#making-mods-general
1 messages · Page 251 of 1
I like that approach. 😇 😇 Biggest gets to set the standard. That would make compatibility question have a "correct" answer for who to send people too. 🤣 😇 😇
oh well people are just gonnna have to get used to nott having an emoji icon there.
that’s already the approach some people take. In mod comments. Loudly.
technically spacecore is the biggest cooking mod now. It's also the biggest forage mod, trigger action mod, crops mod, event mod, map properties mod, animation mod, item properties mod, buffs mod, crafting mod--
if ur cooking mod isnt compat with cornucopia what r u cooking even
I think that is perfectly fine. The icon is not really needed is it. I personally would not care.
i endorse better game menu api
And if a mod was not compatible with space core that would be a big deal. And the smaller mod others problem 😇
SpaceCore isn't big enough yet we need to PR more features into it
If it was big enough it wouldn't have Space it'd just be Core /s
yeah but problem is people think it's a bug
mark it wontfix
Oh, you are getting reports. That would be annoying.
wontfix annoys me because it permanently increases your bug counter
But I want to use it for "not my problem" reports
Ok im not getting any log errors but my ids are apparently still sillied up in my content patcherhttps://smapi.io/json/content-patcher/b6e29723cf6f463194d04536b48f6979
I dont even get any red lines on content patcher in VS Code so idk what color my brakcets are supposed to be if teir still the wrong color 😦
i didnt test this beyond making sure vanilla doesnt crash
yeah and I'm kind of a perfectionist it's the first time I had this challenge of it being very difficult
Did you ask Lemurkat how they did it?
Not an issue 🤾♂️
🖲️
this one is meant to work by customfields on the chara data
but idk i dont have a special order framework and ill die if i make any more frameworks i think
does it?
It doesn't help that Nexus takes 3 to 6 business years to update the bugs tab number when you do something to a bug.
it's red so i assumed so
the bug counter says 0 tho
some of my mods have this perma 1 discussion (it does not exist) so ive given up from caring about any number nexus presented to me
I really try to do it on my own before I ask but yeah I will look at your example thank you
Some people don't make the bugs fixed even when they fix them. That is kind of annoying. But one marked won't fix don't bother me.
oh btw dreamygloom
i doubt its relevant to you right now but i did make a thing that let you have light rays from islandforest
it will be in mmap next version sometime this weekend
lava remains hardcoded as hell but i'll tackle it eventually
I added it to my map aalso took weeks
i think im frustrated enough for today, imma play some video games and return to the modding 2morrow
You have stumped me. It really look correct to me. Maybe someone else will see it,
yea I even changed it to be like yours and specificed to position top and it said it was incorrect so idk
it said there was only 2 valid fields and that i was missing the ID entry but i have the ID entry in there so its like =_=
Really quick did you try BeforeID instead of BeforeId..... maybe case matters
lemme try that rq
Only thing I can think of. I hope it works,
Ok
Hi, would removing this tree path icon in a map patch cause disturbances if pre existing saves already have a tree in that location that may even be in use with a tapper? Would this small change upset people, or would it not be a big problem?
if you remove that tile, existing saves will not be affected. trees, bushes, etc. are baked into the save file and changing the map does not move them.
have you tried just using the actual mod name id instead of {{ModId}}
Ok. That's Something I'll need to consider than. Thanks
I havent, but ill try that
i dont see how this would help
ok then i wont change it
your patch to add "{{ModId}}_BleedingHeartSeeds" to the shop is after your patch that adds "{{ModId}}_Chamomileseeds" and moves it below "{{ModId}}_BleedingHeartSeeds"
that might be why it's not working? the move cannot find "{{ModId}}_BleedingHeartSeeds" because it isnt added to the shop yet?
wait, do MoveEntries always fire after every single Entries edit even in other patches
you could add a priority property.
or they can just move it, since this is all in their mod
should I move the moveentries to the bottom?
pretty sure move entries is just part of the patch , no? and thus goes at the same time as the rest of the patch?
in that case yeah move them
in order within the patch itself but then before other patches after it
yeah, your third patch (among other things it does) moves the shop entry for "{{ModId}}_Chamomileseeds" to below "{{ModId}}_BleedingHeartSeeds"
however, it is not until your 13th patch that you add "{{ModId}}_BleedingHeartSeeds" to the shop
i originally had them before parsnips but they wouldnt show up
could i have made it where they just dont show up int he shop at all that way?
what was your problem again, I only just tuned in. are they in the shop but not in the right order, or are they just not in at all
everythings in the shop but the chamomile even when i had them in before parsnips or jazz seeds
ah I see
"Entries": {
"{{ModId}}_Chamomileseeds": {
"Id": "{{ModId}}_Rosehipseeds",
"ItemId": "(O){{ModId}}_Rosehipseeds",
"Price": 15
}
},
you added the wrong item here specified the wrong ID here
it was overwriting the chamomile entry with rosehip seeds
Alright, I got a third of a way through writing an integration guide for Better Game Menu so time to relax and play games.
nice! hmm should I move FFP to its own tab instead of the quest menu
the quest log is already a pretty intuitive location though
No need to worry about some kind of gold rush for new game menu tabs, I think. Best to make sure it makes sense to have a whole new global tab in the menu and you're not just going for it because it's shiny and new.
got em to show up
now i have other problems but i will deal with that tomorrow
ty for the help!
(And if people don't make a ton of new tabs straight away, then it doesn't matter if I put off working on my scrolling tabs code a while)
brb making an add new tabs trigger action
i dont really like putting a menu in the game menu though 
partly because it used to be hard and bad compat obviously
but if i make the menu bigger than vanilla game menu it'll feel weird
What would be the steps to make forage not spawn on a specific spot? Like specifically if I'm adding things to the beach or making a character have a schedule point and I don't want them doing it on top of items
i guess you can use that BETAS trigger action to just clear whatever forage when you start event
Not for an event, just I want to make NPCs visit the beach but forage could be in the way
for schedule point u just do it from Data/TriggerActions i suppose, though i thought npc destroyed forage already 
aideen (ES) busts down this 1 tree in cindersnap every week
Powerful...
yeah npcs will gleefully obliterate anything in their path while moving
did u have non destructive npc maybe?
if there's a parsnip on the schedule point it'll be ground into a fine powder
Oh, I just assumed this kind of thing would be necessary, but also there are walkable tiles I'm adding like beach towels where some NPCs will stop on and I figured I should make items not spawn on them
see even if you can deal with vanilla im not sure how you would cover FTM
FTM respects nospawn tiles depending on the strictness level the FTM content pack author sets
maybe if you just ban placing items in general on those towels would that work?
TileData NoFurniture
adding some TileData to the 🟪 Back layer with the property NoSpawn All will prevent forage spawns tho
um
rn it says NoSpawn All : Combines NoSpawn Grass and NoSpawn Tree.
but yes it definitely prevent forage spawn
yep it does actually, GameLocation.spawnObjects() checks against IsNoSpawnTile(location2, type = All)
Ooh, okay, that clears up the matter a lot more, thanks 
but yes NoFurniture will cover both objects and forage
as you'd expect. from no furniture.
Guys do you know how to edit rrrr’s content.json file to let it compatible w polyamory sweet;)
what is broken about it?
