#making-mods-general
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You mean deleting files in your Stardew Valley folder? No that will just break your game.
What I mean there are two ways to put mods the first is smapi the second is to do it manually
If you're talking about xnb mods, those aren't typically recommended
the 'second' method is XNB modding which is heavily discouraged and will break the second your game has any kind of update.
Yes but if you use an xnb mod and then delete it you will be deleting a file the game needs because xnbs replace the vanilla files.
And it will break your game before then if you do it wrong
This game is strangely heavily guarded
you're deleting the game files lol
Nope it is quite normal for a game to break if you delete its files
Or if you replace them with corrupted data
Before I do something, I always save a backup file in case I do something wrong.
That's good ig
If you run into a bit that doesn't make sense or something doesn't work, it's still worth asking back in here even if no one with direct FS experience is around because we might still be able to figure it out from the instructions and examples.
But maybe don't do things that will likely break the game? ๐
Well, when you complete the game, you have two choices, the first is to delete it and the second is to modify it.
Define "complete"
When you complete the game with 100% perfect and discover all the secrets
this is really all very tangential to actually modding the game though
this is a help & discussion channel
We're off-topic again, yeah
My bad ๐
Is this place to talk about modifications or is it forbidden
absolutely forbidden on pain of being called funny names
This is where to talk about MAKING mods.
#modded-stardew is the chat channel
Not actually using mods or adding them to your game
Did you make cj mod?
rrrrrrghhh i think i'll continue beating my head against this wall tomorrow
Definitely poke around their Github for the example FS packs if that helps, Stoneflew!
Easy link to the FS example packs: https://github.com/Floogen/FashionSense/tree/development/FashionSense/Examples/[FS] Example Pack
I'll have a look! I just am failing currently at even installing nvm so i think that's a sign i should probably quit beating my dead horse brain
pathos is just the maintainer for them, cjb moved on way back
Ah, danke
oh, this is wonderful! i think they'd be great for spirit's eve costumes too 
Too bad FS doesn't work on my phone 
I wish I knew why my FS accessory can't be layered without turning part of it brown, even though I tried to make it non-colorable.
I mean it's just a personal mod, but it's weird
I've never intentionally left a tilesheet in a map folder before but I am considering doing so now...
steals brain cell
Do I start on a new mod or do I update the ones I have released...?
Nooooo I need it! I only have one 
However the situation necessitated that I load the tilesheet after all so false alarm there
Start a new one.
The immortal one has spoken, the thinking shall commence.
.choose Items, Museum, Secrets
Choose result: Museum
Is there any point to using LogName in CP if my mod does not have a C# component? I'm not seeing anything appear in SMAPI-latest.txt.
Quick question before I go to bed for real, can I just...
"Description": null,
Do that?
Will that break something?
Yes, it's used when CP warns or errors and also in the patch summary. If you have a bunch of patches editing the same asset it's very helpful to be able to see which specific patch didn't do its intended duty rather than patch #4.
But it only reports if something actually breaks?
No, it's always present in the patch summary too.
Well, this include is being called all the time:{ "Changes": [ // Default { "LogName": "[ICRS] Overriding \"{{Mod}}{{Object}}\"...", "Action": "EditData", "Target": "spacechase0.SpaceCore/ObjectExtensionData", "Entries": { "{{Mod}}{{Object}}": { "CategoryTextOverride": "{{Name}}", "CategoryColorOverride": { "A": "{{Alpha}}", "B": "{{Blue}}", "G": "{{Green}}", "R": "{{Red}}" } } } } ] }
If it's not listed as optional on the wiki, better to assume that you can't null it. But it's an easy thing to check by just doing it and seeing what happens.
And I'm not seeing anything in SMAPI-latest.txt ๐ค
Danke!
well, aba just said its for when CP warns or errors. did your CP warn or error
Did you do a patch summary before looking?
Oh, I need to run that command in SMAPI?
patch summary is a specific Content Patcher debug command that logs a whole bunch of information about all the patches applied, optionally limited to a specific unique id
And I just realised yesterday if I give it a dummy ID I can see the global tokens without having to see any mod-specific changes which is great.
also, LogName probably doesnt support tokens
Yeah, just figured that out ๐
Okay, that works. I just figured it would add all of it to SMAPI-latest.txt automatically, but I guess that's only for C# mods.
What do you mean by that? C# mods don't have a LogName - that's a CP thing.
