#making-mods-general
1 messages Β· Page 250 of 1
Has science gone too far?
well presumably the person wanting to permanently remove tools does not want to place it elsewhere as the point was to remove it 
(I've been slowly duplicating all the special tiles in the Mayor's house to the community center for my Useable Community Center mod)
thats dope
The biggest issue with removing the lost and found is that after you inevitably give them back to tools through whatever method that is going to happen. You will want to add it back into the game, in case they lose the new tools, right.
True, was just implying (or trying to, I'm tired so might not be making much sense) that the String isn't hardcoded
no user facing string is hardcoded as far as I know? they all need to be translatable so
giving the tools back would be an issue yeah, you'd have duplicates in the lost and found
I probably misunderstood when you said you didn't know if the dialogue thing was hardcoded, is all
And sleepy brain went "the dialogue is in strings"
what I meant was like
"Is there a tile data for this, or is there just some code in the manor house that says if you click on x4 y9, open the dialogue"
im not a modder but im trying to edit/alter a mods forage spawns, can i post in this chat for help?
Yes don't do a block of code though. Use the smapi website.
!json
nice, smapi gave my this piece of info to what i did wrong, anyone know what it means ; Technical details: After parsing a value an unexpected character was encountered: ". Path 'Forage_Spawn_Settings.Areas[1]', line 159, position 4.
ok when i harvest my chamnomile its a π« object can i share my content json and someone see if they can spot what i did wrong?
Invalid json
" }"
Just post the link to the json. Like Kandi just did
oh my bad
ok
i copied the ore spawn ratio's from the quarry section into the forage spawn settings
before when i replaced normal forage with eggs everything worked fine
you forgot a comma on line 161, after the }
do i replace } with a ] ?
no. add a ],
ah i didn't realize it was the end of that group as well
ok
Thanks! It worked
}
],
"PercentExtraSpawnsPerForagingLevel": 0,
(whoops lagged and I accidentally deleted the msg)
just for archival purposes: I think you need to capitalize the C in the crop's harvest item Id

as mentioned by the others you'd need to deal with the mayor's lost and found box as well
a map patch to remove it should work?
What is the error about MoveEntries it looks right to me
moveentries error is likely a dependency issue
i have a new error about another } bracket, "Invalid property identifier character: {. Path 'Forage_Spawn_Settings', line 202, position 6."
it would be easier to find these json errors if you use a text editor/IDE that actually finds them for you. VSCode should tell you about these things ahead of time
otherwise your json is long enough and indentation off enough that its just kind of a pain to match braces
oh ok thx ill download it now
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
there we go
Can we remove such objects with content patcher? I would also remove starting giftbox
You can remove the contents of the starting gift box yes
....I guess you can't, but you can replace it with something useless like a piece of trash
where is the starting gift box data stored
you cant just remove that?
I want to remove all farming from game 
I start to remove tools and seeds
If you leave it empty you get parsnip seeds
Makes Lewis awful mean, took your tools and leave you trash as a gift.
So you could replace it with something useless yes
does the game not let you just remove the property entirely
is that the same as empty
Empty defaults to parsnip seeds
Hmm, I only found mod that allow change content of giftbox, is it possible with content patcher?
ive never touched a farm map
Science has definitely gone too far.
how
Woohoo first plant in sdv i made woohoooo
just set that map property to those coordinates i suppose
its somewhere on the maps modding wiki page im sure
okay, will search thx
I am very excited for this, I have always built my coops near ponds for ducks. Now my ponds can be where I need them π
I'm honestly very surprised at how little effort it has taken to implement this, lol
I don't even have any transpilers, just a handful of postfixes.
Thinking about it, with the right patches, you could do the opposite and fill in the ponds on the farm.
@ivory plume I am seeing that the 1.6 command for the farmer's gender in the dialogue "${male^female^non-binary}$" doesn't work if the player changed the farmer's gender with the Shrine of Illusions. The older dialogue token "^" still works though.
Its worked! I thought for a some time that it was a property of Maps/FarmHouse interior, but it is a property of the farms themselves..
Are you sure? Both cases just check player.Gender, so I don't see any reason they'd work differently in the code. If so, can you create a minimal content pack + save to reproduce the issue?
I saw it happening in this video: https://youtu.be/eBKhADhPuiI?si=Kg6Jb_cCM4pUhJlP let me get you the timestamps
#stardewvalley #mod #haley
This video is a continuation of a mod I have played before. It adds a pregnant Haley sprite and includes new lines and events, created by cptnmatruz. The previous video was only for a first child, so this part 2 is all about the second pregnancy
Download link
https://www.nexusmods.com/stardewvalley/mods/17206
And do...
1:10:41
Can you post the code for that line?
Does SVE Morris ("MorrisTod") permanently go away if you complete the community center?
Yes. If you only have SVE. The mod Marry Morris has him come back though of you use it too.
"Event.17206026.Haley.36": "I also want to give special thanks to my ${husband^wife^spouse}$, @. Thank you for having in me the confidence to do this.$l"
I did test my events using both a female and male farmers
Do you have an affected save which reproduces the issue (e.g. if you run the event using debug ebi <event id> in the SMAPI console window)?
cana noyone point me towards how i do the color tint overlay in content patcher for my foxglove flower D:
@ivory plume I'll try that when I get home, but for additional reference, at the 9:57 timestamp it does work, and this is the string: "Event.17206016.Haley.07": "Come on sweetie, your daddy is waiting for us at home.$0^Come on sweetie, your mommy @ is waiting for us at home.$0"
You can set the TintColors field in Data/Crops to enable random colors. By default the color will be applied directly to the crop's sprite; to have a separate tint mask, you can set the ColorOverlayFromNextIndex field in Data/Objects. (Feel free to ask if anything is unclear.)
ooh so if i do ColorOverlayFromNextIndex and put in the say hexcodes it would pull from that?
or wait
nvm i misread
jfakfjsldkf
How do you get the colors to randomize like do i set to field to "TintColors": Random",
or is that where i put the colorm format
Still a bit confused about this after having perused both SVE and Marry Morris code. Does 'MorrisTod' get 'removed'/set to null from Data\Characters after seeing the community center completion event? So I would need to add him back in? If the Marry morris mod is doing that I can't find it.
next to the Tintcolors field to i put the colors i would like it to randomize from? such as "TintColors": "hexcode", "Hexcode",
characters aren't removed by being set to null, usually
which is a good thing
odds are that sve removes him by just moving him to a warp room permanently or something
That's what I was expecting, but when I tried to reference him after completing the cc it said he didn't exist
the only event reference I see in his character file for SVE is "CanSocialize": "!PLAYER_HAS_SEEN_EVENT Any 191393",
Not sure how the code removes him. It takes him off the friend list, and he never enters town agian if you do the CC route. And he is not needed for completion. SVE may just hide him and shove him onto a waiting area map, I don't know. But if you have Marry Morris that never happens. Not sure how it does it either.
If you have a game with the CC done and Morris gone you can warp to him to see if he is in a waiting room.
Or see if smapi says he does not exist.