Rrrr Is not compatible with any multi-spouse mods
this is news to me
I don’t want to make a new game just to marry wizard so
divorce :)
I’ve tried but once you decided to marry w him you have no chance to divorce
Its funny
And I can’t marry anyone else as well
They were be like:NO YOU ARE NOT LOYAL
Huh. I wasn't even aware it was possible to do that with CP
this sounds like high level of author intention then, not bug 
i was under impression its just regular ol spouse room issue with poly mods
Yes it is actually
The author says magnus is brokenhearted heart he can’t accept I have other men
i dont have RRRR on hand but since it is just CP mod my guess is some kind of mass rejectItem mermaid pendant edit conditioned on wizard marriage
it sounds like the author of rrrr chose to do this, in which case, I personally would advise against changing it.
strong 'i can fix him' energy
you can do personal edits all you want ofc, just would be rude to post it 
Ik but I have no patience to make a new game:((
Yes I’m asking for it and I’m looking at content file atm
Damn it’s complicated
its a big mod
Yes and this mod is perfect
To make a small map patch, I only need to have the portion I want as it's own little map right?
but otherwise i'd start by noting what exact dialogue do you get if you try to date/marry someone else
and search from there
Had no idea with where to edit
i dont have any more detailed advice for you because i never used RRRR
this channel can provide higher level advice but the specifics of editing RRRR is really up to you to figure out, bc people here arent gonna drop things to figure it out for you
do u think mod authors play long enough to get married in game
there is no one single edit that works for all mods

Back up save and use debug commands to yeet the wizard /half-serious
Wait how
why not try a debug command— dammit aba
/lh
I don’t even know this method🫢
click on the smapi console (the black window) and type debug divorce <npcname> with whatever the internal name of the rrrr wizard npc is iirc
Do I need to do this everytime I open sdv
wait nvm, no need to type in the name
just debug divorce
and no, last I checked you usually only have to divorce people once 
ig u can also just
I’ve never heard this way before
and debug get engaged iirc, and debug wedding. Though those are a bit glitchy because of said flags
Hey, I got married! And then I got impatient waiting for kids so I used debug pregnant and nothing happened so I used debug child so now I have an infant called "Baby" - and then I found out that pregnant had worked so I had another child the next day. Chana and her older sibling Baby.
they should teach this in school
i always wondered how it happened...
you use CP to add the asset icon?
in this implementation yea
but if you are just doing it for your npc you can skip it
Hey friend can we have some further discussion of this
yes it's an npc
If you allow:))
added already
the idea would have been add the modId/SpecialOrdersBoardEmojiTexture: "your/texture/target"
to your npc's custom fields
the texture should be 9x9
i was gonna do source rect but since it wasnt gonna be real framework i got lazy
How do I quickly edit the size of the map I made?
Map > Resize should suffice
K, I'll try it out, thanks
if you are lazy you can just keep the full size
put a from area
obviously bloating your mod 
not in DMs, but you’re welcome to continue asking things here
Oh, actually... instead of remaking the patch I want to apply, I could just edit a copy of the map and then resize that right?
Someone should dehardcode that
also if you ask someone that, you should really wait for their answer before DMing them anyway
Oh I see,I don’t really understand by type divorce debug:(
(East Scarpe has its own verison)
but atra if i made one more framework mod i'll return to dust
(everyone says "someone should dehardcode this" no one ever says "i wanna download this very very niche specific single-use dependency for my mod"...)
if I wasn't so behind on other stuff I'd cram that into EMP, but 
@wary crown just ignore the npcname part
What happens if you type divorce with debug in SMAPI? I’m not quite sure.❓
(I'll add it to SMD)
someone should dehardcode that and make it magically apply to all the mods that need it!
…it divorces your spouse?
dehardcode it and PR it to spacecore
I’m not sure what the question here is
all the features I want should be in SMAPI 
hmm
Actually I’m asking how to let rrrr(a wizard expansion mod) compatible with polyamory (multi-spouse mod)
i guess i theoretically can put this in special order notifications
forget nexus, we should manage mods via PR to smapi. we all must collectively agree to install any given mod
I thought you said the issue was not being able to divorce them?
since its got one other mysterious not notif thing
can the notifications be turned off though
the pathos approved collection
mods distributed like consolecommands and savebackup
Nah I want to know how to let them compatible
:<<
theoretically, im not sure theres anything technically stopping SMAPI from downloading mod builds from a centralized repo on launch and adding them at runtime
oh, then you’re back to what chu et al were telling you
- common sense
- pathos’ willingness to put up with our nonsense
It might sound like I’m a bit of a player, but honestly, I just don’t have the energy to start a whole new save file.
neither of those are technical challenges
we aren’t judging, we just can’t figure out what you want
That won't happen lol
Lots of people use polyam mods, it's normal. You just are not going to get step by step help to edit it because it's way too much work.
Oh its sad:(((then I probably make a new game instead,he’s just too charming
if all you want is to be able to marry someone new instead of your current spouse, divorce will work. If you specifically want polyam compat, then like Button and Chu already told you, we can’t really help you with the specifics
does polysweet have its own debug marry
Thanks I got that,but actually I’ve an new problem is the seasonal sprite won’t exist
I just downloaded the seasonal sprite for wizard but it seems overtime
if something in a mod is broken but its not your mod, then at that point its a #1272025932932055121 problem
Ohhh ok
Hi again, I think I heard somewhere that there is a specific way you should name copies of preexisting tilesets and maybe tmx files to help out with loading. Is there a short answer to this, or a wiki page covering this exact thing for reference?
you basically want smth like this while editing
yourMapPatch.tmx
spring_TileSheetWhateverFromContent.png
do not ship spring_TileSheetWhateverFromContent.png
the tilesheet should come from Maps/* folder
This is about adding a period at front so you can edit with the tilesheet in your map folder but it will use the tilesheet in the game when testing https://stardewvalleywiki.com/Modding:Maps#Local_copy_of_a_vanilla_tilesheet
considers content mod deploy again
Not sure if you meant that or using the z_ prefix when adding new tilesets to vanilla maps to preserve tileset order (no longer mandatory but still strongly recommended for performance reasons).
I was wondering about the z thing
I think so? Or new in 1.6 and nobody noticed lol
Do not ship? You mean all keep it in the same folder right, or is there something else?
do not upload your mod with this file still inside
i feel like ive exploded maps by not having the z_ tho
specifically the patch on vanilla case
You mean, no imbedded tilesets?
Ok, so embedding is good for vanilla tilesets right?
you are asking about the case where you use tsx
you can embed tsx yes, prob for the best 
I look at vanilla maps for referance, and they have embedded tilesheets. Thank you for all the answers. I'm trying to complete my first map edit soon.
it is, yeah
https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6.9#Other_changes
In Stardew Valley 1.6.9:
- The game now always finds map tilesheets by ID, which eliminates bugs due to mods reordering tilesheets. However, it'll still try to get it by index first in some cases (since that's faster), so you should still avoid changing the tilesheet order to avoid the performance impact of falling back to an ID lookup.
yea that tracks i havent done actual map making since .8
hard to search since it doesn't specifically mention the z_ convention or show up on the maps page, but yeah
You do want to have embedded tilesets as much as possible. Embedding just means that the data about the tileset is in the map file. It doesn't mean anything about the actual image itself being in the map file (which it cannot be). So when you add a new tilesheet to a map, add the PNG rather than using tsx files, and click "embed in map" in the "add tileset" box.
