptions? The wiki says that they should as long as the string is the last argument, but I've never been able to get the two working together

#

"marriage_Sun": "730 Railroad 32 47 1 sebastian_smoking/1330 ScienceHouse 6 20 0 \"Strings\\schedules\\Sebastian:marriage_Mon.001\"/1630 Saloon 9 5 3 sebastian_cardsLeft \"Strings\\schedules\\Sebastian:marriage_gaming\"/2200 bed",

#

I can never get the marriage_gaming string to show

tidal stone
#

time to do something new today

#

makin furniture :3

#

question, should I make an alternate file on my mod page and have it listeed as like

Kandis Cauldrons and Circles (KCC) - Furniture
Kandis Cauldrons and Circles (KCC) - Tilesheets

or just have them as seperate mods entirely

#

alternate file being its the same items in tilesheets but just if you download this file you get them as furniture type of thing

#

hm because theirs so manyt variations of the same thing ig i should make at an AT pack

#

!AlternativeTexture

#

!AT

ocean sailBOT
#
Alternative Textures

Alternative Textures is a framework mod that provides options to change asset textures with in-game tools.

For an interactive list of texture mods, click here.

To make a content pack for AT, see the author's in-depth wiki.

tidal stone
#

When making an AT pack does the parent png the one thats being added for retexturing be put in the assets folder or the Textures folder

violet grotto
tidal stone
#

ok!

#

๐Ÿ˜„

tribal ore
#

Anyone know when the spouse gives his "Can't you tell, you're pregnant" line?

#

Is it a week after?

nova gale
#

suddenly I realize I've never had kids in this game while playing a female character ๐Ÿ˜›

tribal ore
#

xD

#

Trying to time a prenatal event right now at the clinic, but it would be kind of weird for the spouse to give his "Hey honey, you're pregnant!" line after we both just went to Harvey's clinic and had a whole ass discussion about it

tidal stone
#

every single one contains 6 sprites cut up into 5 pieces i have to piece together for furniture โ˜ ๏ธ

#

its so tedious i wish i could move them mor eefficiently ๐Ÿ˜ญ

signal sundial
#

Would anyone be interested in making a mod that makes Corn more useful? I have ideas, I been looking at how to make mods, but I am very overwhelmed and my brain is no longer braining so I am hoping someone else wants to do it.

I want to make it possible to put Corn in the Mill, to turn it into cornmeal which can then be used to make cornbread in the kitchen.
And maybe add a recipe to make popcorn too! ๐Ÿฟ
I think it would be fun! ๐Ÿ˜„

tribal ore
gentle rose
#

there is not

signal sundial
gentle rose
#

but there is a mod ideas repo

hard fern
#

Mod ideas repo

gentle rose
#

!modideas

ocean sailBOT
#

If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas

However, this does not mean anyone is guaranteed to work on your ideaโ€”modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.

tribal ore
signal sundial
#

ah, okay, do modders actually read that and do stuff with it?

gentle rose
#

sometimes, but there's no guarantee. If you want to guarantee your mod will be made, you need to pay to commission someone

signal sundial
#

right

tribal ore
#

sigh Anyone know why showFrame farmer makes a weird red line on her sprite during an event?
Left: normal play, going into the clinic and sitting in the chair
Right: during an event, after using /showFrame farmer 107

hard fern
#

Those are the reins

#

Methinks so, anyways

tribal ore
#

hmmmmmmm

#

makes sense

#

Wiki shows both horse riding down and sitting down as the same frame

#

Dang

hard fern
#

Yep

#

It's the same

tribal ore
#

But clearly there is another frame that can be used? Normal play doesn't show the reigns

#

So there has to be a correct value

hard fern
#

It might be some cursed rendering thing

tribal ore
#

Hands/arms are different too

#

So maybe just missing a value in the wiki

#

?

reef kiln
hard fern
#

The arms are separate from the legs

#

What im guessing is its the same base

#

But the arms are just layered on top weirdly?

reef kiln
#

The shadow, They are also higher on the chair. It is more then the hands.

tribal ore
#

That is a positionOffset, Frog

hard fern
#

That's why i said weird rendering maybe

tribal ore
#

I was trying to make it look right

reef kiln
#

Looking at it maybe they just look higher because of the shadow.

hard fern
#

Im not sure whats up with why they're different

tribal ore
#

I can remove the positionOffset, but the reigns stay

hard fern
#

I dunno if ive ever seen the farmer sit down in a vanilla event?

#

Maybe im misremembering

tribal ore
#

no positionOffset

hard fern
#

Hm i wonder why it acts that way in events

tribal ore
gentle rose
#

there still has to be a non-horse sitting frame because we see the farmer sit down all the time

hard fern
#

In events?

gentle rose
#

no, in regular gameplay

hard fern
#

Is it possible it's hardcoded?