It looks like the marry Morris mod flat out rewrites his character data, I guess I'll try that
Interesting, you could ask Flash how they did it if you are comfortable pinging them. They are very helpful in my experience.
that's what I was wondering
Iirc Marry Morris had to patch SVE to undo that
I'm trying to convert a CP mod into an AT mod but i'm getting an error in my json file
dang so my asssumption was wrong because it wont let me put in hexcodes lmao
has anyone done the multiple colors of a crop thing before
ColorOverlayFromNextIndex only accepts 'true' or 'false'
Look at the cornucopia flower pack. I am guessing they have at least one flower that does it. But I am not sure what ones.
ok 
cornucopia only has ColorOverlayFromNextIndex in the objects json too
theres seeds with color tints but not sure if its what you need or not
because for example the blue mist is set to true but has no tint in the seeds json so i doubt it
From the mod page it seems like the roses have an option to be a bunch of colors. Not sure how it is done though.
or maybe it was an overlook, hmm
Crop data's TintColors
look at vanilla flowers
Can we spawn chest with loot using CP?
should be possible with FTM
I dont think so, but I beleave FTM can
so it is seeds afterall
heres a conucopia example
"Cornucopia_RoseSeeds": {
"Seasons": [ "spring", "summer", "fall" ],
"DaysInPhase": [ 2, 3, 4, 3 ],
"HarvestItemId": "Cornucopia_Rose",
"Texture": "Cornucopia.MoreFlowers/Crops",
"SpriteIndex": 17,
"TintColors": [ "#f52536", "#fff8f8", "#737391", "#f03888" ]
}
so i wanna update this mod that stopped working a while ago due to json assets update. How do i do that? like how do i update the json assets stuff in the mod?
https://www.nexusmods.com/stardewvalley/mods/5957?tab=description
I think if spawn chest in house out of bounds with tools, will be mail from mayor be sent about lost tools...
i wonder how hard it is to sync up with the item data so when you pickt he flower its the same color
no clue, honestly cuz it confusesme i never tried making a tinted crop
that should work I think
wdym
Does it specifically have to be that mod? Are you looking to just make berry seeds in a seed maker? Or do you just want a mod with berry bushes?
like when you pick a flower it stays that coolor im worried that if i dont sync it somehow ill pick a flower and itll be a random color not what was grown
ya i like this mod and how it does it but for now it seems that custom bushes mod is the issue with another mod using it to make salmonberry and blackberry bushes not always produce in the greenhouse
so i could try and wait but...
maybe just try out tint for now and see if your worries are warranted?
The $v dialogue command for starting an event... I see that it says it has to be at the start of the dialogue, with no previous commands. Does this therefore mean it is not possible to work this into a question?
I'm not sure what you mean, but it will work like how vanilla flowers work
Basically, I am wanting and event to happen (or not) based on the answer to a question.
oml that feeling when your code works just right first try
I use custom bushes and have never had an issue with it not working. Ui info suite 2 does say they won't produces but they actually do, it is ui info suite not pulling the info correct not custom bush.
But if you want to make that mod. you will need to do it from scratch. The JA converter mod does not work at the moment. So the code has to be re typed to work for CP. But it is possible and pretty easy to do.
https://www.nexusmods.com/stardewvalley/mods/20340 i have this mod's salmonberry and blackberry bushes planted in my greenhouse fully grown but isnt producing berries
how would i start doing this then? never done coding or anything before
One sec. Let me check. I don't have salmon berries specifically but I do use that mod.
One thing that might help shed some light is if you edit your CustomBush config.json file manually to have:
{
"LogAmount": "More"
}
It'll include more info about why it's not producing berries
weird thing cp is saying its ignoring my mod but i think my mod is working regardless, i dunno what thatsd about
It logs every check, like it'll say if it fails because of one of the conditions
not my mod so where do i do this?
Oh in CustomBush\config.json
oh ok
CustomBush doesn't have config options other than that, and it's only used for debugging purposes
only files i see in custombush mod btw so where do i go now
so i just put it in this location adn then what?
Looking at the code they should produce in the green house during every season, but only on the 15 - 21st
ya that is why i dont like it
i want a yr round producing one
FYI - That's how the content pack author setup the bushes, it has nothing to do with the framework
ah ok
The easiest thing would be to just change the code in that mod. if you dont mind doing that. otherwise you will need write your own.
how do i get to the code tho?
abnd what do i change it to?
aw boo
did something wrong
im trying to grab the mask i made next to it thats white for tinting
in the teabushes.json there is a line that says days of the month. you change that to what you want it to be. For example the mushroom log has "DAY_OF_MONTH even".
if you want every day you would just change it to 1, 2, 3, ect...
up to 28
post your png?
Ok, what's funny is a c# deep dive seems to reveal that maybe $v dialogue command is no longer used by the game? Or never was?
Do I need to follow a specific order for arguments when patching in harmony? Like I want to patch a function with definition int FuncA(string input1, float input2) on some Object. I want to change the result, have access to string input1 and float input2, and have access to the object this function belongs to so I can access its other fields, from what I can tell, I should be doing something like bool FuncA_prefix(string input1, float input2, ref int __result, Object __instance) but I've been getting an error
Mod crashed on entry and might not work correctly. Technical details:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> ArgumentException: Bad label content in ILGenerator.
at System.Reflection.Emit.ILGenerator.GetLabelPos(Label lbl)
at System.Reflection.Emit.ILGenerator.BakeByteArray()
at System.Reflection.Emit.DynamicResolver..ctor(DynamicILGenerator ilGenerator)
at System.Reflection.Emit.DynamicILGenerator.GetCallableMethod(RuntimeModule module, DynamicMethod dm)
at System.Reflection.Emit.DynamicMethod.GetMethodDescriptor()
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Span`1& arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at MonoMod.RuntimeDetour.Platforms.DetourRuntimeNETPlatform.GetMethodHandle(MethodBase method)
at MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.GetIdentifiable(MethodBase method)
at MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.Pin(MethodBase method)
at MonoMod.RuntimeDetour.DetourHelper.Pin[T](T method)
at HarmonyLib.MethodPatcher.CreateReplacement(Dictionary`2& finalInstructions)
at HarmonyLib.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo)
at HarmonyLib.PatchProcessor.Patch()
do i have to attach itdang it i panic closed my krita folder and accidentally overwrote the png
im gonna cry
and for the seasons part?
Wont matter as they are in the green house
@tawny ore since you're here I have a(nother) minor request/bug report for CB: Can you change this line from SEASON to LOCATION_SEASON Target? it's to account for custom location season overrides (like wildflour's 4 seasons farm map). thanks!
so like this?
oh thank godoness i have a backup i saved
(I tested with the map and the hops bushes when planted in the "eternal summer" maps only produce if the global season is summer)
(whoops, should be Target and not Here)
here's my png
yup
Yeah I can do that. I'm pretty sure that whole part got nuked in the refactor, but it's looking like the 1.0 branch will have at least one more update.
argument order only matters if you're using ___<index> convention. otherwise, it does not matter
$v isn't in Dialogue.parseDialogueString, so Imma call the code for it. Instead, I will head off to some dark hole of witchcraft to conjure a means to start an event at will...