I mean that C# report loads of things as the game launches - so I figured LogName would result in Trace reports.
I would've thought that the C# mods would have to write code to log things too but maybe I am wrong. I have a mod that does things with a few different events so I will have a look.
My CP mod broke my game....we will just ignore that.
It did report that my mod accessed the GMCM API. After that, nothing different to what gets reported for everything (e.g., that my mod edited an asset).
LogName definitely does not support tokens
god compatibility is such a pain in the butt
it wildly depend of what and why
This is such a weird bug 
Whenever you play in multiplayer the greenhouse exit location changes.
Completely unrelated to my mods though
Oh ive seen this before
i have that issue TwT
It appears to have been caused by FarmhouseFixes
i spawn in the river on my farm
legit have to no clip every time i exit until i got the return septor XD
do you have that mod installed and are playing in multiplayer?
yep
probably best to report this bug and not use the mod until the bug has been fixed
thats good u found out why the game did that, i had no idea what was wrong tbh
Hey guys where do you usually find pixel artists for mods?
!comms
If you're looking for people who do mod commissions (either art or code), here's a wiki page with a non-comprehensive list of people who do them: https://stardewmodding.wiki.gg/wiki/Stardew_Mod_Commissions
I've seen this before, actually. I can try finding out what caused it for you in a bit, if we ever figured it out
oh right, yeah, FarmhouseFixes - I was going to say that but didn't want to until I verified haha but it looks like you already did
unfortunately, that mod causes several problems.
I just want to make an NPC that stays still, what program can I use, I currently have GIMP installed on my computer, is there an alternative and easier?
If you already know how to use GIMP comfortably that's probably your best option.
All you need to make Stardew art is a program that can have a 1px brush with no anti-aliasing and transparency (so basically anything a step above Paint).
thx โฅ
GIMP is awesome!
I prefer GIMP to Ps in some waysโฆ but PS integrates with Lightroom, which I use for my photography work. Soโฆ.
hey trying to change the clinic dialogue, does anyone know what json file this is in?
all character's clinic dialogues are in their Strings/schedules asset, but they're not named as such
for example, Strings/schedules/Abigail has the line "spring_4.001": "I'm just here for my annual check-up! Don't worry, I'm not preg... I mean, I'm not sick! Heh.$9", which coincides with her clinic visit date of spring 4th
okay , thank you! i will have a dig through ๐
guys i did the math and im at like 387 cards rn and i need to make common uncommon rare ultra rare and legendary variants for you to collect thats x5 thats like over 1000 cards to collect
๐ง
i dfont think ill need to make mod expansions for awhile >.>
i hope when its done its enough content XD
I think the valid question is - is it even possible to collect all of them, and if so, how long would it take?
I dont wanna make them swamp you but i dont want them to be the hardest things to get in the world
so im still looking into options
i was hoping there would be a mod i could use to make it where you coudl open cheap booster packs at pierres or boosted booster packs in various locations like the mystery boxes
Yeah u could
as far as i k item extensions allows you top interact witht hings in inventory so i could do the booster thigng but it would be limited to one item per pack i think
I mentioned to scarlet but it's a PeliQ feature
PeliQ
To fire an action that's an item query which gives you many
Oh
The bogus booster pack item to buy is also a feature
I think the amount that you have right now is more than enough. I could never do something as big as this, so don't take it wrong, I'm just shocked.
XD np np!
ty chu ๐ญ
so asking the dumb questions here
what happens when u collect all one thousand cards
do i get a certificate to print out
387 * 5 is approaching 2000, btw
Mr Qi descends from the heavyside layer to take you up
I'm not sure if i like rarity tiers tho, if they r all same card art
1935, to be precise (yes, I used calculator to count it)
I wanna give you reward based on your collection i think iirc button mentioned their working on a museum framework so i was hoping to use that still brainstorming good rewards
and i was thinking the rarity tiers would change description and also reward tiers if thats possible
You could ofc say the octopus card is Rare whereas the tuna card is Common
true i was originally thinking of that but i wasnt sure if id have enough cards but now i might XD
Rather than have a Rare tuna
afaik, you walk around with a binder of cards in sleeves telling people all about how valuable it is /lh
"Might" 
XD
see the problem with making a super cool reward hidden behind a massively difficult set of tasks for an optional feature in a mod only some people will install is that in the end you're making that reward for all of 2๏ธโฃ people
i've done it before lol
I wanna hopefully make expansion decks for different mods in the future
Qi gives you a pat on the back and the shows you his own collection of even more, rarer cards that you now have to collect- good luck kid, there's 40000 of them /silly
the card collector is like "what? you thought you were doing this for something? man it was the thrill of the hunt, yo"
it says something like "the only reward is the satisfaction of having done it"
you say "problem", I say "intentional choice to make 2 people with ADHD feel very talented" /lh again
you get an empty box that just has a slip of paper that says good job on it
OMG the info card with the desc "thanks for playing"
i was gonna say, even if it only makes 2 people happy those 2 people are gonna feel like they Won
ye~
You get a ConcernedApe card
I mean you said you were gonna make a donation thing with it right? I already would feel satisfied with that.. I love collecting stuff and putting it in places to display it 
Ultra rare CA card..