Ooo so we don’t need to add the z_ to custom tilesheets anymore?
you should
Don't stop doing it. And it's not just custom tilesheets, it's just any tilesheet you add to any vanilla map.
Don't have to do it for custom maps at all.
So it's no longer mandatory but still good to do for efficiency 
what are all the possible entries for quest types?
Basic, Crafting, ItemDelivery, Monster, Social, Location, Fishing, Building, ItemHarvest
Which one has the ability to spawn an item when you get the quest but not to display the "You found item! Better return it to person!".
i have no idea
Did we ever get any follow-up on that issue someone was having where Monster quests apparently don't allow for custom dialogue on completion 
better question, is the gold lewis statue spawning hardcoded?
addendum, i forgot LostItem and SecretLostItem
SecretLostItem?
im just a messenger
alright lol
seems like a lost item quest that just doesn't show up in the quest log or hud messages, at a glance
(as you might guess)
ah
no

it seems hardcoded to tile index 599 in the town, judging by Town.checkAction
case 599:
if (Game1.player.secretNotesSeen.Contains(19) && Game1.player.mailReceived.Add("SecretNote19_done"))
{
DelayedAction.playSoundAfterDelay("newArtifact", 250);
Game1.player.addItemByMenuIfNecessary(ItemRegistry.Create("(BC)164"));
}
break;```
I told you to make a report to the forums
(same goes for what appears to be a "lewis moves the statue inside if you leave it there" day update
I've never done it in-game, so idk)
Well it was another person who brought it up initially, just dunno if they followed through with the report
I don't recall you telling me to make a report
Then again I have the same memory as I do an attention span, and that's to say it's barely there
I also don't know how to make reports like that... or what forum you're referencing
hey guys! i have two issues that i think may be related. i'm making a custom beach map, which i started by editing a copy of the Beach map. the waves are walkable even though they're on the building layer. i also have two identical beach tilesheets for some reason. anyone know how to fix the collision issue?
!officialbug <- and attach a content pack that shows the issue
If you've checked that it's not a mod bug:
- Report gameplay bugs to the Stardew Valley developers here: https://forums.stardewvalley.net/forums/12/ (do a quick search first so you don't report something they're already looking into).
- Report typos or translation errors here: https://forums.stardewvalley.net/forums/32/
Alternatively, you can emailsupport@stardewvalley.net
Look at the vanilla beach. Invisible building tiles are used to block off the player
Eff it.
omg i never noticed, i've edited the beach map before but i assumed that it was the waves that weren't passable
damn invisible tiles lol
no WONDER my map was also all sorts of wonky with invisibles
I didn't remember my apologies
@ivory plume - this targetmessage is always overridden (SlayMonsterQuest)
Again, terrible memory for things unless I write it down or something.. ouh
(I'm not at home and can't put it on the forums anytime near soon.)
If you've had the vanilla beach map open while editing your one and you went into the vanilla one to look at stuff you might have accidentally clicked on a tile in a tilesheet in the vanilla map and then added that tile to your map. If you do, that adds the tilesheet used by the vanilla map into yours as well even if they're the same tilesheet - it's incredibly frustrating. The only fix I know of is to delete the one with fewer tiles placed and then place them again using the correct tilesheet.
oh man good to know lol. it's unfortunately... many many tiles 😩 (do i have to fix it, just wondering?)
↗️.
well it is a very specific interaction lol
if it weren't super random it probably wouldn't need hardcoding
has this happened to anyone else?
Both of them are many tiles? You can check by deleting one and seeing how many tiles it removes, then using undo to add it back. Then check the other one. (Make a backup copy of your map first just in case.)
I think there can be issues in the game from trying to have two identical tilesheets but I'm not confident about it.
yes there is issues with vanilla sheets being in mods, it will cause graphical bugs
You should thank Esca for the information 
yeah it's like 40/60 split between them lmaooo
ty!
you should thank blueberry for highlighting the information 
okay but anyone see this happen in their game???
Do you mean being doubled? Because there's not an issue with using vanilla tilesheets in mods normally.
the incubator just.., turned into a hay container
ty!
no i mean putting the file in your mod can cause issues
oh yeah i had already heard that!
Oh. But that wasn't what was being discussed?
but always good to reiterate
all good
Didn’t quite realise how much work an expansion is. Oh well, I’m committed now 
No worries 
But um my gif, does anyone have that happen?
right? i went from "hmm let me replace alex's sprites and portraits, easy peasy" and now look at me here two months later with multiple NPCs/locations/maps/events...
My guess for this is some issue with a tilesheet index but I'm not really familiar with how coops or barns work and I'm out so I can't investigate.
For lostitem quests can you put null or something so that nobody is attached to it?
wait, before i screw up a bunch of invisible tiles, should i put the waves on buildings and the invisible tiles on building2, or vice versa? does it matter?
So, I found the script I was thinking of for fixing duplicate tilesets: https://github.com/TomONeill/tmx-tileset-deduplicator/releases
Never used it myself though
it does matter: 1, 2, -1, -2 etc. layers don't take on the basic properties of their base layers, so for example, Buildings1 or Buildings-2 tiles won't have collisions by default, so are useless as invisible walls
awesome thank you, so glad i asked
that said, the base game Beach puts the waves on Buildings
both these and Farm_Island waves are given the tile property Passable T in the tileset, only to have some invisible Buildings tiles further out into the water so you can paddle
huh wait im dumb, beach waves are Passable T as well. the invisible walls are just one tile out
bump
ohhhh so you can walk in the surf and stuff that makes sense
ugh i just got done but i feel like i should move mine out a tile now too
you can always do it later, but you can do it now, too 
I'm honestly not sure? I mean you could try it to see if it works
what are you trying to do
I am trying to do something like that golden lewis statue secret note, so instead I am making a quest that gets added when you get the secret note and that quest spawns the item
Do the secret notes add any sort of flags?
Because if finding one of them does you could just do a when condition on a patch for a one time tile interaction 
i am using a framework which is very limited
Secret Note Framework does support trigger actions
set any number of trigger actions to be run when a note is first read
From the advanced features
So you could add a mailflag that way
You would just need to set your ActionsOnFirstRead field
I got it working 🥺 he gives you extra friendship points if you give him a coffee during the night market.
why a mail flag? i could just use a trigger action to check if the note was read
And if the note was read, what would the trigger action do?
set a one time tile interaction with PEEM
i honestly forgot i had PEEM
Hey guys if I want to make a seasonal building mod,how to edit content files
For island farmhouse
Kiis, am I making this mod for you or not?
Because if you don't want me to, please let me know so that I am not wasting my effort.
I do want 🥺🥺please
But for now if you are making the mod for me so I can use this to create an island farmhouse on my own,instead of using others images
I can make it and you can put whatever image into it that you want provided it's the right size.
But I am going to ping you in my thread so we can discuss it there.
Yesss thats what i want
Would it be possible to set a dynamic token then when a secret note is read, set the token to true?
you could always use the HasFlag dynamic token with a mail flag 
first i need to read up on dynamic tokens
ohhhhh
i get it now
its just a better trigger action in a way
what is everyoones obsession with mail flags? i am a bit confused on that aspect
games are about progression, flags track your progress
okay so i would use a dynamic token to check for a mail flag if i have read the note, then if i have then place said interaction?
wait wait wait
i am making this so much harder on myself
PEEM entry > When > Secret note read
HasFlag is the dynamic token that checks for a mail flag, it's available to all content packs
you just need to send your mail flag from a trigger action on secret note read as described earlier
(peem is a custom version of meep that decidedlyhuman made for me, ty btw)
I have it clearly stated in the permissisons session of my mod that nobody is to edit it, so I don't have to worry.