You need to patch with a static method
ok so i ahve my png set up where i have a white mask next to the grown plant for recoloring, how do i get it to grab that and color that on the plant?
is there a way to make it only produce base quality berries? like no stars
you can edit the item query to remove the quality/quality modifiers field
thanks again! (also looking forward to that 2.0 update!)
do i just remove the whole line? or set all numbers to 0?
I am thinking it is the quality modifiers field but I have never tried that so I am not sure how. Here is the read me for the mod https://github.com/LeFauxMatt/CustomBush/blob/main/README.md
i cant also post my content json if need be?
The shop is including both sets of items, even though I have it set to Medium. https://smapi.io/json/content-patcher/8457e7de3e08400c815392f3c663d1e9
When is a content patcher thing, it's not part of the entry
oof thanks, the one time i try to actually write my own code and not copy paste boilerplate and it screws me over
wait nvm spoke too soon it is already static
it would be better to show your actual code then instead of example code
in the shop entry itself try something like "Condition": "{{Difficulty |contains=Medium}}"
this turns into "Condition": "true" if difficulty is medium
can i make the bushes walk throughable?
alternatively you can make two blocks that edit Data/Shops, only applying if difficulty is true and one if it is false
Not with that mod. Just download passable crops mod
k
"TintColors:":
you have a stray colon inside the string
also "ColorOverlayFromNextIndex": "true", must be part of the Data/Objects definition, not the Data/Crops one
Didn't work. You mean like this right?
"Id": "{{ModId}}_Salad",
"ItemId": "(O)196",
"When": {
"Condition": "{{Difficulty |contains=Medium}}"
}
no, remove the "When" block around it
put the line directly below ItemId
"When" is a Content Patcher exclusive thing, it has to be on the same level as "Entries"
not inside it
Does that mean, custom bushes don't work in ginger island at the moment? Have not tried, but isn't that how ginger island farm works.
ty ty selph
Ginger Island is locked to summer, but it also has "seeds ignore season here" so it doesn't really matter
I think it only matters for seasonal tilesheets?
Well, location season on GI is summer
So the order doesn't matter
ok new problemo
actually let me try something
whats the error if you dont write the argument name correctly
I have gone mad with power.
I... think this might be ready forother people to play around with.
how do i set the mask of the flower to be a different color on the top and bottom of the mask
you can't. as mentioned some time ago you can only have one extra color per object
can you build them overlapping? what happens if you move them when you do if so?
ooh ok
Harmony tells you it couldn't map an argument iirc
you can have the base color be green
ill adjust the colors more then
Every time you demolish or move one of them it forces a reload / re-override of the current map.
and if you want a gradient you gradually shift the opacity of the mask
ah I think its because i tried to patch an abstract method
The mask doesn't need to be greyscale though
You technically can design a building to be overlappable, and it just... overwrites part of the map.
If you have more than one building doing the same area, it's probably based on the order the buildings were built?
if they overlap though, does moving one not mess up the one its overlapped with?
But you should just Not Do That
could be nice to have modular pond pieces, though
In this case too I am using additional placement tiles to make a nice, accurate layout for the pond to make placement accurate.
When will she stop!? This amount of unchecked power cannot continue to be ignored.
Now that there r Pond what about hill
unchecked{}
Buildable quarries
I mean you could make anything with this that you could make with a map override.
Quarries are map props tho it might be a bit jank 
I think my phone just freaked out and did an app command π€ but I have no idea what
In retrospect I think I accidentally told it to quote chuβe when my phone freaked out. Lovely, lol. Could be worse.
I love it. Will it cause lag issues if you build a ton. Probably not, but just wondering.
It'd be neat if it could support arbitrary shapes, and you could tile-by-tile define the pond/land.
Pond painter maffs
ok so i managed to pick the foxglove in a vsariety of colors but idk what i did but the anim for pickign the plant is like a seedbag LMAO
time to fix that XD
things to do
-adjust colors
- fix animation
ty ty for all the help so far
As for lag, I don't... think it will? Mostly it just:
- Iterates over buildings in
GameLocation.MakeMapModifications()checking for buildings with map overrides to apply, and applies them if needed. - Transpiles
Building.draw()so you can have it not draw the main layer. - Postfixes
Building.doesTileHaveProperty()so that it actually picks up tile properties "under" your building if there's a map override.
The sketchiest one there would be doesTileHaveProperty() but I am also caching the laggiest part, which is getting the dimensions of the building's map override.
I did reach out to them and will see if they respond but I'm guessing the method is this since they literally put this one line of code as plaintext in the game (maybe just tired of people asking about this
): "String.851": "It's some Stardew Valley Expanded source code:^^private void OnDayStarted(object sender, DayStartedEventArgs e)^if(MasterPlayer.mailReceived.Contains(\"ccIsComplete\") || Game1.MasterPlayer.hasCompletedCommunityCenter())^Game1.removeCharacterFromItsLocation(\"MorrisTod\");^^private void OnSaveLoaded(object sender, SaveLoadedEventArgs e)^^if (!Context.IsWorldReady) return;^^Multiplayer multiplayer > Reflection.GetField-Multiplayer-(typeof(Game1), \"multiplayer\").GetValue();^^FarmAnimal whiteCow1 > new FarmAnimal(\"White Cow\", multiplayer.getNewID(), -1L)^^Position > new Vector2(96 Game1.tileSize, 19 Game1.tileSize)^^(Game1.getLocationFromName(\"Forest\") as Forest).marniesLivestock.Add(whiteCow1);",
So ur saying i can use draw layers
PONDS! PONDS!!!
That's not it
That's an inside joke from him
so....honeycomb farm finally achievable, huh π€
So far I've got five custom fields (which are prefixed with a unique id, not included here for brevity):
Map: The name of the map to load for override, does nothing if this is not setSourceA source rectangle to use (default is 0,0 and width/height ofMap)TargetA target rectangle (of which only the X and Y coordinates are used, which are relative to the building coordinates)ConstructionWhen set the map override will apply while the building is under construction, default is notDisableDrawWhen set, causes the building's default layer to not be drawn
I am sure he will respond. I have never seen (or heard) him not being helpful. You would be the first if it happens.
Hello I'd like to put your character in JAIL could you please help me? IDK I could be the first : ) we'll see
Oh, asset invalidation. I should definitely be watching for the maps to be invalidated so I can reapply things.
What are you trying to do
I think worst case is he say he prefer you not.
i tried copy pasting code to create a rarity system for forage cave spawns but i probs shouldnt since i have no coding knowledge, am i allowed to ask if anyone could create a rarity system for me (for reference, lines 102 - 111)? i will post the smapi link, and if im breaking rules ill delete my message asap
Actually he did just respond and linked to the source code, and said it can't be done with just CP
and now I see how the marry morris mod gets around it
Is this format farm type manager?