i was thinking you get a 'stardrop; rating Prismatic (Legendary) card and when you turn it in you get a stardrop (and soem money) as well as the cards as placeable furniture to deco with
Only 5 of its kind
If you had a donation thing, having some cute furniture as rewards would be a good option (maybe like, little card shelves? Or display cases?)
wait you can place things that act as artifacts on tables?
yes
.>
Museum rewards are also mostly furniture so
object can be placed on table
trying to picture the interior map of a museum with 2000 spots to place the cards and getting lightheaded
i never knew ๐ญ
Maybe only the rarest version of them would have the museum spots (and I also thought it would be a new museum anyways)
i would love that
That would be so cool actually
NERD SNIPE ALERT
But u have to draw the book
with flipping animation i would presume
Ofc 
book sounds cool...
X3
im still dreaming about custom fog weather
i would love to do a book honestly that was the idea behind yougetting a "catalogue" of furniture
Could you do that with stardew ui? Maybe not idk exactly what that offers for UI support
Wdym by custom fog weather ...
did something change about facing direction?
i wanna make my map foggy all the time
Ohhh
if directions changed somehow i think we'd be looking at the end of the world
Or sewers
rather is facing directions still 0 up 1 right 2 down 3 right?
As far as I know, yes.
why are there two rights
You can still use numbers but faceDirection accepts words now!
yes, but if your next question is about advancedMove, you have to use 4 for up when pausing to face
how weird.. my mod is not tracking facing properly
Oh my God it does?

festival placements i believe accept words
My soul hurts
public void GetCoordinates()
{
string currentMap = Game1.currentLocation.NameOrUniqueName;
bool mapData = Game1.currentLocation.ShouldExcludeFromNpcPathfinding();
if (mapData == true)
{
Monitor.Log("This location is not valid for NPCs.. Ignoring", LogLevel.Warn);
}
if (mapData == false)
{
LoadData();
int mapCoordX = (int)Game1.player.Tile.X;
int mapCoordY = (int)Game1.player.Tile.Y;
int mapCoordF = Game1.player.getFacingDirection();
string locationdata = $"{currentMap} {mapCoordX} {mapCoordY} {mapCoordF}";
coords.Add(locationdata);
Monitor.Log($"{locationdata} added!", LogLevel.Debug);
SaveData();
}
}
``` perhaps there is something wrong with my code
PeliQ is great i can do random items thats beautiful
put baby in pelican mouth
You know what's great? You guys are so smart that I can fix my problems just by coming to chat, typing a whole thing and then deleting it
you should consider using Farmer's FacingDirection property instead of getFacingDirection(), which is defined only on its base class
hmm..
it needs a bit more than just FacingDirection
nvm im just dumb
Why does this appear as dialogue?
dialogue.json:
"fall_17": "{{i18n: kArmag0re_Akaza.fall_17}}",
default.json:
"kArmag0re_Akaza.fall_17": "I'm glad the festival is over...$7",
A patch export makes a copy of specific stuff in your content folder so you can see what changes have been applied.
- Load up a save (with Content Patcher installed)
- Type
patch export <FILEPATHOFTHING>in the SMAPI console and hit return - Look in your
patch exportfolder in the game folder for the relevant json file or image - If it's a json file, you can share it via smapi.io/json. If it's an image you should just be able to look at it.
if you Loaded your dialogue.json, tokens aren't parsed. you'll have to load a blank json and then EditData
Btw, is there any way to keep location data from being repeated during the same day? Or should I try to find a dialogue key that is just higher priority than location dialogue?