#

Im really thinking hard to find an instance in a vanilla event where the farmer sits but i just can't think of one. Maybe this is why

tribal ore
gentle rose
#

the frames come from the npc spritesheet afaik though so maybe it's weird for farmers

hard fern
#

Hm, "sit down sad" isnt the same as "sitting on horse/chair" though, is it

tribal ore
#

Nope

gentle rose
#

where are you getting your frame numbers from?

gentle rose
#

that's really what you should be doing 99% of the time

tribal ore
#

I have the sprite sheet open in front of me, but don't really know how to parse it. The farmer sprites are a lot more complicated than NPC sprites

hard fern
#

If you give me a bit i can try and make sense of it

tribal ore
#

Looks like there are different arm parts for sure

reef kiln
#

Did you check sitting up vs sitting down?

hard fern
#

(unless someone does it first)

tribal ore
#

I would be v grateful for any help. Thanks @hard fern

rancid musk
#

@teal bridge Hey there! I was looking through your mods and noticed a couple places where you reference GameMenu. In StardewUI's ViewMenu you check for GameMenu in a method to close the menu. This could cause minor issues with Better Game Menu if people are using Stardew UI for custom tab implementations, I believe?

Arguably more importantly, in Star Control you're creating new GameMenu instances for a couple built-in actions, which isn't something that would be intercepted by Better Game Menu unless I went out of my way to specifically patch it. Is that something that should be addressed in Better Game Menu or in Star Control? I assume it's not possible to completely replace the built-in actions using your API.

tribal ore
#

I'll check it though

#

Yeah, "up" means away

reef kiln
hard fern
#

Can you even do that

reef kiln
reef kiln
hard fern
#

Well they're all on the farmer base

tribal ore
#

Crashed the game. Checking "up" reigns now though

#

Unfortunately, no way to see if reigns are there facing upwards. I'm guessing that there might not be a need for reigns in that position

reef kiln
#

so on the actual sprite sheet the arms are sperate. See my X vs O. you want O.

#

Not sure how to tell the game that though

#

I think. may be wrong

#

I am wrong

#

you want the ones all the way over

#

on the right

#

agian not sure how to tell the game that though

reef kiln
hard fern
#

i dont know if that's an actual index

whole raptor
#

How painful do you think would be splitting Magic & Adventure part of SVE from all the town/vanilla changes? SDVpufferthink

hard fern
reef kiln
#

Well F6 is the arms holding the reins. And the arms without are 6 more over so I am guessing

hard fern
#

actually that is just the horse arms

reef kiln
#

Like is said it was a guess

#

The arms start after the body animation. If you look the arms are the 6th set of arms on that line. If you count over starting at the 6 (what we actually see in the game) for the arms so I just started there and counted up from that. I never said I though it made since, but that is how I got the number. I may be completely wrong, but that was the only way I could think to get the arms we want.

tribal ore
#

Like, sitting down is 107

hard fern
#

i think it needs a proper index

lucid iron
#

It will be a lot of work either way

whole raptor
#

Hmm... I'm curious if C# component touches any of that SDVpufferthink

lucid iron
#

The fighting stuff is all ftm i believe

whole raptor
#

I thought I'm bored enough to try tackling that... but not yet SDVpuffereyes SDVkrobusgiggle

wise merlin
#

is there a mod that can replace the dog head? i wanna update it to reflect my demodog sprite ๐Ÿ™‚

lucid iron
#

The pets data should include the icon

wise merlin
#

oh ok not sure where that is bc we just used my sprite sheet and replaced the dog file

lucid iron
#

Look under Breeds, IconTexture

wise merlin
#

tysm!!

lucid iron
#

You might want to just add your dog as a new breed

#

Leave vanilla dogs alone

wise merlin
#

whats the difference between messing with the vanilla and making one? idk how to do the new breed etc i think i tried in the past and couldnt do it and the replacer worked

whole raptor
#

People can adopt more dogs, vanilla and modded, so replacer would limit that experience (among other things)

#

Since 1.6 it's better to add new breeds

reef kiln
wise merlin
#

im not uploading it or anything just a personal play with a friend kinda thing

whole raptor
#

Ah, then replacing is completely fine if you don't plan on getting vanilla dogs

lucid iron
#

It's not that hard to do as mentioned, just need an EditData

wise merlin
#

yeah i gave up trying to make it its own thing i just made the sprite for personal use lmao

lucid iron
#

But yeah do whatever you want

wise merlin
#

demorun this lil guy ๐Ÿ™‚

whole raptor
#

Although, not gonna lie... I bet people would love to have demogorgon dogs SDVpuffersquee

ivory plume
#

@upper jackal Hi! I'm looking to merge your Lookup Anything PR for water fish lookups in the next set of updates. Unfortunately it's a bit hard to merge, since it changes a lot and has merge conflicts. Any chance you could submit a separate PR for the checkbox refactor from the latest develop branch, and then (once it merges) a new PR for the new feature? (Sorry for the inconvenience! I'm slowly catching up on the PR backlog.)

wise merlin
blissful panther
#

(While you're here, Pathos, would the best time to bug you about a slight tweak to something in SMAPI be after the next update wave, once you've caught up?)

ivory plume
#

(Feel free to ping me anytime! If I'm not around, I'll just reply when I am.)