Since he didn't offer to put in an exception for me as well I guess he prefers that I not π
yes
My suggestion was gonna be you just make an antisocial L&O_Morris
Or a MEEP farm animal morris
If you do the second one you can toss him
That's what I'm doing for vanilla, so yeah that's what I'll probably have to do for SVE if the CC is complete
ok does anyone know why im picking seeds int he animation? i have the harvest item set to the flower
Are these freshly planted
After updating data
Btw cjb cheats has instant plant growth
oh it does
thats sueful
ty
and i planted them as seeds then waited like 11 days and they grew and when i went to pick them i got the seeds animation but the plant in my inv
Yeah like, did you change data before planting them
oh i dont think so
i just want to take the time to say, judgement-free, this is the funniest 'help wanted' post i've seen yet
some people paste the whole log in chat, some paste a single line. i've never seen someone ask for help with a single character
What is not working for you
i copied the quary rarity system and changed it to foraging but it stopped all spawning
Please help, this mod does nothing:
Is it possible to create a moderately sized expansion with CP only?
A lot is possible with CP alone, you can do almost anything that is possible in the vanilla game
SVE and RSV are mostly CP and FTM
It doesn't look like foraging supports the level stuff that ores do
well i just uploaded new versions for my mods
Oh that's reassuring
you only need C# for unique or otherwise hardcoded behaviours, there's a whole world you can do with CP alone
I'm thinking of doing an expansion 
Well you should just do it
Good luck...
Theoretically, you could make a mod that removes almost everything from the game, and then adds it back as a CP mod. So most of Stardew Valley's content could be represented as a Content Pack for Content Patcher.
another willing victim
I have 3 in my basement, I don't need any more. /j
Blueberry is ur expansion more C# than data yet
oh rip, thx for letting me know
Ooo are you doing an expansion Blueberry?
no π
it's only 'more data' because of all the stupid unique features with a dozen c# classes between them that need me to feed them data
Can you harmony patch a method in a subclass, even if it is not mentioned in the subclass? Like, can I patch Beach.answerDialogue? Or do I have to patch GameLocation.answerDIalogue?
it's eternally cursed to have someone, maybe concernedape, release whatever feature i just happened to be working on at the time to wondrous applause
You have to patch GameLocation
so i'll keep picking it up from time to time so that someone somewhere out there gets their big break lol
You could release just the lanterns
Thanks so much!
I was impressed with elaborate dialogue to buy cookie 
I also like the bg draw
Is that game1.background
oh that reminds me, it'd be fun to make fortune cookies. since she's a fortune teller
how has noone made a food with an oneaten action that pops up a random message
I feel like u can glue something together with spacecore+betas
yeah the whole cliff and landscape is Game1.background = new class : Background
(Eh, I would say vanilla game has a lot of very interesting hardcoded stuff)
i'm not sure how the summit does it in the base game, but i sort of had to make new clouds that fade out when they cross the cliff so there weren't cloud shadows on the sky
did you know that clouds are critters like squirrels? i didn't.
Terror
I was thinking of data-ing bg somehow but i am confused about all the chunk stuff
What do they mean what even use them
really you can make anything a critter, it's a real helpful stub class to just have some clientside sprites that layer and update and all that for you
Critters is your reasonable light weight not serialized or mp synced way of doing little animations
i forget if the lanterns are still Critter subclasses or not, cool little guys
Don't they use AnimatedSprite tho
Isn't that chunk stuff mostly for the nightmare background
Which would be net sync
Tbh background isn't necessarily hard to dataify other than the whole lighting engine problem
well the list of critters isnt netsynced so they cant possibly sync the sprite for each critter
If that true, I have a list for you to work on, so they end up in the actual game π€£ π
The issue is more like
I dunno which of these knobs to expose
Or if i should just shrug and subclass Background to do whatever i want
probably just subclass it honestly. but also if you have a custom-typed location you're working on you can just override where.drawBackground directly
not that i think many people do
I wouldnt just go around exposing knobs
That would defeat the point of framework mod
The thing i did manage is forest lighting and light rays
Mostly just "take the code and glue it on GameLocation"
going after sewer swamp gas next?
I guess i could, and bath steam
Best part of releasing a mod is discovering all the bugs you didn't know it had
Although i think i need to think more about the whole setup
Rn it is just "tag this map and get these mostly predefined light rays drawn for u"
It's got a mysterious feeling i think
(The lighting engine problem is that if you take a ring to the edge of a map with a background, it somehow casts a light on the background. Try it on island north)
yeah the game has no way of knowing that your background is meant to represent something in the far distance towards the horizon, there's nothing to try and crop or mask things 'sensibly'
hence silly clouds
Bruh. There are 2 colors on the secret note direction sheets, 1 HTML COLOR CODE DIGIT APART
Red is ffe6b8 and green is ffe6b9
That's awesemely hilarious!
YES!!! My thingie I was working on works!!! The sacred code is patched! U can now go for a swim with Lantana (after you unlock her probably four or so heart event, or somehting)!
secret note direction sheets? I don't recognise that asset ngl
You know the secret notes that have the arrows?
Like the one at kent and jodiβs house
when i picka flower it shows a random texture it seems off the object sheet
im trying to locate whats causing that
what do you mean when you pick a flower
like in game or in the jason
jason
gain
..
json
there
when i pick a flower to ahrvest it in the game it does an animation showing me grabbing a random seedbag off my objects sprite sheet and then gives me the flower
ok i found a line that i had set to false event hough its default is false so im seeing if having that there did it
It is still doing that? So it is not the same seed bag each time, but a different random one.
yea im editing my json further
yup still doing it lol now let me set this to true and maybe that will fix it?
π maybe i have the sprite set up wrong
i think i fixed it
time to test
no i just need to get the colors right π
*now
I'm editing a farm map for personal use to get rid of the fences in the map. I saved the map file with Tiled after editing it. I was told before I need to delete the image source part that has the path in it and just keep the name of the tilesheet there.
So intead of
<image source="../../../../../../Gaming/Steam/steamapps/common/Stardew Valley/Content (unpacked)/Maps/spring_outdoorsTileSheet"
it'd be something else, but I don't know how much of that to delete
!tilesheetclimbing
When creating or editing maps in Tiled, one common error is tilesheet climbing, marked by red text containing "invalid tilesheet path '../../..'. This is caused by SMAPI not being able to find the tilesheets needed by the map file. To prevent this error, make sure that you have a copy of all necessary tilesheets in the folder containing your WIP tmx file. Copies of vanilla tilesheets can later be deleted, but must be present while working on your map.
If you get this error with a completed map, an easy way to fix it is to open your tmx file in VS Code or a similar text editor, find all of the places with <image source=, and remove the filepaths to so that only the tilesheet names remain. For example, if the code says <image source="Content (unpacked)/Maps/townInterior_2" width="512" height="64"/>, change it to just <image source="townInterior_2" width="512" height="64"/>.
Thank you!
for your case you want spring_outdoorsTileSheet
For recipes, can you use specific produce items? I.e. cauliflower pickles specifically
the tile sheet is relative to Maps
maybe with spacecore recipes?
if you could do 2 tags at once 
yea need spacecore
You can set spacecore to require all context tags.
the nothing donut
everything bagel mod but it requires all types of jam, pickles, wine, etc...