It woudl be acceptable for a secondary line to play instead of the first line
And still be location dialogue
There aren't any keys higher priority than location that aren't incredibly specific (like accepting a gift or resort dialogue).
If you don't want it to play more than once, don't use location dialogue.
Hmmmmmm. Two different types of location lines?
Use a $query for the location instead, maybe?
Hmmmmmm. Maybe a schedule key?
Basically, I want Gus to give the player something while he's in the saloon, but not repeat that after talking to him the first time
If he has two location lines Saloon8 and SaloonMon, for instance, I wonder if that would work...
i don't think so, your best bet is indeed testing with query and setting a flag
what i would test is :
- keep the location dialogue
- have a query that is giving gift if player hasn't flag kantripwhatever, and set the flag in same dialogue
see if it works
if it works, reset flag whenever you feel fit
Flag directly in the dialogue?
I haven't seen that before. Will take a look!
"AsterDialogueFri2": "$query !PLAYER_HAS_MAIL Current Lumisteria.MtVapius_GiftReceivedFlag Any, SEASON Spring#Hey, look! I found a wild primrose! My grandpa painted some for me when I was younger.#Watching him spending so much time on the details was fascinating.[Lumisteria.MtVapius_Primrose]#$action AddMail Current Lumisteria.MtVapius_GiftReceivedFlag received|Wild primroses grow around here during spring. My grandpa painted some for me when I was younger.#Watching him spending so much time on the details was fascinating.",
quick example but this isn't on a location dialogue
so you need some testing to see if the concept works here as well
#$action AddMail Current Lumisteria.MtVapius_GiftReceivedFlag received
No you can see it's right there in the dialogue
Ohhhhhh!!!~
i use trigger action to remove it periodically however
which is very important if you want player to see the dialogue again
That makes me really really happy. I had no idea I could do that
yeah i'm pretty proud of this trick ๐
Hmmm not sure if a flag will work since I don't think flags are applied until sleep. Has this approach worked for you in twice-on-same-day dialogue Lumi?
note that since location dialogue are specific it may not work, but it can be still cool for other cases
flags should be applied now with the "received" part, however i don't know the exact logic the location dialogues are using
I have a vague feeling from previous mail flag stuff that setting received does not apply the flag itself immediately (and nor does any other option) but hopefully my memory is just wrong. Easy for Kantrip to test at least.
iirc there are ways to do both
yeah location dialogue allows for quick test ๐
I'm testing now, just need to wait for Gus
I think Current may add it immediately?
I have created a new NPC and I want to add a shop to them. The shop should offer random items every day, but instead of purchasing them with gold, players will trade items (for example, seeds).
Is there a code library for this? Can u help me?
no need for a code library
it's all doable with CP
use desert trader as an example/template
(or the raccoon shop iirc)
if you want to do it with C# then hu... i don't really know
but it shouldn't require a library anyway, just adding assets to the game content pipeline
this is one of those cases where I suggest just having a content pack too tbh. It will be so much easier to manage in the long run
thx guys
You can use C# to put in the required item query to the shop's items entry
It's essentially what cp does for you
(true, but content patcher does it for you...
)
Does GenericModConfigMenu have a way of fetching all mods that are currently registered for it? (that's publicly accessible)
What you described is all supported in data so u can put the data in however you like
Ummmm.... quick question. In your example Lumina, the dialogue that plays when you aren't receiving a gift is the part that comes after the | ?
internally, yeah, for another mod, what are you trying to do?
Not rly just go do crimes
You can look at star control
I wanna fetch all currently registered KeyBinds
what about mods that register them without GMCM?
I realize that's a thing, as far as my question is concerned I don't care about them
fair enough. Like chu said, time for reflection crime
Fair enough, thanks ๐
In CP, is |contains= a fuzzy or exact match?
exact iirc
So if you just want to see it for your own purposes
There's a keybinds menu in gmcm
It's that keyboard icon
Otherwise yep star control does exactly that, access keybinds from other GMCM registered mods
Hrm. Guess I'll have to think outside the box, then.
what are you trying to do?
Calling a different action based on a variable input. It works just fine as long as every possible variable is unique - which is almost always true ๐ถ
glad to hear and congrats ๐
That's what I was looking to build for myself. I didn't realize that was already there ๐
hmm, I'm not sure how fuzzy search would make things easier here? 