rancid musk
#

(While you're here, hi! Hope you're having a good weekend so far. Thanks for merging my PR. ^^)

#

And this is the first one that involved an entirely new menu page.

signal sundial
#

I even made some sprites to use! Now lets hope someone likes it enough to pick it up ๐Ÿ˜„ ๐Ÿ’œ

proud wyvern
#

menu page that opens a new window without the tabs ๐Ÿคข

brittle pasture
brittle pasture
rancid musk
#

Yeah, I'm not about to rewrite this person's entire menu for them lol

#

I just wanted to get it working the same as it does with the normal GameMenu

signal sundial
wise merlin
#

my friend help me add him as a breed :>

urban patrol
#

i come here with a kind of etiquette, kind of philosophy question: at what point has a creator theoretically transformed something enough that they can claim it as their own, with or without giving credit? for example, a sprite recolor doesnโ€™t seem like enough transformation, but iโ€™m wondering where the community draws the line

uncut viper
#

seems like a question for a lawyer, really

#

you will get varying opinions

blissful panther
#

Yeah, if you're talking purely ethically and philosophically, then... you'll get a lot of different answers. Which I suppose is the point?

uncut viper
#

maybe, but i wouldnt say there is a line the community draws

#

bc the community is not one entity that decides where that line goes

urban patrol
#

oh yeah itโ€™s for sure a gray area, i was just soliciting personal opinions or consensus if they had one

signal sundial
#

the line = grey area

uncut viper
#

personally, i would say "when there is literally nothing from the original in the mod"

latent mauve
#

I think for this question you should probably default to still asking the original sprite's author, because if you're in a grey area, it's better to ask if they require credit for a recolor unless the recolor is of vanilla assets

blissful panther
#

The line visually depicted. SDVkrobusgiggle

uncut viper
#

but even then, if you started FROM another mod, i would still expect credit

#

like, if you used their stuff to make your own

#

even if you ship of theseus'd it and it no longer has their stuff

blissful panther
#

Yeah, I'd agree with that.

urban patrol
#

oh iโ€™m glad you mentioned that, because iโ€™m not sure that would have occurred to me!

#

i come from fannish spaces and thereโ€™s a different attitude towards transformative works

blissful panther
#

Stardew is one of the more... strict spaces when it comes to this kind of thing too, I'd say.

urban patrol
#

makes sense i guess with such an active modding community

uncut viper
#

i think for me i would sum my feelings on it up with two questions

  1. could you have made it entirely on your own, without the other work needing to exist at all? if not, i would say credit is courteous
  2. if yes, did you? if not... i would say credit is courteous
blissful panther
#

I think more importantly for me, I would question why you would want to not give credit, even if number 1 there is true.

signal sundial
#

I think it also maybe depends on what you are trying to transform? if its a plant or a fruit or something, you can only change a strawberry so much, its going to look alike either way.

If you are trying to transform a npc or some character, this is more unique and personal to whoever created it, you will most likely still see the original no matter how much you transform it

uncut viper
#

yeah, importantly i am just saying it is courteous and not required. when it becomes required is definitely a legal question i would not even attempt to answer and theres many ways to be legally in the right when doing something uncourteous. but ideally no one wants to be making dick moves on purposes

#

even if theyre "in the right" to do so

blissful panther
#

Don't worry, by the way! I know you're just positing the question when would it be okay to not give credit.

#

Not that you want to hit that threshold to avoid it.

silver sand
#

ok, where's food in game assets

#

I caant seem to see it

blissful panther
#

Probably cursors. /j

iron ridge
#

springobjects mostly probably

blissful panther
#

Let's have a quick peek...

uncut viper
#

(i would also like to make it clear that I didn't think you were asking so you could get to that threshold either, dw from me either)

iron ridge
#

..why put that in here

urban patrol
#

oh for sure! iโ€™m very new to this and super curious about how things are done โ€˜round these parts lol

blissful panther
lucid iron
urban patrol
#

(iโ€™m also over here creating a whole ass bibliography of sources for people who have helped me/people whose assets iโ€™ve looked at and getting a little dizzy lmaooo)

silver sand
#

it's not in tilesheets not in loose sprites

lucid iron
#

are you looking for like "carp surprise"

silver sand
#

pink cake

#

or wtv its name

lucid iron
#

Springobjects psure

rigid oriole
#

@wise merlin is it about the dog lol

blissful panther
wise merlin
cunning kiln
#

Seeking opinion from other mod creators: I have a bug report for my spiral mine map shortcuts mod. The report says that when using data layers (I'm not sure what this is, but I think it might be another mod?) the shortcuts look different than expected. This doesn't impact gameplay and the shortcuts work as expected. Is this something I should worry about understanding/fixing?

rigid oriole
# wise merlin yes ;w;

So long as you aren't reusing my pixel art assets (which tbh are heavily based on the existing vanilla dog sprites, especially for the body shapes, so I can't claim too much there), I don't mind if you use the content patcher as plug-and-play for your dog breed mod. Publish it, make DP off of it, whatever. I personally don't think I've done anything novel enough with content patcher that someone using it as a template would be an issue.