(there's already an everything bagel mod, but im saying make it WORSE)
the ultimate pickle jar
can you use a dynamic token inside a when block like this? or what is the syntax "When":{ "myToken":"aCertainValue", }
yeh that's how I did dialogue changes for Qi's divorced dailogue - using when conditions + dynamic tokens
Chu what does that mean
item query recipes?
so instead of context tag i let u do FLAVORED_ITEM whatever to pick valid ingredient
that's a thing in Better Crafting
I just had the random idea to make peanut butter and jelly sandwiches of a bunch of different types
yes, crafting is just cooking with a fancier name
it does require you to add a dependency on BC, and doesn't work with LOC
idk why i just thought itd be fun
You can do that with Better Crafting, but it only affects recipes you craft within Better Crafting.
you would not be the first! #making-mods-art message
I never released that mod however, and will never will, so don't let it stop you
im glad someone already did it since clickCraftingRecipe scary
that is horrifying Chu
old screenshot
Though now I'm thinking I should add the ability to craft a flavored item by tagging one of the ingredients as the source flavor.
Ohh you made yours like... like an actual colored jam jar with context stuffs
It'd be cool if you did release that though 
soybeans butter and jalapeno jelly sounds horrifying
(I have this in Extra Machine Config
but I wouldn't be against you making it also part of BC)
That actually sounds yummy to me. I'm a fan of sweet+spicy foods.
selph i actually thought u removed the feature already 
I think at that point I'd want to set up Better Crafting's recipe overrides to affect vanilla CraftingRecipes, so the changes affect non-BC crafting.
That could be tricky, with how I've set up ingredients. π€
Will have to consider.
was it the one which explodes phones or naw
I never got around to, and now Cornucopia's upcoming cooking mod is going to make use of it
oh thats (un)fortunate you are in the clickCraftingRecipe trenches now
oh no, my clickCraftingRecipe patch
tbh when I learned that LOC doesn't work with any other cooking overhauls (SpaceCore ingredients mainly) that makes my decision to keep it easier
You could enter the "just require Better Crafting" trenches instead, I wouldn't mind the downloads π
like LOC is 10x bigger than my mod, and they are still in the clickCraftingRecipe trenches
Does better crafting support an event for "i just cooked something, here's the ingredients that went into it"?
I feel like there aren't enough cooking mods. There should be a Better Cooking.
Yes.
i'm actually deciding to maintain the mod I wrote since you offered a PR and forced me to look at it again lol
cooking mama
maybe i'll finally fix the "you introduced 200ms of lag every automate tick" compat from 8 months ago
one more question for Khloe... does better game menu support / plan to support custom tabs on the game menu page? I thought I saw a SS of you working on it a little while ago, but I'm poking around the repo and can't find the API
(Also if you do enter the clickCraftingRecipe trenches please make sure to coordinate with me to ensure Better Crafting support.)
anyway here's a list of clickCraftingRecipe trench diggers and whether they work together:
- SpaceCore (works with YACS and BC, and other BC users)
- Yet Another Cooking Skill (SC and BC, and other BC users)
- Love of Cooking (only with itself, but can use BC's menu to make it magically work with all other mods)
- Extra Machine Config (works with SC and BC, and all other BC users)
- Cooking Overhaul (only with itself, no BC compat)
- Allergies (SC and BC, you know the drill)
- Craft Anything (technically kinda sorta deprecated and not strictly cooking, works with SC (not sure?) and BC... you know it)
wow i thought it was romance of the three kingdoms but it's actually the spring and autumn warring states
Yeah, custom tabs are already in. You can find the full IBetterGameMenu.cs file here to see all the API stuff.
this implies better crafting is Qin 
thanks!
The API should remain pretty stable at this point, since I don't think there's any more important things to add.
The last thing I added was the tab context menu event.
edited my post to add another bunch of mods... anything else missing I'm wonder
This reminds me I still need to reach out to the Crafting Collections Page dev about BGM support.
I'm actually surprised mine ended up working with BC
It had to work with spacecore because i use spacecore recipes
@hot gale hey, I noticed that you removed the "AI" and "AI-generated content" tags from your mod and locked them so they can't be added. Was this by accident? I know you mentioned generating the portraits for your mod using AI, and they appear to still be in it.
Are you sure your mod works with BC? Like is it actually collecting the information to attach to the item?
ok caveat: once upon a time it did work and nobody has complained about it since
"it works on my machine!" /lh
i have broken crafting more times than i can count but that was without better crafting installed
i am credible π
(also I can't wait until I have the mental energy to be doing code related things again, I feel like I'm going to get there soonish after like two months of not)
Anyways, you'll want to register a global PostCraftEvent handler so you can respond to the list of consumed items and modify the output item.
ooo new C# event triggers? I should look into better crafting more 
I have not explored some of these frameworks nearly enough considering my affinity for c# crime
There are like... 3 or 4 events triggered by every single craft?
they aren't vanilla though, right? like you added them in the mod?
Yeah, they're Better Crafting specific, and only fire when using Better Crafting's menu.
There's CheckCanCraft, ApplySeasoning, PerformCraft, and PostCraft.
ngl I have yet to use better crafting
but that's because I didn't know it existed back in 1.5 and I haven't done a properly modded 1.6 run yet lmao
CheckCanCraft was added for LoC, and ApplySeasoning was just kind of added to make custom seasoning make more sense in general.
So many conflicting cooking mods to support. lol
what if we just remove cooking altogether
maxed out, ez
I feel like there aren't enough cooking mods. There should be a Better Cooking.
I feel like there are too many different cooking mods. There should be one that unifies the standard called Better Cooking.
I mean, vanilla doesn't really expose events... other than net events
there's something I really want to try to make but it requires me to basically come up with a small game of my own, like an expansion but not relating to stardew in any way
and ofc as soon as you WANT ideas you don't have any
competitive eating is a thing tbf
Mukbang mod?
what's the opposite of installing a mod
you should just make it anyways
That sounds like you're making your own game
Introduction of new mod: Uber eats
I am not but also ??? and also who knows
Pay godawful amounts of money for shit food that is bad for you
the idea I have is really a proof of concept but I need an actual idea for it 
community kitchen mod kinda comes with ubereats. when you finish the bundle you get ~gus on a bike~
there's food delivery kinda in fresh farm produce
i'd update that but the framework for it is disgusting
I just got an inspiration. What if a mod made skills deteriorate, and your levels could go negative. So then you have the opposite of Profession at certain negative levels.
it's just a fancy menu and the food teleports into your hand, but the idea's there
oh then the farmer could actually be like me. I'm negative on a great many skills
-5 Farming - Black Thumb skill: Crops have a 50% chance of dying
opposite artisian - artisianal goods sell for -40% bc you are so bad at it
Not a bad idea, you would need a limit though. Like -10 to 10
ngl this is already a terrible mod for balance so you may as well not limit it lmao
Just when I feel like I am good at coding I come across the biggest problem that takes me months to solve
-5 Mining you have to choose between using more energy while mining or decreased ore
this is a mod for when you want to break things 
-10 Farming, ranching branch choices: Enemy of Poultry - Coop animals attack you and produce 2x slower, or Enemy of Livestock - Barn animals attack you and produce 2x slower
-10 Cooking
nah, one of the options is a 10% chance to injure yourself every time you hit a rock because you missed
-100 foraging, cindersap is now a wasteland
-10 farming could have weeds aggresively take over your farm
Yessss
Hostile creatures start spawning on your farm in the weeds
the other option is it is now possible to overwater your plants and the threshold is random
good luck keeping them alive!