It absolutely wouldn't - on the contrary. But if |contains= is exact, then I can fix it.
yup, that's what I was thinking! guess I misunderstood you initially haha
Need {{query: regex}}
Nah, I wasn't being very clear - often happens when I'm trying to do several things at once ๐
I could add a regex token, but I know almost nothing about it, so any bugs (or lag) would be unfixable 
Yes please
I'm looking to find a way to have a message pop up in the bl of the screen for my mod. The pop up that says You've got some new ideas to sleep on... , but of course with my own text. I found that the text is called NewIdeas and tried to find where that text is loaded/called when the player levels up a skill. I tried looking at setSkillLevel and GainSkill but hit a dead end. Does anyone know where I could look in order to get what I want?
you just want a generic one of those messages, right?
not specifically the skill one
Are you using a pair of triggers for this? I thought that trigger actions can't unapply themselves
It's not unapplying itself
You're not using a trigger action
You're using an action
I have to clean up the flag when the day ends
To reset for the next day
Which probably is a separate trigger action
Use a Data/TriggerActions entry for that
I know, but I thought I need a pair of them
Why?
Because I'm expecting this flag to get applied at most once per day
Not a one and done deal
dialog -> set flag. day end -> clean up flag
next day repeat
Oh you want to make the flag removal trigger repeatable?
Yes
"MarkActionApplied": false
Can it do that to itself?
Not as an action but as a field
correct. I want that "menu" (idk what the right word to call it is), but I want to paramterize what is in that box. So Hello world could be something if I really wanted to
Here's how it looks #making-mods-general message
Nice. I genuinely missed that you could set that as a field
That would have made some things so much easier
๐ซ
It's not super clear when the pair approach gets a giant example and the field approach gets a single line lol
I got it from someone else's mod
At least I know now! Thank you ๐
yeah i was doing something but basically you just don't mark the trigger action as applied so it can repeat itself when needed
I think they're called hudMessages or something similar in Game1 if you're in csharp land
this seems promising, I'll let you know how it goes
Game1.showGlobalMessage
heyy do you know how to make the incubator appear in coops? is there a specific tile? the default map has no incubator on it
I'm guessing it's hardcoded tbh
The incubator is a big craftable
It's set via the IndoorItems field in the Data/Buildings asset.
aaah thank you^^
Ha. Took some finagling, but that's another bug squashed. [Heavy Sigh Intensifies]
Too bad there isn't a player died trigger. I know we can check player stat timesUnconscious to see the first time it happens, but it would be nice to be able to easily repeat it
What r u hoping to do anyways
There's probably some funny thing you can achieve by using the mail flag
Just have a CT dialogue repeat whenever the player goes to the hospital
Modify the mail sent maybe?
I could set the trigger action as unapplied, but not sure how to store the number of deaths currently so that the tick goes up
If that makes sense
"Id": "{{ModId}}_FirstHospitalVisit",
"Trigger": "DayStarted",
"Condition": "PLAYER_STAT Current timesUnconscious 1",
"Actions": [
"AddConversationTopic {{ModId}}_Topic_Hospital",
]
},```
Would ideally like this to be repeatable, but timesUnconsious would have to be stored or something
Dynamic token?
Do something in PlayerKilled event perhaps
Increment stat
I dunno if u can access a stat in a dialogue string tho
Didn't know PlayerKilled was an event. Not a bad idea. But how to store the stat? Is that a dyntoken thing?
Maybe I could just check PassOutMail...
i think imma make some 'trash' for my mod: info card and torn booster wrappers one for regular boosters and one for boosted booster packs 
there is a very convoluted way to write a stat to the player's modData with both EMP and BETAS, then do math on it with a CP query 
C# vs CP solutions feel like this sometimes
LOL
action at end of day or some such:
Spiderbuttons.BETAS_WritePlayerModData {{ModId}}_DeathCache {{Esca.EMP/PlayerStat: timesUnconscious}}
then at start of day, compare Esca.EMP/PlayerStat: timesUnconscious to Esca.EMP/ModData: Player {{ModId}}_DeathCache
assuming queries have a greater-than, I don't remember offhand 
I guess not equal is fine
I don't think it can, which is why EMP would be involved to read stats and mod data in CP
it can write it with actions though
darn ok
Esca's Modding Plugins, so just any random stuff I make that isn't in FTM, yeah 
That is really cool. I'm taking notes, even if I don't use it right now
EscaCore
none of my other mods reference it, which feels like a -core requirement
Might help me out with another mod I'm working on. For this, though, I think I'm going to do something rather cheeky and just check if the game has sent any of the passedOut letter variants the night before
There are like 6 of them
Couldn't have said it better myself
I wonder if the game removes those mail flags automatically though? Must do
Or they wouldn't repeat
The rake is named AccessViolationException 
mail flags live in one of three buckets: tomorrow, mailbox, and received
Wait, what is the TriggerAction equivalent of -OR- ?
most things which add mail check whether the flag is in any of the buckets, and don't add it if so
There's if else i think
for trigger actions?