uncut viper
#

if it doesn't impact gameplay i wouldn't really worry about it

lucid iron
#

Data layers is a mod that has a mode which shows accessibility

#

It could be that you have stray Building layer tiles

lucid iron
#

So those tiles r invisible walls or whatever

rancid musk
#

(I am going to be so happy when I'm done doing all these PRs and working in all these projects without nullable stuff enabled.)

cunning kiln
#

When you say accessibility, is this something related to, say, screen readers? I don't want my mod to be inaccessible to someone using assistive technology, but if it's just about optics, I don't know that I care.

blissful panther
#

(Looks like these are the collisions they're talking about. Some are a bit funky, but this one doesn't look close to game breaking.)

lucid iron
#

No it's like, where you can walk

#

Map collision

#

This mod is very useful for map making

#

In this case it looks like u can walk into the void

silver sand
#

WHY ARE THEY IN MAPS

cunning kiln
#

Honestly, using the vanilla tilesets to create something that looked okay was a nightmare. The idea of fixing something that isn't actually broken makes me want to cry.

silver sand
#

what

blissful panther
silver sand
#

giiirl

lucid iron
#

You just need to go and add like 4 tiles in Buildings layer ez

uncut viper
#

objects are in Maps so that they can be used in tilesheets

cunning kiln
#

So consensus is fix?

lucid iron
#

I am springobjects enjoyer

#

It's your mod so do what you want, i would consider it a bug personally

uncut viper
#

i would say walking into the void impacts gameplay. id fix it. But it's not gonna trash their game if you don't

cunning kiln
#

I actually thought I tested it and you couldn't walk into a void. Off to do more testing...

blissful panther
#

I would definitely call it a bug if the collisions they're showing are right, yeah. Granted a minor bug, technically a bug all the same.

#

I certainly wouldn't be rushing on fixing a bug like that over other priorities!

cunning kiln
#

Testing confirms that void access does occur from the correct angle. Time to tackle Tiled again๐Ÿ˜ฉ

#

Thank you for your help, everyone!

blissful panther
#

It's almost certainly a simple issue of thinking you were putting tiles on the Buildings layer, but you were on the wrong one. We've all done it!

lucid iron
#

H is your friend

rare orbit
#

Sooo i found right? In my experience? One way to test in game character spites is to summon em via "they stay with you" mod. I found this out by accident and if like me ya forget the input to make an npc come to the area you are? It can be an easier way to test sprites!

#

Also the mod "They Stay with you" works with custom npcs so long as you can spell their name out

#

Idk i figured that y'all should know that!

lucid iron
#

I don't think it's the best way to test sprites if the intention is to have them go on npc

#

Like sure they both animate but tswy/trinkets run on completely different system than vanilla NPC/animatedsprite

ornate locust
cunning kiln
#

Attempting to fix the void access somehow broke the entire map (three of the four shortcuts disappeared. I don't even know.) Time to put this aside and come back to it when I'm less frustrated with Tiled.

#

Okay, one last thing before I go -- can anyone see any difference between the following filepaths? Because one of these folders has 0 edited maps and the other folder has 2 edited maps (I saved as and renamed, just in case I had missed something) and they look completely identical to me. Has anyone heard of anything like this before?
"C:\Users[redacted]\Desktop\Stardew Mod Files\Stardew Valley (unpacked)\Content (unpacked)\Maps\Mines"
"C:\Users[redacted]\Desktop\Stardew Mod Files\Stardew Valley (unpacked)\Content (unpacked)\Maps\Mines"

lucid iron
#

Its probably whatever you redacted

cunning kiln
#

The redacted is my name.

#

That's all.

ornate locust
#

Yeah I understand why you want to redact it, but the rest is identical, so I assume it has to be the thing you redacted

lucid iron
#

They are otherwise equal strings so i dunno

#

Could have been jane.elliot vs JaneElliot for all i know

cunning kiln
#

Here it is with my actual first name replaced with Jane

#

"C:\Users\Jane\Desktop\Stardew Mod Files\Stardew Valley (unpacked)\Content (unpacked)\Maps\Mines"
"C:\Users\Jane\Desktop\Stardew Mod Files\Stardew Valley (unpacked)\Content (unpacked)\Maps\Mines"

lucid iron
#

Point is that u r the only one who can compare the real paths in this case

cunning kiln
#

I've never seen anything like this before; I'm not even sure why there are two mine files showing up in my quick access.

ornate locust
#

I don't think this is a thing we can determine if you want to change things is what I mean. Not saying to doxx yourself, it just has to be on your end

cunning kiln
#

No, I understand. The fact is the two file paths are exactly the same, but somehow they're showing me different file content. Now I'm wondering if this is some sort of weird malware.

lucid iron
#

As for fixing your problem iirc you did editmaps right

cunning kiln
#

Thanks for your help everyone -- sorry for bringing my frustration to the room

lucid iron
#

Did you have overlay or replacebylayer (the default)

teal bridge
# rancid musk <@831917573204738069> Hey there! I was looking through your mods and noticed a c...