If that is what you are talking about
nope no idea haha
Hi loves! Are there any events which have a splash in them, via a Temporary Animated Sprite? (or otherwise...) Basically I want there to be a splash when the crayfish goes back in the water.
As long as it works I guess, since nobody is going to edit the mod.
i don't think this is true either
well its fine now, we can drop it since i am using another way
@blissful panther Is there a conditions entry possible for PEEM?
can you use VS code for SMAPI mods?
cuz Visual Studios 2022 which was what i was using no longer supports mac.
You can
I think
Someone correct me if I am wrong
I recall there being one already, but I'm not 100% sure if it was removed at some point... I'll have a look when I get to my computer later!
I forget what version of .net 6 is required. website only says .net 6 but doesnt tell you which one to download.
And yeah, you can use VSCode. Unfortunately though, you'll be dealing with some quirks, and no real guides on the differences, because nobody's made one yet!
what platform does have a guide...im familar with CP but i wanna learn SMAPI now.
For you, one of those two.
I have an M3 so i will download ARM64
looking for a good guide but not sure if there's one.
is there a guide for JetBrains? thats the only other supported platform for SMAPI on Linux and macOS
dh your monitor's rotated by -0.03deg
based on website
But it looks inconsistent, like there isn't a section for how to add a NuGet package in Rider. That should be easy to google though.
(And fortunately, those Rider screenshots are not off by -0.03 degrees.)
How to Add a Splash to your Event: An Exceeding Brief Tutorial
copy paste this command!
temporaryAnimatedSprite Maps\\springobjects 48 16 16 16 150 5 1 X Y false false 5 0 1 0 0 0 color white
Fill in your own x and y for where you want it to appear!
This concludes this exceeding brief tutorial!
Huh, good call, actually! I'll have a look over the different sections to see where Rider stuff is missing.
you think i'd be better off virtualizing windows since there seems to be a lot of compatability issues?
Parallels desktop has a high powered version made forgaming
What compat issues are you seeing with Rider?
no. im just saying most guides seem to be geared more towards windows and not mac/linux
A mod that adds a Recycling bin in the town and lewis pays you every weeks for the amount of Trash that you put in there
I know there are people here who use Rider. I assume from what he just said that DH is one of them.
oh ok. nvm then. i will check out rider. does a smapi modder beginner guide for rider available?
Tbh i think all the basic stuff is fine on linux
I don't think there's going to be much difference once you've actually created the project.
There's some jank around debugger and hot reload mainly, rest is fine
Some definite issues with debugging using Rider with SMAPI on Linux, and Matt still has issues with hot reload.
I wonder if it's worth adding vsc setup instructions
I do not know how to use the debugger on VS22 so I wouldn't be missing much if I switched to Rider xD
I been hesitant since it's honestly suboptimal and if you are insisting on it like me it's not that much to figure out
i might virtualize windows since most developers here seem to be more familiar with windows than mac/linux so i think i'd get more help if I am on Windows.
I am getting Parallels desktop now.
thats designed for high power use
I'm half of the mind it might not be, because it's all CLI, and people who would be comfortable doing that can likely figure it out already.
True, but that doesn't feature in any guides for anything I don't think!

Most of the more knowledgeable C# mod-makers here are not actually on Windows, I don't think?
You r talking to at least 2 people who don't use windows for c# development right now
I can't name anyone who I know for sure is on Windows.
(I am on Windows but I do not count xD)
Well, Pathos for sure!
Is he? I didn't know that.
here i thought i was infamous for posting blatant windows 7 screenshots
Hmm sus
shamelessly
Pathos, that is, not blueberry
That's why his mono repo is broken out of box for me 
oh never mind. i decided not to do parallels.
Weird problem with builds creating a _release folder if i forget to remove $(SolutionDir)
scratch what i said.
Ik casey is also windows
I vary. Sometimes it's Windows, sometimes it's Arch (by the way).
Bc I have to fix weird case stuff when i need to build her mono repo
yea. if i can get good help learning SMAPI modding as a mac user, i will back out of windows virtualization
But the point is just,
Hopefully for your sake you never have to build my monorepo chu xD
true. lmfao
bet you wouldn't say that if someone was choosing between notepad and notepad++
i beg you pardon? i couldnt understand what you said
My real setup is Neovim and dotnet. /j
NoU
I can build my repo 😛
I bet it's not too bad... right?
That was to chu about the fact that a windows repo won't build correctly for them. Don't worry, nothing to do with what you need.
It was bad enough that i tried once and was like well let me just cherry pick it
yea. i decided to back out of parallels desktop idea
stardew valley performed poorly on parallels desktop when i tried months ago
apparently from this reddit thread, VMWare performs better than Parallels Desktop when it comes to games.
also to clarify, the reason SDV performed poorly on Parallels was because of all the mods
https://www.reddit.com/r/macgaming/comments/jqq52j/gaming_in_a_vm_parallels_desktop_16_vs_vmware/
based on research Vmare fusion is free and performs better so if you are a stardew modder or modded player, i recommend vmware
Why would we be using VMs when Stardew runs natively in Mac, Windows, and Linux?
nvm i was just mentioning it. scratch what i said
Is this the correct format for adding trigger actions into dialogue?
"HitBySlingshot": "That will cost you!$5#$b#$action AddMoney -500
i don't believe you need to use $b there, you should be good to use $5#$action
im downloading rider now.
it sucks visual studios is dead. the vs code there's too many hurdles with the website not updated for SDV modding
i've never tried, but i don't see why not 
Rider isn't a good choice for CP mods
and neither was Visual Studio
but rider is good for smapi mods?
if by SMAPI mods you mean C# mods, then yes
thats what i meant. sorry for being vague
What do you reccomend for CP mods?
it's not you being vague, it's the wording used everywhere
for CP? any good normal text editor
which includes VS Code
they're working on macOS in case you hadn't read
I use VSCodium, Sublime, and N++ because I am needy like that
them being on macOS doesn't change anything in my reply
VS Code works the same on macOS
Please, I use vim for work ||kill me now||
and Rider also works on macOS
since i am so used to VS2022 is it easy to adapt to VSCode?
and can you use the text editor feature on VSCode for CP, trying to limit the amount of programs i got installed.
i don't think i'd recommend VS Code to anyone just starting with C#
or with actual programming languages
You will really struggle trying to use VSC for C#
i am more experienced with CP which we know uses JSON.
then what is the ideal alternative then hmmm
If you need lightweight, use Sublime or N++ for the CP mods.
Rider as has been said
didn't you say you're downloading Rider already
i already downloaded Rider.
and you're planning to use it for C#/SMAPI mods, correct? not CP?
i plan to do both.
i dont plan to ditch JSON anytime soon as i got an unfinished mod that i abruptly ended support for and got some angry users on NEXUS comments
It's actually pretty good for python
i write a lot of json files in VS2022 on windows. why shouldn't rider be fine for the task?