Watering just randomly washes away your crops
1 over the threshold and they die a gruesome death
jesus christ that's like 4 years ago
Negative Combat skills could be fun, you either debuff yourself or you buff the mobs
oh to be so young
did you know stardew valley was released 15 years ago
π΄π΅
2015 was 15 years ago..
Nuh uh
That is cool. Why is that not a published mod?
2015 was 15 years ago in troll years
did you know that the Barbie movie came out 12 years ago?
Did you know that the time since Stardew Valley was released to now is longer than the time since Harvest Moon was originally released to Stardew Valley?
-# Not really
it is a published mod, it's from community kitchen. it's just that when you make a cool feature as an unlock reward for another game feature it kinda doesnt sell itself very well
and also i didnt make an update for 1.6. which also doesnt make it sell very well
did you know that yesterday was 7 years ago
15 years is not that long ago. You are all acting like that is forever ago.
Man, last week was a long decade
My favorite factoid in that style is: Did you know the Elder Scrolls 6 teaser trailer was released closer to the original release of Skyrim than to today?
god I just want to write an expansion that captures the vibes of that sentence, is that so hard 
I'm gonna go make some tea and pretend I didn't read any of this
i had a dum mod idea where
you jump into da well
and go to stardew valley 400 years ago
genuinely loving it so far
Kids these days be calling Skyrim one of their favorite retro games
oh god so much writing though
-# Oh I thought you were gonna say you jump in the well and find the Lens of Truth /s
where u can plant trees and then get entire forests when you come back'
its a chrono trigger yep
No no, it's all exactly the same because Stardew is in some horrific liminal space where things are frozen in time
I watch the Little Mermaid in theaters when it first released. And I am talking the animated one. 15 years is not that long,
i think its actually not that bad to smoke n mirror
need to patch daytimemoneybox mainly
You go back in time 400 years and some things are the same and some things aren't and it's actually very creepy
the little mermaid is modern disney to me. 15 years is that long lol
I owned the banned Little Mermaid VHS
Is Skyrim really called retro? Now, I am feeling old.
||we weren't acting like 15 years is a super long time, the joke was just that stardew didn't exist that long lmao||
i wonder what ppl will say about sdv once it's as old as harvest moon is now
iI think it's 15 years old now so yeah retro
It'll probably be on version 1.21 by then
"does anyone know the best crop for summer" probably
And almost everything is dehardcoded
blueberry
Over in the knitting discord people were discussing if 1992 was vintage
Starfruit technically right
By then, Content Patcher will have taken over all the mods. Like ALL of them.
Yay! Hey Pathos, do you want my implementation for Data/Equips?
fun fact, it's actually ||hops||
can't wait for Data/HarmonyPatches
Data/Cecil
best is a bit subjective because to me the best is the most efficient in terms of space+time
true, my answer was assuming infinite shed space and resources
Just ask a physicist
Space is time and time is space
And at the start of the universe....
I'll ask Neil DeGrasse Tyson
(This is the book I'm reading)
if you don't have that much space (a likely scenario if you are experiencing the Canadian housing market) then starfruit is the best
how did we get from gus on a bike to universal entropy
ill have to check that out
sounds fine to me
this is a new kind of scope creep
my humble ask is Data/Moss
how are you already cropmaster button it's been 2 years
2?
Or 15?
i barely spoke before 1.6
says you joined in 2023
maybe like, 3 messages?
the honk on the better game menu options page is funny but i subclass the options page and now it's in my menu ahaahhaha
you joined on 17 march 2023. happy birthday π₯³
I have a stack of knitting pattern magazines from as far back as the 70s! it was like Β£6 for the whole stack
it was my first mod and i wanted a menu π
with checkboxes n things
if i did it today i would not do that
It is like the only menu in the damn game that let's you just insert buttons into it
Despite recent evidence, I'm not very chatty
it had scrolling and everything already implemented for me
button is bot confirmed /jk
a little scared i've been here since 2019 and you've almost got as many messages as i do
all my components r custom i just use the shell
no he'll just start talking about how birthdays don't mean anything cosmically again--
Anyways, real modding can commence
Thatβs not very chatty? Your at least level 25 right?
Not very chatty for having been here for over 5 years
i only have ~36k messages in the server total, so more than 91% of my messages are in this channel alone
Oh, I guess that makes sense
what level is cropmaster, 250?
500
yee
First post:
I'm interested in writing a mod that customizes spouse chores.
I found that all the chores are performed in NPC.marriageDuties() and I was thinking about setting some of the chore flags to true in order to prevent the default game code from running such as NPC.hasSomeoneFedTheAnimals since it's only purpose seems to be for chores. Does that seem like the right way to go about it?
oh, I thought that was rancher
I did not get an answer, but thankfully that implementation did work
Thatβs neat.
Perhaps one day I'll be there... in like seven years
anyway Matt has cropmaster so they're just a tiny bit over level 25 
my first ever post:
Poking around in CP and looking to add mod-specific config in the CustomFields field; do they have to all be string values or can I just stick JSON into it?
I feel sad that my first mod has been broken for awhile, but I just don't know what I want to do with it
this is swiftly followed by me posting a link to an illegal decompile repo, because I was stupid and didn't know better
oh wait yeah I meant desperado, not rancher lmao. oops
This is my 2nd time joining the stardew discord. A little over 2 years ago, I went through purge of my discord channels and left 90% of them. I only recently rejoined stardew.
My first post was literally announcing that I was new and unfamiliar with discord lol
my first message was about custom furniture back in like 1.4 I think
doing my "say iirc so no one can get mad if you're wrong" from my very first message, i see
(Iβm still kinda new lol)
I am on mobile so I can't sort by oldest rn
π mine was me commenting on someone's game being a slideshow... literally just that
how does one even get fps drops in stardew
I dont know, and it looks like it was in vanilla too
wtf
through god-given talent at running games on potatoes with screens
Did you ever get an answer to this?
Oh, know that I think of it, i was wondering about something
"bump"
i think since you can put numbers and bools in there a json would probably work
I think I was in chat helping with it
Yup, my profiles lies. I just checked. There are messages from me on this discord from 3 years ago. It only shows my most recent rejoining in my profile.
on the other hand you can just be 
The one for this server?
yeah I think you were haha
technically you could you'd just have to do the horrible json-in-json thing
yeah!