Oh ig that's GSQ yea
Yeah, that would work
every morning, tomorrow moves to mailbox. when you read the mail in the box, it goes to received.
nothing automatically removes mail, that i know of
Ok, so I should check Tomorrow then on DayEnding
Right
haven't followed the whole convo but yes, any mail that's in the tomorrow bucket at day end was sent today (to be delivered tomorrow)
although i suppose you have no guarantee that some other mod's trigger action at day end won't run after yours and add one
Just checking: is it possible to have conditional configuration settings without C#?
PLAYER_HAS_MAIL Current ANY letter1 letter2 letter3 Tomorrow ? ?
or should there be brackets or something
ANY is its own query and goes outside
i had an idea nd id love to get some thoughts on it
what if certain cards you could only obtain by doing certain things, like i want to make ;'villager' cards do you think i should put soem cards behind like 5 heart friendship or something?
ANY "PLAYER_HAS_MAIL Current letter1 Tomorrow" "PLAYER_HAS_MAIL Current letter2 Tomorrow" etc. escape quotes as needed
... "ANY PLAYER_HAS_MAIL Current letter1 Tomorrow, PLAYER_HAS_MAIL Current letter2 Tomorrow...
grrrrrr. OK. Harder to read but doable
in CP context, you'd need quotes around them, like "Condition": "ANY \"thing one\" \"thing two\""
or rather, escaped quotes
i am firing from the hip so tweak my errors as needed. anyway gotta go!
Thanks ichor, Esca!
You can obviously disregard settings, but you can't hide them in config ui
If you are using ConfigSchema
You can see ANY in its full confusing glory at the top of the GSQ wiki page
Is there a documented list of all the flags in the game (both mail and general ones) https://stardewvalleywiki.com/Modding:Mail_data#List ?
omg this makes my life so much easier, thank you
Thought so. It's already configured to ignore settings for mods that aren't installed, but it would've been nice for UX if I could also hide them in GMCM. Oh, well.
If you need to see letters, though, you might need to look at unpacked Data/mail
All of the passedOut letters I'm looking at are there, but not listed on either link
That's true I don't think the mail flag list has actual letter IDs since that's not usually what people are interested in when using mail flags
And also because they are easy to find, living in the data as they do
Not that it would hurt to have a sentence reminding people to check in data/mail. -makes a mental note to make a physical note to do that sometime-
Oh sure! I know that's probably what they meant, but since I was just doing something similar and the data I wanted wasn't there, I figured it wouldn't hurt to remind them to check
Hnmmm. It looks like those letters get sent only when passing out from exhaustian, not from health
That probably still works for me though
Hello Groovy People, many of which are blessed in Math!
I wanna make a delay start configable to my Iridium Bombs.
On one TAS, (the graphics which make the delay), there is this, which makes the graphics of the bomb happen for three seconds before the actual bomb happens:
totalNumberOfLoops = 30,
The bomb itself, 3 sec delay:
delayBeforeAnimationStart = 3000,
I want to make the config affect them both. My brain cannot math it, Any ideas how to write it?
Wait... I just realized zero times a number is zero! I just got done with a 12.5hour shift, forgive the exhd brain!
You need another number, the frame interval
It's in there, I just put those for brevity.
If that 0 then loop count is irrelevant
Imma make it Config.Seconds * 10 and Config.Seconds * 1000
Yes, that's the goal, for the loop count to become meaningless if they do not want a delay. If they want shorter fuses... That's a trip into probably inlining I think.
when I tried making shorter bomb fuses I just needed to change totalNumberOfLoops
I don't think bombs have delayBeforeAnimationStart set
Wait, am I able to make an expansion with just CP?
depends on what you want in your expansion
new maps, new NPCs, new items, new events are usually what ppl think of in expansions
and they're all doable in CP
I use JA for items ๐
you should switch
But I guess you're right 
No thanks, I have all my items mods ๐
Mostly courtesy of ParadigmNomad
we're in making-mods, and that's general advice if you're looking to make new item mods
Oh right ๐ Sorry
I'm mostly here to answer questions so I don't cease to exist out of boredom
Thatโs I will look into! Thx! The delaybeforeanimation thingโs isnโt normally on bombs but it slaps in there good.