Hey, as far as StardewUI there is only one place where this occurs and it is mostly a secondary behavior that should not even be triggered by any existing mods; that said, I guess they could be triggered in the future if you make the main menu easier to patch and add tabs to, so if it will help, I can stub out that GameMenu check into a separate static method that will be easier to Harmony patch.

Star Control's built-in actions should be easy to patch on a single line as well, although as to the question of who should be responsible for that, I don't really have a great answer one way or the other.

cunning kiln
violet grotto
#

I have a rather weird issue going on. I've made variants for monsters with Alternative Textures, but some of them appear to use the wrong textures.
These are all Frost Bats that I spawned, but they're using the alternate textures of that Bat for some reason.

lucid iron
#

Your EditMap

rancid musk
#

Yeah, the harmony patch should be easy. I just don't like patching other mods when it's avoidable so I thought I'd reach out.

lucid iron
#

The bat cave...

teal bridge
#

As a more general rule of thumb, since Stardew UI is a framework, I'll want to minimize specific-mod interactions as a matter of principle, making exceptions only for mods that are so popular as to be literally ubiquitous, like GMCM or (eventually) Lookup Anything. Star Control is somewhat more open about integrations, since it kind of straddles the line between a framework and a standalone mod.

violet grotto
#

It should technically only occassionaly spawn 'texture_0.png' as far as I can tell.

#

This also happened to the Haunted Skulls.

uncut viper
#

are you able to use AT to retexture monster variants normally? im not sure how it works, but Frost Bats are just Bats with some extra variables attached and not separate entities

#

Haunted Skulls are also just Bats with different variables

#

i think

royal stump
#

bats are one of the classes that set up their sprites and such at creation time, so I'd guess that might interfere with AT's sprite setup

uncut viper
#

(confirmed yes they are)

cunning kiln
# lucid iron Your EditMap

I'm going to guess it's the default, since I ended by opening the map in Tiled, clicking on the tile in the tileset that I wanted to use and then clicking on the map.

violet grotto
cunning kiln
#

(Which is probably not how it's supposed to be done. I'm starting to think it's a miracle everything isn't more broken than it actually is.)

teal bridge
#

(re: Better Game Menu) So, I can modify Star Control to check for the existence of some BGM API, if you want to create an API that opens the game menu to a specific tab. Though I make no guarantees about when that'll happen.

violet grotto
#

Other monsters seem to work just fine.

lucid iron
#

If you use lookup anything with datamining fields on there should be ModData about what AT texture name is picked

uncut viper
#

(speaking of "no guarantees about when," sorry focustense for taking so long with CMCT orz)

lucid iron
#

I wonder if you can do this with ftm instead bolbthinking

#

Is it a feature for mines monsters or only custom spawns

rancid musk
#

In the interest of letting users customize things

violet grotto
brittle pasture
violet grotto
#

Though I haven't tested the natural spawns yet. Didn't set up a save for that one.

lucid iron
#

Yeah i was wondering about ftm feature not your intentions

violet grotto
#

Oop

rancid musk
brittle pasture
#

Ah nice, thanks

lucid iron
#

For better or worse you have a rare flavor of mod here so i can't think of many examples of people doing the same thing

jagged sun
violet grotto
lucid iron
#

Yep

ocean sailBOT
#

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).

teal bridge
violet grotto
#

Yeah, I don't think FTM will be able to help me here.

teal bridge
#

Also, I think you could Harmony patch in a generic way for all mods, looking for any instantiation of GameMenu.

royal stump
#

SDVpufferlurk yeah, FTM only edits its own spawns' settings (for now), so it won't help if you want to reskin everything

rancid musk
#

I could but what if, say, someone instantiates a GameMenu and then immediately reads a field? Using a harmony patch to replace the constructor call would break that.

#

And just replacing it once assigned to activeGameMenu would be useless for the purpose of improving performance.

teal bridge
#

Well, you could do it with a whitelist of possible methods to patch. Even put the list in a config or JSON file somewhere.

#

I just meant in the sense of, your transpiler isn't really going to be particularly sensitive to the mod's internals.

rancid musk
#

It might be worth it to put a patch on GameMenu's constructor that just... trace logs that it's been called with a stack trace.

royal stump
#

bats are a specific issue because depending on their location (e.g. mine level), they switch textures immediately after creation and run the "reload sprite" method to set it up again

violet grotto
royal stump
#

I'm not sure, it may still be an issue depending on how AT handles sprite setup for them

teal bridge
#

Well, that's up to you. I'm thinking of e.g. what I did for AFS which is just to look up every read of Game1.random in every getFish related method, implicitly supporting custom locations.
(As long as they don't do... other unusual things like VMV does)

royal stump
#

I think spawning them in the farmhouse would always use the default "black bat" texture without mods, but if they're in the mines, they adjust based on level for frost/fire bats, etc

teal bridge
#

Logging usages of the vanilla game menu might help with... something? I guess users submitting reports saying it doesn't open or is slow for some specific case? But doesn't make it much easier for you to add widespread support.

royal stump
#

at any rate, it may be a bug in AT, which is a bit tricky because the author hasn't been around much

rancid musk
#

Yeah, at a certain point this is just a very tricky thing I picked up and I just have to do a bunch manually to minimize breaking things.