JsonConvert.DeserializeObject<GenericSpawnItemDataWithCondition>(JsonConvert.SerializeObject(data.ModData));
Would adding patches that extend the size of a vanilla map destroy every other custom npcβs schedules because the X and Y axisβs would have more coordinates added?
this is how i did nested item queries
not... what I had in mind but that would work
hehe thank you, I don't remember where I found it actually
I was trying to find something that felt like it would fit my Qi-Themed profile I was going to make one myself but I ... didn't wanna
snek behavior
actually now I'm thinking about a custom orm for moddata
stop giving me horrible ideas lol
dang if I knew this a year ago my solution would have been infinitely more cursed
i dont think you can put non-string data in a string customfields bc wont it just... fail to deserialize. like it wont even get the chance
well u cant put it in from C# for type checking reasons
cant change the way DataLoader.Whatever loads it
but i feel like cp prob just ToString whatever you feed it?
i do not think that is what it does
Pathos came out of the gate with some heavy hitters
oh oh something cool I did learn about assets though is that if you make a field type object, you can get raw JTokens from CP and process them yourself
"yep" and then dropping the hardest links known to humankind
processing raw JTokens is how i added Secret Note Framework compat, and how i do config in CMCT
oh rly maybe i dont need to do this stupid round triping for a Dictionary<string, object>
2nd modding post included Lookup Anything and Chests Anywhere. Like drop the friggin mic.
if you're working with Data/Powers you get a Dictionary<string,object> CustomFields for free
I still use those mods
but how do i obtain the JToken
you cast them
I wonder why that one is different
technically you cast to JObject
No Debug Mode to Debug Mode
either do a hard cast or do the is pattern
A change
ah i see 
JObject holds many JTokens, ed boy
JObject is also itself a JToken
Also let's be honest
My first comment in THIS channel was just me saying that I think the dangerous mines dust sprites were cute and looked like jellies
and then i asked about how sitting with custom furniture worked because it was a bit borked at the time
did you get an answer to your question
If you're consider jtoken nonsense
you can also just not use Newtonsoft at all
Please.
and just reflect into your objects
Consider your own data asset you fools
atra, i read JTokens bc i read peoples config.jsons manually
The obvious answer is to use toml, the superior format
i have it but atra i want to have arbitrary data models in my non arbitrary data model
the other time i used JTokens, it wasnt my data asset. it was someone elses in a different mod i didnt have access to
let me snek in peace ok
I am legally not allowed to criticize this since I used expression trees to avoid having to hand-write a large repetitive switch statement
ill be honest i dont know what an expression tree is
Godawful
so thats cool or im sorry that happened or something /lh
oh wait, im vaguely familiar, bc i looked at them for CMCT 2.0
truuuuue
i decided that was a way of pain
I just checked, my first comment was pinging Pathos about getting a mod to work with 64bit startdew. Back when 64 bit stardew was not the norm.
I regret expression trees
Dang, advanced topics, we got a guru over here /s
oh its ast but for C# 
though admittedly expression trees can make some IL-level optimizations that would be annoying to do in Emit
you say this like emitting IL isnt always fun? am i missing something
Not really but no
ast.literal_eval my beloved
Oh the days of the unofficial 64-bit
aw ok
Isn't unofficial 64-bit what brought Shockah into this community?
It's more the exec tbh
hm
I love transpilers I love il
I don't think so
to implement their own motions
Oh I'm thinking of someone else then. Whoever contributed towards that effort from the Terraria modding community.
c# has exec?
whatever casey used for console code
i never rmbr the name its some long microsofty thing
I guess you wouldn't need all of roslyn since you wouldn't be able to define new types
I still have my unofficial 64bit game. It has a ton of custom stuff I did to get mods to work. I will never play it but I can't bring myself to delete it. I still have the originals of Trents animals in that folder. I was the one that commissioned him to make them originally.
This was the start of something special:
#archived-modded-support message
My first message in this server was replying to someone asking a question about crafting. Fast forward five months and I've dropped Better Crafting and my second post is showing off its search function.
I feel like since then, there has been a heavy overlap between SDV's development and it's additional modding support
related, i had no idea that using if (x is var y) would be true for some x is null. somehow in my mind is would be non-null, even though is null is a pattern
Makes me want to guess the next subtle hint at something bigger to come.
would it? I thought that was never true
Like random person makes an unassuming post on a topic that they seem to know about
you specifically have to use var for it to be true
Did you not just see the buildable map edits mod
are you sure? vs has said before that a is string b and similar guarantees that b is not null, and I've yet to see that not be the case
ah but there you're using string b and not var b
Better Game Menu is pretty subtle. Most people wouldn't notice 13 individual PRs to 16 separate mods. 
I just mean first post clearly indicating you were in the process of research
Along with me not shutting up about it.
what's the point of using is without enforcing a type?
Oh, the first message in the process of research. Well, there was that buildable map edits thing I was doing earlier.
Like why would you have specific knowledge about crafting
well, it lets you declare something in a conditional statement 
are you crawling the archives matt
ah, I see. Evil Syntax
i was just surprised it didn't check against nulliness is all
Honestly I have subtle knowledge about most of the game at this point, so that's a lot harder.
yeah I would be too
i suppose you'd use the wicked syntax pathos posted some time ago for that, if (x is {} y)
I would never crawl the archives
I saw that! really useful, actually
do you know that i started modding to add slightly better custom bush - lookup anything support
I feel like replying to old posts might be breaking a rule, or at least a cardinal sin
-# My next mod should be "Slightly Better" and not just "Better".
my first mod was a cp conversion of my favorite xnb mod, primitive artisan equipment
Different Game Menu
Thank you for doing the things that I am too lazy to do
Different Game Menu. It looks exactly the same but differently
nono that's Same Game Menu. underrated mod that one
Yeah, Better is just like your opinion. Different is fact.
Working on Different Chests.
Maybe better, maybe worse. I don't know, I'm not your boss.
can't wait for Weird Chests
why oh why do we put so much more effort into mod names than commit names. surely someone's published Minor Changes by now
unironically though I have a WIP buildings mod called Funky Buildings
Weird chests. Just like a normal chest but everything you put inside it ends up smelling of old cheese.
gotta start going with the minecraft naming scheme for tweak mods:
Stuff Utilities
Blueberry's Things
Essential Tweaks
Yet Another ...
less machine configs, removes features from machines
hm?
Are you the same Wren I'm remembering, we used to talk I think
Chests that reorganize themselves differently every time you open them.
yeah!
meatspace has been pretty rough for the last while so I haven't been super active here
How about chests that are only slightly connected like junimo chests.
I get that I've been existing
trying to get back into things a little bit though bc I figure if I'm gonna have a bad time I might as well be productive about it
Like mostly the items all stay in the original chests but sometimes an item will swap to a different chest at random.