VSCode. We generally recommend it
like why doesnt json work on rider?
i never said it doesn't work
Avi writes her CP mods in VS22 because she is a gremlin
I don't understand why you would lol
yea. i am a holdout on stuff. i wish there was a way to find VS2022 as i uninstalled it
if you already have VS/Rider open, and are familiar with it enough - just use it i guess
well sure, if those numbers are part of a project i'm working on lol
VS is a bloated PoS I only put up with for c#
Anyways
Some people have weird flows.
i'm not about to open VS2022 specifically to edit a json file, but it's open already and comes with a solution explorer to navigate between them
Like this neurotic enby, who still uses vim at work like a heathen
see, but that makes sense
but if your mod is exclusively JSON, then why
true. i honestly might try to create my latest Improved Shops update on Rider to see how it goes.
my mac only holds 256GB disk space so i gotta be frugile with my space
I think there is a niche in the market for more island farmhouse variety and I am now ideally placed to fill that niche. If only I wanted to.
I use VS for CP, it... mostly works. Occasional quirks, but I don't recall them. Spell check would be nice though.
Definitely unrelatedly, any time in future I say "I can make that mod in ten minutes", somebody please hack my computer and lock me out of it.
well you can use Edit > Advanced > Toggle spell checker, but i don't see it actually doing anything
I would probably use a text editor, except, the jsons all open with VS, and now I am used to it, and changing it would drive me mad...
I think I tried that, and it didn't do anything for me either.
oh, it doesn't bother reading json files
That's truly hilarious!!!!!!!!!!!!!!
if I did github, what are the possible benefits of github???
Backup, versioning
in fact it only seems to care about americanising my variables 🌎
I assume you're not asking about github as an alternative to a text editor or IDE
noooooo no no no
i was thinking about integrating github
but was curious about what the benefits are before i did
using git is also great for working on multiple versions at once - like, you're preparing a huge update, but it's not yet ready for release. but in the meantime, someone finds a bug in your mod and you want to fix it and release it, before the huge update
int bonzaNpcCount = Game1.syntaxmissingherebecauseI'monmyphoneandforgetthefieldforit.Where()...
I bet it'd hate that.
I had no idea you live in Australia too xD
Just when you thought American Imperialism couldn't get worse! 🤣
is it good for opensource? i like making my mods open source as i dont feel it's fair to restrict codes
hi from sunny sydney. it's 25c at midnight
Y'all got Florida weather!
I have my ceiling fan on medium right now
Are you making ur mods open source without checking it into a git repo
I suppose you could obviously but it's annoying
However it is apparently a chilly 23c outside
It's a balmy 40F here in the PNW!
The vs code instructions for setting up a C# mod is
- Install C# dev kit
- Use command palette to make new .NET project, choose class library, target net 6.0
- You now have a sln and csproj, follow rest of wiki's steps on making the button press mod
- In solution explorer right click and click build from context menu
Solution explorer kind of sucks to use so most people use the cli dotnet build
got a ceiling fan but it aint enough. my window AC broke last summer so next month i gotta buy a new one for $500 rip me
would i be better off using github desktop app or using it through my browser Safari?
The lesser evil is GitHub desktop app
Most IDE have git support though
i already connected my github to rider. just now
Then why would you need anything else?
so do i need desktop app?
What kind of mod are you hoping to make?
still in the planning phase but wish to make a wedding expanded which includes a reception at the Saloon. but still trying to iron out details. also i wanna finish up my already existing Improved Shops so I can put that mod to rest.
yes i do.
You can just use Rider for your git stuff, no need to get github desktop
I wonder how hardcoded the parrots' positions are
Birb.

Excellent, I was hoping that question would bring you out of the woodwork Atra 
What is meant by parrot position
I want an island farmhouse that is two tiles wider. I should be able to achieve that if I shift the obelisk parrot left by one tile.
I'm away from my computer and can't do a single thing about it
The obelisk is 3 wide tho
Obelisk isn't in the way
Are u sure u don't mean the mailbox parrot
I can’t make NPC events with just CP, right?
Incorrect, you can.
Oh wow so I can make an entire NPC purely with CP?
what do you mean by "NPC events" because events are just CP
I could move the mailbox parrot but I am sure I don't mean it lol
Yes absolutely.
I wasn’t sure if I could make cutscenes with CP for some reason!
I was confused because if you do extend farmhouse that direction 2 tiles
Cutscenes and events are different things according to the game (kind of - cutscenes are just hardcoded events as far as I can tell)
Don't you cover path to obelisk
we would not have nearly the number of event and NPC mods we do if you can't 
No, there is still a one tile path up to the obelisk
That’s cool thanks… now to make some concept
That seems suboptimal to me, an obelisk enjoyer
Do you need to walk up to an obelisk very widely?
I want to see it
That's understandable
If moving the mail parrot is the same amount of work and I'm capable of whatever work that is, I'd happily move it instead
Why is the island farmhouse becoming wider
ill take look at birbs later
I just thought it might be more complex since I'd have to move parrot and then mailbox
Birb!
Oh just because my stupid "I can make this mod in 10 minutes" claim involved offering to replace the island farmhouse with a texture that turned out to be two tiles wider than the island farmhouse is.
An idea i had once is
Just to be clear chu, I am not requesting a framework for this xD
A total of one person may use this
Buildingfy all 3 things on ginger island
Pls do
Also pls walnut movement framework
At this rate I won't even have to release SMD, it'll just be a chue framework 
Nou
Anyways
The reason for wanting building-fication is so that you can use skins
Emoji icons have easily steal code
Does "very hardcoded" mean "someone who is a beginner to C# would find it impossible to move a perch using C#" or "very hard to dehardcode"?
Very hardcoded means mr ape put the number right in the code
I need to figure out subevents to allow custom click events to run arbitrary event commands
usually it means "hard coded in the middle of some method that you couldn't easily harmany patch out
You may or may not need a transpiler depending on where the number is
Hmm I see
Move a parrot, which seems unlikely to be within my capabilities.
You don't need anything fancy
I could probably do it semi trivially in a few lines of c#
If you say that and then say anything to do with Harmony I will 
Well, I do not want it frameworked
Mr. Parrot just has x and y coords assigned to him
reflection?
Yes I saw they have a position in the class
imma go dig
it might not even need reflection actually
I am not awake enough to be saying c# shit
atra laughing at my suffering 
New quote added by atravita as #6333 (https://discordapp.com/channels/137344473976799233/156109690059751424/1350100820817084570)
(Imagining you irl trying to move an angry parrot)
oh I forgot digging through c# means having to find where ca put things
I'd be very unlucky living in parrot land if I was unable to move parrots irl lol
ParrotUpgradePerch.cs
How do you move a parrot irl
run towards it while screaming?
Walk near it lol
No need to offer peanut?
Is this my man?
base.parrotUpgradePerches.Add(new ParrotUpgradePerch(this, new Point(72, 37), new Microsoft.Xna.Framework.Rectangle(71, 29, 3, 8), 20, delegate
{
Game1.createItemDebris(ItemRegistry.Create("(O)886"), new Vector2(72f, 37f) * 64f + new Vector2(32f), 2);
Game1.addMailForTomorrow("Island_W_Obelisk", noLetter: true, sendToEveryone: true);
this.farmObelisk.Value = true;
}, () => this.farmObelisk.Value, "Obelisk", "Island_UpgradeHouse_Mailbox"));
No, I do not carry peanuts around for the purpose of placating parrots.