#

But it's fine. I've already got patches for most of the big mods out of the way.

teal bridge
#

If it were me, I would write one generic transpiler, and apply it to a list of type/method names by name only. If some mods are a little too friendly with the vanilla GameMenu for that to work, just don't add them to the whitelist.

rancid musk
#

I just might do that, in fact.

teal bridge
#

Obviously mods that actually add custom tabs to the vanilla game menu are probably going to require total rewrites for BGM compat.

violet grotto
#

Even found a naturally spawned Frost Bat, and it still looked like a normal Bat.

rigid oriole
#

Hey Khloe, does your Better Game Menu postfix the GameMenu constructor or something similar in order to replace it?

teal bridge
#

I don't think you can postfix a ctor. (And if you could, wouldn't help anyway)

rancid musk
#

It transpiles every instance of GameMenu being instantiated in the base game to replace those calls.

uncut viper
#

you can postfix a constructor

rancid musk
#

Postfixing the constructor wouldn't help with my goal of improving performance.

rigid oriole
#

i ask because I once postfixed the GameMenu constructor and am debating doing something about it because better game menu will probably receive a buncha downloads lol

violet grotto
#

I think I'm going to to have to drop the textures for the affected monsters then. No use in trying if the author of Alternative Textures isn't around much.

rancid musk
#

All the damage is done in the constructor

uncut viper
#

it wouldnt im just answering that you can do it

#

in general

rigid oriole
#

it was my very first mod and I'm afraid to touch it lol

teal bridge
#

Ok, I stand corrected on the can-you question. But what you definitely can't do is patch a constructor to return a different type that is not a subtype.

rigid oriole
#

the UI is held togeether with duct tape and prayers

tawny ore
#

Nah, instead of postfixing you gotta just prefix return false to prevent any of that nonsense from running to begin with

lucid iron
teal bridge
#

Skipping prefix on constructor sounds interesting, for sure.

rancid musk
#

Right, let me look at your allergy mod's code.

#

That's the one, right?

lucid iron
#

The sprites r great so it'd be sad if they r wasted

violet grotto
violet grotto
#

SHould we take this to DMs maybe, so that we don't clutter this channel?

rigid oriole
#

i have an option to open it as a standalone menu too, but I don't want to break better game menu for people with it installed

blissful panther
#

(A thread could be too, too!)

lucid iron
#

yea i say thread better

#

so ppl can gib input

violet grotto
#

Alright!

teal bridge
#

Ah, multi-menus... I've had so much pain over standalone+GMCM hybrids.

violet grotto
#

Uh, should I make one?

lucid iron
#

The sprites r great so it'd be sad if

rancid musk
rigid oriole
#

I do recall mine conflicting with spacecore's custom skills (hence why the menu is standalone via hotkey too, and disable-able via config)

#

it's def not ideal

rancid musk
#

(Bonus: People with Better Game Menu could switch between SpaceCore's Skills page and your Skills page on the fly.)

rigid oriole
#

that actually sounds lovely

#

what on my end needs to happen to make it work?

rancid musk
#

Just grab Better Game Menu's API and call RegisterImplementation() following the example from SpaceCore/Skills.cs I just posted there.

rigid oriole
#

(it is almost finals week so I probably won't actually be able to do it for a few weeks, but I can put it on my todo list)

signal sundial
#

does anyone know where the flooring and wallpapers are located?

rancid musk
#

Honestly, I can do it for you. It'll take me longer to fork the project than it will to implement it, lol

rigid oriole
#

If you want to write a PR, feel free, I could probably find time to merge it soon. (Although, do you care about the license your contributions are released under? If so it might be on me since I didn't MIT my mods or anything)

rancid musk
#

I do not.

pine elbow
#

Hi, if I have a method in Stardew Valley

public override bool answerDialogue(Response answer)

and I need to use Harmony to modify this method, and there is a public static variable, which I need to access, using ____Morris << the variable is called Morris

public static bool answerDialogue_Prefix(JojaMart __instance,Response answer, StardewValley.NPC ____Morris, ref bool __result)

Can someone tell me if this way I used to create my Prefix is โ€‹โ€‹correct?

brittle pasture
#

(pls post your code between triple backticks)

rancid musk
#

It's not. And yes, please contain code in ```s to help make it more readable.

pine elbow
#

But I didn't copy and paste an entire code, I just sent two separate lines, which are just the method headers.

rancid musk
#

It's important because it stops Discord from trying to do markdown formatting. You'll note how a bunch of stuff has underlines.

#

You can also put a backslash (\) in front of various markdown formatting characters to escape them to prevent that.

With backslashes: __Morris, __Instance
Without: __Morris, __Instance

pine elbow
#

Doesn't 2 codes in a single message work?

rancid musk
#

It does. You may need to use a \ in that first __Morris to prevent it from starting an italics block?