Per item-slot synced chests
Just like a checkerboard of synced items
weh, I havent completely defeated the draw code yet (Fish Pondering compat)
if i had the skill to draw digital art well i would be unstoppable in modding
I can do art but the tricky bit is that I don't get to choose when I'm in an Art Mood
fish pond render code is Evil and I'm afraid of the harmony crimes I may have to commit to get water working on a custom building
Did it need special art to be compatible? Doesn't it use the normal fish pond art? Never actually looked at the internals of fish pondering.
everytime i open my game it says its ignoring my mod due to invalid action field but all my action fields are filled out and the mod is working and nothing is being ignored so idk how to make it stop saying this
I am a just alright coder, I definitely get help for art, writing, and everything creative wherever I can
Custom buildings like these? π
it scales down the pond's render scale, so I have to adjust the math along side it
yeaaaah but manually copying the water spritesheet sounds horrible
selph cannot cheat for they have chosen fish pond
All I do is draw all day
Send the json
hm do u have to manually copy it 
!json
JSON is a standard format for machine-readable text files that's used by Stardew Valley mods.
If you need help with a JSON file, you can upload it to smapi.io/json to see automatic validation and share the link here.
When making mods, it's recommended to edit your files in a text editor with JSON support, such as VS Code, Notepad++, or Sublime Text. These programs will check for syntax errors.
is that actually a building or does it place tiles?
It applies a map override. I could fairly trivially change the code to update WaterTiles even if a building doesn't have a map override.
But placing tiles is pretty nice since you automatically are compatible with tile recolors π
First off, fix your errors listed.
oohh i see now
lmk if u need anything in particular from me lol
I donβt think anyone will help you when the errors are longer than your JSON. (quote from chu)
I think what I'm going to try for now is just marking tiles with the water property and see if the game correctly picks it up
i didnt notice them i will fix them now
but it really is just "math a new scale and use that everywhere"
It... might when the map is being loaded, but it definitely wouldn't update when you place a building on an already loaded map.
WaterTiles is calculated in loadMap
rats
This mod I'm working on should be out like... tomorrow, though.
speed 
It was much easier than I originally expected.
i do want to figure out the "paint a pond" thing one day tho
which wouldnt be buildings i feel
vague idea was u get a magic terraform wand
Actual map ponds.
Something about your move entries are wrong. But I am not seeing it on my phone. Sorry. Maybe someone else will see what it is.
there is an id error that may be causing it i didnt see until now, no worries
one day I would still like to make a buildable building with a custom-designable interior
I did a bit of work with map generation to that end but abandoned it because I couldn't wrap my head around making it play nice with MP
yea i wanted ACNH terraforming
I'm sure a lot of us have wanted ACNH terraforming at one point or another.
I've definitely put a bit of work into it myself.
i never even played ACNH 
I played a bit of it but I'm not good at sticking to daily things
it looks fun to just shovel some water wherever you want tho
I have, but not enough to know of any terraforming features 
and the other thing where u build a hill
aaaanyways I have some ongoing web serials to catch up on before bed, so I will see you all later
Bye~
You could do it with a bunch of buildings in different shapes that fit like puzzle pieces, but that would clod Robin's menu I think,
no i didnt want buildings
idk what im doign wrong with my move netries but thats what the error is
it would really just be erinth's map editor extended
Better Map Editor
but with some topology or whatever the relevant maff is
I meant "building" as in the buildable map edits Khloe is doing....
Which are still technically buildings. For something like the ACNH you'd want a custom system.
i think its very cool to build preset map tiles but again that wasn't what i envisioned
idk what im doing wrong here (where i was copying the example from: https://stardewvalleywiki.com/Modding:Shops)
why do you have a null
it said null on the example and i didnt know if i should tamper with it
the null on example shows removing an item
you never had this item so i feel like it just does nothing 
ah ok
That explains the errors. You removed the entries then tried to move them. Sorry, I am on my phone and code it hard to read on the tiny screen.
the error on id remains π
i really dont know what to do to get out of this situation because my error logs are too long apparently but thats the error its just repeated if i could just solve one of em i could solve em all
error? what error? Did you say what the error was?
i showed logs earlier but was told that most likely no one would help me because the rror log was 2 long
Your moveentries thing needs to match the id of the entry, not the item id
This is an example for you.
well not logs but my content json
I mean, we need to know what the error actually says
i used move to top instead but the rest should give you an idea
ty
remove the line in red
see it that works.
also just noticed you dont need this i think
i removed both and still get the same error
I can share the content json again, if you want?
yes please
No, I need to know what error it is that you're seeing in your log
since that's the source of your issues?
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 9 C# mods and 2 content packs.
it says its ignoring my mod but all the action fields are filled out
Nope, you have brackets misaligned
For example right here, the second set of moveentries is nested as if it's another action
Looks like your code editor has color coded brackets, so you should be able to see that those are blue instead of the correct color
I didnt know the colors meant anything except that red usually meant it wouldnt work
looking at the pasted code. you are also moving the same seeds twice. no need for that.
you can just get rid of the entire 2nd set i think
np, make sure to share all the info next time tho
errors typically say exactly what the error stems from, so if you dont understand what it's saying then a more experienced modder will
should adding the little icon for the specialorders board be simple? I'm on day 4 of trying to figure out the C# code for it. I was hoping someone had an easier solution or if someone could add the feature to content patcher.
I've already tried over 40 times but mod crashes when I try to add the harmony patch for it.
C#? I thought this was something that happened automatically
no apparently it's not a part of content patcher.
i couldve sworn ES quests have their icon
It take the icon from the character issuing it I though
yes they added their own code and I'm trying to figure it out.
I see
but I dont know how to do it.
Hopefully someone can make a small framework mod instead. I think I already tried too many times. I'll probably come back to it later.
I am pretty sure you can do it with CP.
Im nott using content patcher I'm usingg C# and idk what you mean by baby is the requester.
there is a hardcoded list of vanilla character emojis basically
the baby idea is bc, part of that hardcoded list is 2 Baby emojis
As "part of a saloon breakfast" adds a gus special order. And it has the icon. (I think). Is it just custom characters that need c#
I said I hope someone can make it simple and just implement it into content patcher
gus is vanilla
hshdhshd should i not use it? Tho as you say it's on an optional toggle along with spacecore recipes to allow the mod to function with loc
haha it's fine, if I wanted to remove it I would have done so months ago. All the complaining is just me playing up the clickCraftingRecipe situation
and like I said, it was only because of my perfectionist tendency (this has to work with every cooking mod!!!)
so you can only replace the emoji you can't add one?
without more C# this is true 
(feel free to use it as much as possible in Cornucopia)
anyways ill go make a PoC since ive made -2 process on my own mod today
well I'm on day 4 of just trying to do whatt you said but it's just crashing
not sure how to do what you said about the baby
well if u just give me like an hour ill do it
I was trying to add a postfix like you said ```json
public static void Postfix(string requester_name, ref KeyValuePair<Texture2D, Microsoft.Xna.Framework.Rectangle>? __result)
{
if (requester_name == "Annetta") // Change this to match your requester's actual name
{```
Remember... only YOU can prevent clickCraftingRecipe patches.
You just have to become the biggest cooking related mod and make all the littler mods add compat for you
unfortunately khloe's better crafting already homfed that title
(well, fortunately, really, because mine works with BC, and if all the other mods are forced nudged into adding BC support it will automatically work with mine as well)

im very excited for it