Yes!
Decompiler drunkness
Oh yes of course it is that is the coordinate where he lives right now
BRB I must rescue my wife
it's a netobject I see
(Not from a parrot)
IslandLocation
Realistically you just need to find the specific parrot in .parrotUpgradePerch and update his location
Try doing it when the player warps in
surely parrots are bound to their perches? so you probably need to move the perch
Yes, the parrot is bound to the perch
I use parrot and perch interchange
Same object
ah, fair (technically, they aren't, there's a nested class inside the perch class called Parrot apparently lmao)
ohhh, that code isn't in the parrot perch class (obviously), I am so slow today
when and how often are locations instantiated? 
I forgot what you said earlier but what makes Rider better than VSCode? Just curious
I don't think you should ask me, known vscode enjoyer, about why Rider is better
The advantages of a dedicated IDE vs fancy text editor is the extra features usually
When save load or new save
cuz i am unsure if i am making the right move using Rider.
I think these are all easily reversible decisions
If you tried rider and don't like it then you can try something else
But yeah please ask someone who actually use rider lol
ok cuz i am so used to VS ecosystem so i wonder if VS code is better for transitional away from VS2022
oh ok. is rider more similar to VS?
Why not just try it out since you already have it installed?
Like chu said, they are easily reversible decisions
You have already been given opinions on that too
And should also try testing for yourself
ok. thanks. i gotta get ready to head out, so have a good rest of your morning.
fyi, I'm making the animals in coop or barn be a config setting in the next patch, letting them be in either didn't work the way i had planned
(although the buildings will still allow coop/barn animals to live in them if you choose to put them there)
not sure if this the correct chat so if im wrong opps but can i message about editing mods here?
Yeah ask away
if i have a mod that adds unwanted building is there a way to remove them ?
Probably. Are you wanting to remove the winery from Stardew Realty, then?
yes
i want to keep the cheese builDING BUT REMOVE the winery
woah went wild with the caps there opps
Remove the building from like the robin build menu?
yeah
Just gotta find the Data/Buildings edit and delete it basically
how doese one do that
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.
View the mod's files with any text editor that supports json
im looking at the file in notepad and dont see where the buildings are
Anyone know if spacechase0 is still maintaining or accepting contributions for better shop menu?
wait so are you saying all i need to do is delete the wineary file from the mod?
go into the stardew realty mod directory data/assets/buildings and remove the directory "winery". Or you put a period at the start of winery and it will not load
I don't think Casey is active in modding right now. What did you want to contribute?
Its been a while since I looked at it but I think it's no longer compatible with 1.6 so someone forked and released an unofficial version but I'm not sure if they're maintaining that one either since I made a pr to fix a bug and there has been no movement on it
If it's an unofficial update, then odds are that Casey isn't involved. You can always make your own unofficial update/fork though
Yeah just make unofficial^2
I will eventually make livestock bazaar for shops i promise 
Don't let this mod that doesn't exist stop you though, that's not my intention
obviously it should be named Livestock Bazaar REDUX It's Shops Time
you're saying I should make a mod called that? 
I was gonna name it "save SeedShop from cornucopia'
Wait I just took a look at livestock bazaar how have I never seen this before this is beautiful are you the dev?
Yeah i made it ty for ur kind words
chu on a quest to yeet every game menu that involves exchanging money and other resources for produce and services
I will control the sdv economy
(Until I create a mod that replaces all currency with Junimo Kart wins.)
(Until I create a mod that replaces all currency with Junimo Kart Fishing Minigame wins.)

what if we create a mod that replaces both of you instead
/j
Are you going to work on something like this for normal shops? If you're already planning something, I'd love to help (although idk how helpful I'd be given that I haven't touched any UI related stuff before, mere mention of the draw function scares me), if you don't want help uh can I make feature requests lol
As a side note, is StardewUI really the definitiveTM UI framework? I only see eight mods that list it as a requirement on nexus which doesn't seem like very much? but of the mods on the list that I recognize, their UIs look really nice. I guess I also don't really know what counts as a lot of mods so maybe I'm completely off
It hasn't quite gotten to that status yet, it's still picking up steam
It's not ubiquitous like GMCM is for config options
UI work is hard in general so not many mods use UI in the first place
the fact that it has 8 dependent mods that aren't all made by the author is a pretty good sign
That said, anytime someone comes in here working on a UI-heavy project, I always advise them to look into Stardew UI
hi could someone tell me why my simple CP chest doesnt work?
{ "Format": "1.26.0", "Changes": [ { "Action": "EditData", "Target": "Data/Furniture", "Entries": { "JojaVault": { "Name": "Joja Vault", "Type": "storage", "Categories": ["Decor", "Storage"], "Description": "A secured Joja-branded vault that can store your valuables.", "StorageCapacity": 72 } } } ] }
You cant add new storage with (just) CP
also Data/Furniture is not a JSON model (it still uses delimited strings)
is this AI?
so thats where expanded storage comes into play? i couldnt figuer out how to implement it to replace existing item
yeah ive been looking at various mods but none edit how i want to do it so i asked chatgpt, it gives me similar stuff, which i edited, but i still dont know haha
Expanded Storage doesn't deal with storage furniture (yet), it only does chests
yeah dont use AI, your entire code is wrong
that's not how you add any furniture in the first place, let alone furniture with storage
for instance i found that:
`{
chestTypes:[
{
"name": "Chest Freezer",
"capacity": 72,
"price": 50000,
"texturePath":"assets/custom_freezer_trans.png",
"openSound":"doorCreak",
"boundingBox":{
"X":0,
"Y":32,
"Width":64,
"Height":16
},
"description":"An industrial freezer."
}
]
}`
Also, posting AI generated code is against the rules here
Don't post substantial AI-generated content directly in the modding channels. Any content you post should either be your own work, or clearly attributed to the original author.
i mean it looks like what i wanted to write myself anyway
im not familiar editing game assets
would appreciate a quick how to
i did read pathoschild doc
it doesnt mention extra frameworks
i saw a mod that edits manifest.json to include it but no doc on how to implement its features after that
Oh does github copilot count as AI
For Expanded Storage:
https://github.com/LeFauxMatt/ExpandedStorage/blob/main/README.md
Yes, GitHub Copilot uses generative AI
but you said it doesnt work with furniture?
can i create a new item that just references same id?
You can create a Chest Freezer in Expanded Storage, but it wouldn't be furniture, it would be a BigCraftable object.
Read the modding wiki for more info about what those two things are.
Big Craftables: https://stardewvalleywiki.com/Modding:Big_craftables
Furniture: https://stardewvalleywiki.com/Modding:Furniture
BigCraftables are what regular chests are, as well as the mini-shipping bin, mini-fridge, etc.
Oh, the problem you'll have is that big craftables are 16x32 so it wouldn't work for the dimensions you have
i saw a mod that had this issue where the trigger only worked on one tile, thats not ideal
but that would be a start anyway
Is there a good android program for sprite editing. My daughter wants to try and make sprites for stardew mods. She wants to use her tablet though.
im back, sorry for suddenly dropping from convo.
i am making a small mod of an old mod i liked before 1.6. it's a mini mod with no other purpose but to get my foot back in the door after an extended break
I think I've played with this one before:
https://play.google.com/store/apps/details?id=com.PixelStudio
is there such a thing as json builder? to use ui instead of raw text
I don't remember exactly, but it's the one that looks most familiar to me
Probably but you're better off just using VSCode since unless the editor knows the json schema, it won't really help you write correct json
yeah i meant for cp in particular, would be cool to have such tool for sdv community.