#

Anyways, getting back to the real question, you're not doing that correctly. Static variables are always accessed the same way, you don't need to add them to the method arguments for your prefix. You can just do JojaMart.Morris in the code whereever you're using it.

pine elbow
#

Is the ref with 4 "_" for protect only then?

brisk wedge
#

Would anyone be willing to do code review for a mod I wrote? I'm new to making mods so I'm just looking for stuff like 'you should have used content patcher for this' or 'don't write csharp like that' or other best practices

gentle rose
gentle rose
candid stratus
#

Do you need C# to display an image whenever you click an object (so the action field)
I'm guessing I gotta make a custom action event and make a listener for it in C# but I just wanna make sure whether it's also possible to do with content patcher

brisk wedge
gentle rose
candid stratus
#

I basically want to click a note on the ground and have it display what it says

gentle rose
#

before we start looking, it does work for you right now, right? you just want a review that everything makes sense

brisk wedge
#

Yes, it works for me. I'm mostly looking for a review thats like 'don't use this event listener' or 'this could have been done by content patcher' or 'this is terribly inefficient' or 'your sln file or csproj is completely wrong'. I'm not familiar with csharp or harmony or smapi or anything related to stardew so I'm worried that I'm going at this from a completely wrong direction

gentle rose
#

well, first note is that you don't really need to make a pull request to put code into your own empty repo ๐Ÿ˜… though obviously that's not a big deal

#

as far as I can tell, you aren't using harmony? it's not in your csproj at least

brisk wedge
#

yeah thats a personal preference lol, its easier for me to track changes since I don't really like writing helpful commit message

undone jewel
brisk wedge
#

I have some other code written that uses harmony that isn't commited to github yet so I just mentioned it in the message

undone jewel
#

for the accesory that i am trying to add TwTI am not sure if ive sone somethign wrong but it wont appear when i look for it

gentle rose
#

figured it might be! just wanted to mention in case your experience using source control was from PRs to other projects and you didn't realise

#

did you mean to leave in the barking? SDVpuffersquee

#

oh wait, it's got a config option, nice

#

at a glance, I don't see many glaring red flags SDVpufferthinkblob I'm not sure why you did

int farmerLuckLevel = Game1.player.LuckLevel;

instead of just using the value directly but obviously that's another very small thing. In terms of performance, there are quite a lot of loops there for something that may have to run relatively frequently but I can't imagine the game is doing things TOO differently SDVpufferthinkblob

gentle rose
#

but since you're using the object list changed event, why not keep track of the state inside your mod rather than recalculating every time?

candid stratus
blissful panther
#

(Can confirm, MEEP feature assuming I understand the need correctly.)

brisk wedge
#

If by state you mean the ladders that exist on a mine floor, its because I wasn't sure if a ladder spawning counted as an object changed event, so I was worried I wouldn't be able to get ladders that spawn from monster kills, although I guess that is easy to figure out

gentle rose
#

just generally any of the things you calculate that can be tracked, including that - but it sounds like itโ€™s worth testing to find that out

thick anchor
#

Could someone please send file where it contains all of Abigails dialogue?

#

i feel like on wiki there are some quotes missing

rigid musk
#

!unpack

ocean sailBOT
#

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

lucid iron
#

is the wiki suppose to exhausively list all dialogue

rigid musk
#

Chu it's supposed to list everything /silly

ornate locust
#

that'd be a long-ass wiki page

lucid iron
#

naw krobus would fit

#

( ๐Ÿฅฒ )

brisk wedge
#

I'll see if I can store more things as state, dunno if I trust myself to figure out when the state becomes invalid tho lol

#

Thanks for taking a look! โค๏ธ

candid stratus
#

Is it possible to adjust the raw frame just before it's drawn on the screen so I can adjust individual pixels?

calm nebula
#

No

brittle ledge
#

Okay, I have a stupid question about this objective type for special orders:

#

What do you do if the (vanilla) item doesn't have a unique context tag SDVconcernedCA

hot gale
#

Add it

brittle pasture
#

every item has autogenerated tags corresponding to its item id

#

parsnips (24) for example would have id_o_24

brittle ledge
#

okay so for stone it'd be like id_O_390?

brittle pasture
#

yeah, if you want to be sure enable Lookup Anything's data mining fields

#

and look at all the context tags

calm nebula
#

Or type debug listtags

brittle ledge
#

thank you! I went to the object data directly and didn't see a unique tag there and panicked SBVLmaoDog

lucid iron
#

i think tags are all lowercase

brittle pasture
#

tags are case insensitive now

lucid iron
#

cool

brittle ledge
#

that was also a 0 instead of an O anyway ๐Ÿ™ˆ

lucid iron
#

theres also like

#

id_(o)390 iirc

#

but u can just check all of em by creating a stone ukimasu

final arch
#

@rancid musk a mappage.draw postfix is not affected by your mod?

tribal ore
#

sigh Any way to make a door close during an event? /doAction only opens doors, and trying to make it work by changing the map tile is rather annoying

rancid musk
#

I'm down to two mods on my list that are open source and need patches written now.

final arch
#

(thanks for the RSV PR SDVpufferheart )

#

when is the planned release?

rancid musk
#

Sometime around the end of the month, depending on when all the big mods have their updates out.

#

Don't really want to release before GMCM and SpaceCore update.

#

I'm hoping to get it out before April 1st though.

#

But I wanted lots of time for people to do their own testing and accept PRs

#

I just put out Preview 4 with a couple more changes and fixes, including support for focus's Star Control mod.

#

Once more of the current PRs are accepted, I should probably drop into #modded-stardew and ask a few people if they'll test things for me, find any mods that've been missed so far.

brittle ledge
#

You can pass in more than one token in an i18n token, yeah? Would you delimit it with commas or | or

tidal stone
#

i can load in a new asset to stardew to retexture with AT right or do i have to combo it with CP?

brittle ledge
#

If it's a new item, you need both CP and AT.

#

If you're reskinning something that already exists (in vanilla or another mod), just AT.

tidal stone
#

aah ok

#

ty ty

#

the unique id for content patcher is Pathoschild.ContentPatcher right

#

i forgor and i dont wanna go looking for my content patcher to check XD

#

nvm nvm i got it man i need to sort my mods better

cunning kiln
#

I'm admitting defeat. @lucid iron would you have any interest in taking over the sprial map shortcuts mod? It was your idea originally: #making-mods-general message

lucid iron
#

what is the state of things rn yggy

cunning kiln
#

At this point I think I've managed to corrupt the tiled file, because nothing is working the way it is supposed to. Ironically, I don't even play with this mod -- I don't mind the spiral mine levels. ๐Ÿ˜‚ I'd rather pass it on to someone who wouldn't find it a major lift to maintain.

lucid iron
cunning kiln
#

If you'd rather not, that's fine -- I'll open it up to the server. I just figured I'd give you first dibs. (If you use donation points, I think it would be valuable -- it's a popular download. I don't use DP, so I'm not sure how it works.)

lucid iron
#

ill take a look later no promises

#

but ideally i just make it work and u post it

cunning kiln
#

Honestly, the amount of dread I now have opening Nexus because of this is not really healthy. There's only so much of my mental health I'm willing to give up for something that is supposed to be a hobby ๐Ÿ˜ฉ

lucid iron
#

you gotta remember it's just mod and no one's paying you so theres no need to do anything sleep

brittle ledge
cunning kiln
#

Between my mods I'm around 8,000 DL. But the issue is that there's something actively wrong with the mod and I can't fix it. (And, sadly, I'm not someone who does well knowing that I've let a flawed product into the world and can't fix it.)

#

Also, I don't want to have to deal with Tiled or think about Tiled ever again๐Ÿ˜‚

brittle pasture
cunning kiln
#

That is incredibly cool! Is that what you were aiming for?

brittle pasture
#

mostly there, I was weh-ing because crops code and draw code
final desired effect is a glass tank above the water

urban patrol
#

it reminds me of hydroponics

brittle pasture
#

that is the idea. aquaponics farming

cunning kiln
#

I'm just thinking how amazing it would be if those were rice crops. I think it looks great as-is.

urban patrol
#

awesome!

lucid iron
#

parsnip!

brittle pasture
#

hmm though jumping fish may clip through the glass tank

cunning kiln
#

Could they be two separate types of ponds -- a fish-only pond and a crop-only pond?

brittle pasture
#

the point is they're integrated though
if crop only pond then I'd just grow crops on the dirt

urban patrol
#

what is the correct way to make a map indoors? i started by editing the island cave map, thinking caves are indoors, but now it seems that outdoor sounds are still playing. i have the map property Outdoors set to false

brittle ledge
tidal stone
#

can you put multiple mods in the manifest section "contenct pack for" since im using both CP and AT? thought id check

uncut viper
#

No

tidal stone
#

Ah, ok

sour sleet
#

I'm having an issue with making a map patch for SVE. SMAPI is erroring saying that one of my maps has directory climbing when it does not. Any ideas whether this is specific to patching SVE?

tidal stone
#

i need to use both CP and AT for my mod which one should I use in my manifest?

#

idk which would take precedence

dusk mulch
#

welp i just played episode 1 of life is strange, but since i am broke and cant buy the other episodes, time to go back to making events

lucid iron
#

its kind of rare to want both CP and AT tho

#

can just upload 2 files

tidal stone
#

Oh so id have to make a CP mod that introduces the item and then a AT mod that allows color changes

lucid iron
#

what kind of item is it

tidal stone
#

Wizards Cauldron and the wizards circle with variation of colors from the wizard tower

lucid iron
#

furniture?

tidal stone
#

yup

lucid iron
#

you can just make more furniture think

tiny zealot
tidal stone
#

ig i could just CP it in i thought id do AT too just in case but that might be annoying

lucid iron
#

just think about how you personally would like to use it

sour sleet
tidal stone
#

!ContentPatcher

#

!CP

ocean sailBOT