Properly structured json is one thing, but json that the mod can actually read is another. It needs specific properties and such.
For what you're doing in particular, I'm not aware of any editor that helps write in the data format for objects.
I don't think it's any easier then just writing JSON, but things like this exist: https://json-gui.esstudio.site/
but I agree, the format of the json isn't the hard part, it's knowing the data contracts, and no gui will help with that part
yeah a bit too advanced for me x) ill stick to text then, but its hard knowing what to write where really, i understand the logic of it all, but knowing which stuff to write all the time is super tedious
Paging Dr. Spiderbuttons... I get the following warning: [Content Patcher] The mod 'Cross-Mod Compatibility Tokens' added custom token 'Spiderbuttons.CMCT/Config', which failed and may not work correctly. See the log for details. (https://smapi.io/log/4c1a338ff08c49419e3aea2a4fd5d47e)
Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Home, with 195 C# mods and 287 content packs.
a program that loads framework mods as well as game assets and gives you options would be godsent
😉 😉 😉
ultimately that would rely on the mod author producing a schema file or documentation to tell the gui what it needs, and if the mod author has that, you can just read it yourself honestly, I think you'd be disappointed by such a program since it relies on the same thing a human would to be truely useful
well maybe a dev could take care of compiling all framework mods and streamline the process
would certainly gain some clout
So i am trying to use MFM for this specific mod however when i tested it, it didn't work.
here's the full page.
{
"Id": "milosnikwiewiorek.SupportGrants",
"Text": "@,^^ I have registerred you to receive grants of 1500g on the 5th and 19th of each season from the Ferngill Office of Agriculture. ^^Again, welcome to Stardew Valley. ^^-Mayor Lewis",
"Title": "Ferngill Subsidy Letter",
"Days": [ 1 ],
"Repeatable": false
},
{
"Id": "milosnikwiewiorek.SupportGrants",
"Text": "To @,^^ Thank you for your dedicated work in helping grow Stardew Valley's Agricultural Economy. Enclosed is your bi weekly payment from the Government Grants service we provide. ^^Sincerely, The Ferngille Office of Agriculture %item money 1500 %%",
"Title": "Ferngill Subsidy Letter",
"Days": [ 5,19 ],
"Repeatable": true
}
]```
manifest page
"Name": "[MFM] Government Support Grants",
"Author": "milosnikwiewiorek",
"Version": "1.0",
"Description": "Government sends support funds bi weekly on Fridays of 1500g.",
"UniqueID": "milosnikwiewiorek.SupportGrants",
"MinimumApiVersion": "3.15.1",
"ContentPackFor": {
"UniqueID": "DIGUS.MailFrameworkMod"
},
"UpdateKeys": [ "" ]
}```
If you want to make stardew mods you really are going to have to do it yourself. Type out the code and such. I have not found any mod making programs that work.
It would be nice to have but it just does not exist. As you found AI just makes stuff up at this time.
honestly when i see how complicated to make a custom chest from existing asset, it kinda puts me off from making mods 😂
aint got time fodat. i live to automate all i do, income, work, etc
i know its controversial but i can make good pixel art with ai
now just need same options for code
im opposed to AI as a former photographer and videographer
i got some strong opposition to AI
many do but progress is unstoppable, you adapt or you get outdated
when people release triple a at the push of a prompt in a few decades its gonna do you good to be able to make cp mods from text
CP is basically what you're asking for already, it takes simple configs with well defined data structures and converts them into code. Honestly it's hard to get much simpler in the coding space then a JSON config
hmmm
Making a chest mod (using Expanded Storage) is a relatively small effort, so if you're put off by that, I think you'd struggle with the effort required to make any mod tbh
i would rather create a map replacer that takes me weeks of clicking tile by tile than write a cp mod so far
That is never going to happen for a bunch of reasons
anyone know why mail isnt showing? I was using MFM
Coming in here, refusing to learn things because you don't have time, and saying someone else should make a tool to remove any burden of learning on your part feels pretty disrespectful
No you can't. With AI you can steal art from other people who are making good art.
This is a complete chest mod, FYI:
{
"LogName": "Load Cigar Box Object",
"Action": "EditData",
"Target": "Data/BigCraftables",
"Entries": {
"6480.StorageVariety_CigarBox": {
"Name": "Cigar Box",
"DisplayName": "{{i18n: CigarBox.name}}",
"Description": "{{i18n: CigarBox.description}}",
"Texture": "{{InternalAssetKey: assets/CigarBox.png}}",
"CustomFields": {
// Expanded Storage Data
"furyx639.ExpandedStorage/Enabled": "true",
}
}
}
}
i dont refuse i just have odd cognitive process that makes it impossible for me to code, ive tried learning a dozen languages over the last 15 yearzs
AI may be a useful tool for some tasks but the way that it works means that no matter how good it gets it is fundamentally incapable of performing a lot of tasks
i get to thep oint i understand all the structure but putting things together is foreign
clout doth not pay the bills
but can i ask chatgpt to do this for me

Popping in to say that mods made with AI cannot be promoted in the server at all, as a matter of server policy
JSON isn't code, to be clear, there are no logical structures, it's just data definitions
same thing for every mod
AI 👎
You have permission, because I think you'd just be stealing from yourself
other mods are made because the mod author wants to make them haha
if you want to commission a mod, you need to offer more than clout
I am anti-AI as well, I'm trying to explain why "push button to make game" isn't viable
im curious what people would price such a ux program that can load frameworks and automatically extract what they can do to put it in a simple visual format
a lot
after all there are people buiding smapi for free
yea i agree. sorry i think its my ties to my photography and videography past makes me so vocal especially after the SAG-AFTRA strike
I'd say AI has its uses in non-creative fields.
with how unused the npc creator tool is, i doubt a tool such as the one being talked about would even be used by anyone. Anyone using it would need to know a lot as well to debug anything that comes out
again, that's because they want to. Asking someone to make a mod FOR you and making a mod out of your own desire are two different things.
i mean im a photographer and graphic designer i still love ai, hating it is kinda unproductive as its there to stay. just shape the industry how you want it to become. yes theres a problem with copyright for people who use shady checkpoints with very liberal cfg scale that just copies training data, but ai has more to it than poorly trained image diffusion
I think there is demand for a wysiwyg modding UI, but it's extremely complicated and a big undertaking to develop
By that logic hating cancer is stupid because it's there to stay
plus if the UI has to be "simple" it will be severely limited
I have been working on no-code tools for content mods but it's a big project that will take a while
hating anything will make you hateful. reality is a projection
...what
Okay AI lover, anything you say
Anyhow mod making amirite
Save us Quill!
so how much? XD
IM so confused by the logic im going back to crying over content patcher beuing mad at me
You would have to pay me higher than my current salary
I've asked for this to move on
idk how much work it would be more like, weeks, months?
Oh yeah I need to add myself to the commissions page
I feel like this meta-modding discussion about someone making a tool to help you create AI-generated mods has run its course. If you're willing to learn how to mod we're here to help.
but its not ai tho
Everyone, let's talk mods
I keep forgetting to do that
where else am i supposed to ask?
Does anyone know if Spiderbuttons is okay with being pinged?
does anyone know a good way to debug a C# mod where it only crashes on the 2nd players computer?
#programmers-off-topic might be a good fit
I'm guessing I'll have to get the other user to install the developer SMAPI?
...?
You can run two instances of the game, or try doing it in splitscreen
Then she can see it without ping
oh, didn't consider trying to run 2 copies locally
No, dev smapi just switches on trace logging
god dammit I wish I had popcorn for this. anyway bye again
my brain melted today
You can just change that in the config for smapi
Mod authors can have threads here if they want
That link goes to one of em
Ah, I didn't know that. Cheers!
Hey guys! Would it be possible to mod steam rich presence? (not discord rich presence)
I want something to say "day x on y farm" or similar when someone sees me online on steam
It always feels so formal when someone calls Button Spiderbuttons xD
I just woke up to this 😭
Join me in the brain goo, I'm thesising and oogh
If there's an api then yea sure
i hope yoiur thesis goes well
It would work same as the discord rich presence mod that exists
hi barley
Hi 6480
https://partner.steamgames.com/doc/api/ISteamFriends#SetRichPresence
There is! I have a bit of comp sci knowledge. how hard would this be?
Likely; there is a discord rich presence mod so you can reference that
Thank you!
You make a c# mod that calls the steam api to do stuff
Ooooh alright. I'll look into it. Thank you guys!
I think it's a good first mod (assuming steam api isn't godawful)
anyone know how to add money as an attachment to an MFM mod?
As it so happens, Steam API is awful 
It is! It would be so cute to see and show others how many days
Oh no..
I'll try this, my mod keeps crashing with the 2nd player tries to enter the custom map (it's a dynamically generated map, they can enter my normal custom map just fine, but the one I build at runtime crashes even if it's built on their computer independently from the host), thanks for the idea
I was even thinking of "Playing with friends" or stuff to make it cuter too
I wonder if u can steal the steam api game already inits actually
does the 1.6 syntax for adding money to a letter not work?
It's highly used, so there's a lot of documentation and help to be found, but it's still annoying lmao
i recall there is a field for money
(that's about all I know though, I'm only familiar with CP mail sorry)
ok. is there the ability to make a letter repeatable in CP?
Hi, I'm working on a mod for fruit trees, but I keep getting this error (https://pastebin.com/qGiwppt7) when trying to modify the IsGrowthBlocked function in prefix. I’m not sure what I’m doing wrong.
This is the code(https://pastebin.com/4dE92sfe), just a class.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.

sure, you can make a mail sending trigger action repeat by setting MarkActionApplied false
I think so, but let me check, one sec
nm, Selph's got it
Would it be alright to add you on disc? Incase I run into problems later 😅
No you should just ask here
I don't actually mind dm but i think it's more helpful to discuss here
is there a good resource to learn how to do more advance mail stuff?
I only know basic mail stuff.
What's your csproj look like?
not sure, but the two main wiki pages to reference are Mail data and Trigger actions
You define mail in the former and define triggers to send them in the latter
I think they have an example for sending mail as well?
yeah there is: [https://stardewvalleywiki.com/Modding:Trigger_actions]
oops, wrong syntax
im gonna see if it likes when i put (O) in front of things
I have enabled Harmony, if that's what you're asking me
I'm asking you to post your file because you've probably got an error in it
But we can't tell you without seeing it
not what im looking for. ..
idk, i tried this mod before -_-
<PropertyGroup>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<EnableHarmony>true</EnableHarmony>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.3.2" />
</ItemGroup>
</Project>
Incorrect target framework
What do you mean by 'advanced mail stuff'
the trigger action adds the letter, and can be repeated, which part of that isn't working? (the mail part is on the mail page)
You need to target net6.0
can i share the code i got currently ? maybe i am doing something wrong.
Seriously? But i create a bunch of mod with net9.0
It's 6.0 per the wiki
Seriously. The game runs on 6, using a bundled runtime. Targeting other versions can work but it can just as easily break
Ok thanks a lot. Now I need to update my other mod. Thank you again
Whatever net 9 thing you are hoping to use will just explode in game anyways
have you already tried adding the %item money <amount> %% syntax into your letter text?
You can use higher language version if you want
The explosion is, as it is here, often when it fails to load a version of a built-in not available in 6.
but the mail doesnt open at all.
I might just start my content json over man
doesnt show in game.
You can ask for help Kandi
doesn't open or doesn't arive? like do you see it in the mailbox?
doesnt arrive
I've never used MFM personally, so I don't know if you have an issue there, I'd do what you're trying with a trigger action
Not with MFM
I thought you got the stuff showing in the shop last night. Does it still not work?
i have move entry errors up the wazoo
i didnt realize they were using that (i will gently see myself out because I have never used MFM)
should i switch over my mail stuff to CP?
I find mail to be pretty easy with CP and you can definitely do what you're trying to do there with it
cuz i think MFM is over my head.
the errors for move entry arent goimng away so im like confused because i dont wanna go forward with my patch until its resolved and im thinking i seriously messsed something up XD
MFM has things that CP can't do but if you're just trying to send repeatable mail that gives money, that's easily within CP territory.
https://smapi.io/json/content-patcher/6b4360edc2ef4a9e817f9b7826517b5c this is the content json
okay. i will do that.
I think i will try CP.
is there a specific trigger action for dates and repeatable that I should consider?
Start with reading the trigger action page and looking at the example so you can learn how to send mail once.
repeatable is just what Selph said above, setting the trigger action with MarkActionApplied as false, sending it on specific dates is part of the trigger action condition
You put the (0) in front of the id again. Your ID should match the id of the entry
😔 diod that cause it kept yellin at me and forgor to change it back
maybe ill take out the (O) in front of the vanilla items 2?
maybe thatll do something
I think it needs it for the BeforeID
aah ok then ill leave it
Did you try to capitalize the ID and BeforeID to see if it needed to be capitalized? Because it says you don't have them but you do. So my guess is for some reason it is not reading it.
You have Id and BeforeId. Not ID and BeforeID
Not sure if that matters or not. It is a shot in the dark actually.
What do I need to do to get my build to stop saying error CS8936: Feature 'collection expressions' is not available in C# 10.0. on this bit of code https://github.com/focustense/StardewUI/blob/f3650f6a001d17e36e71d1deb201fb41a252dd28/TestMod/Examples/EdiblesViewModel.cs#L11 when I copy it into my project? Its fine when I clone the entire repo and build that
updated log
i tried moving the last mov eenrtry again to see if i could get it to stop wanting an action but it still wantsd an action
ye i meant json i keep mixing them up
my log doesnt show anything tbh except that its skipping herbs and flowers somehow but its not because everytjhing works
The error changed lines, is that because you moved the block?
change your langversion in your csproj I think
You can't just have a MoveEntries code block sitting by itself. It needs to be in the same block as an "Action: EditData"
👆 your change, changed the error. It is not the same issue. Move it back I think.
Set it to Latest
i think moving the shop block fixed it
but idk what was causing it initially
because it was doing that before i moved it the first time which was why i moved it the first time
i am so lost but at least it seems to be working now?
Is there a recommended version or should I just put latest?
I use latestMajor personally
im gonna run the game to check