Okayโฆ. Any reason why he insists on staring at the axe in his spouse room? 
Idk why he isnโt facing down
I can't even tell who that is ;-;
Itโs NSH from Rain World
would guess a custom npc?
Yup
Maybe he's supposed to face that way? Idk, but that's my only guess
Heโs not because Iโm making his ass XD
My only thought is that it has something to do with Krobusโs room cause I used his roomโs location so I wouldnโt have to deal with random light sources
you can specify the facing direction in the tile
:O Cool
https://stardewvalleywiki.com/Modding:Maps#Paths_layer
you can change where the spouse stands and what direction they face
Ah! I didnโt see they had a facing property!
Iโm going to blame that on the fact it was something something am then XD thanks!
have a question of my own, not about custom npcs(no plans for that so far)
Ask away
is/are quests unrelated to dialogue?
Can you elaborate?
as in, if i change the quests, or one of the quests, for a vanilla npc, would that conflict with mods that change the dialogue for the same npc?
Oh. No
I'm confident in that no, too
Assuming the other mod only changes dialogue
what quests are you changing
and, does dialogue data for each npc come all in one chunk, or could i edit dialogue that references the quest without causing a conflict with mods that edit other dialogue?
if you do your edits right (only change what you need to and not like Load Characters/Dialogue/Abigail or something) they should not conflict
I @'d you on GitHub but I thought I'd message you here to make sure you see it. I fixed the issue in Better Game Menu that was adding that button to unintended OptionsPage subclasses. You should back out that code you introduced to try removing it to prevent it from causing issues.
Got the email, as funny as it was i appreciate the change 
I hadn't considered the possibility of someone subclassing OptionsPage honestly
It is a bit cursed i don't blame you
is it possible to patch an abstract method?
I doubt it? An abstract method doesn't actually exist.
no, patch the class instead
sorry what do you mean by patch the class instead?
Patch the class that implements the abstract method
oh i see thanks
If all else fails you can iterate over every available type to find subclasses and patch the method on all of them, though that seems... not super great.
I am... considering it haha
What are you trying to patch?
maximum stack size, but thankfully there aren't that many subclasses of item and I already have patches written for most of the subclasses individually so I think I just need object or something
lol, I patched that once with Better Crafting
But I was able to switch to patching Item.canStackWith for my needs.
Does the "married" dialogue option play every time a character marries someone new?
Or is it a one and done?
nvm, looks like it's the first time! I should have checked the wiki
The wiki is great 
are you patching Furniture as well
(The wiki is the only non-corporate wiki I have ever contributed to.)
if you do, then just a warning, only that won't do what you want
whats CFD
Custom Fixed Dialogue
if you have a stack of 999 tables and you place it down, that entire stack will be placed and turned into 1 table
huh
if you pick it up again it will become 999 tables
i never knew tha
That would be interesting
... 999 tables on the wall...
Lmao
oh hm sad i havent gotten around to testing placement yet
on the other hand, this sounds like it could be fixed with even more patches :)))
yep. how familiar are you with transpilers
not, but I'm sure I can learn
Can't you pick up storage furniture with items in it?
That sounds like something to be careful of
I check held items in canstackwith? Also untested lol theres a lot that i need to check
(Here I thought it was a joke about dressers being heavy)
i suppose u can just ban storage furniture with stuff inside from stacking
on the plus side i recently got the everything catalog in happy home designer so all the furniture things can happen now
For some reason, this is always resolving to true, even though I don't have any of these letters queued for tomorrow
"Id": "{{ModId}}_HospitalVisit",
"MarkActionApplied": false,
"Trigger": "DayEnding",
"Condition": "ANY
\"PLAYER_HAS_MAIL Current passedOut1_Billed_Male Tomorrow\"
\"PLAYER_HAS_MAIL Current passedOut1_Billed_Female Tomorrow\"
\"PLAYER_HAS_MAIL Current passedOut1_NotBilled_Male Tomorrow\"
\"PLAYER_HAS_MAIL Current passedOut1_NotBilled_Female Tomorrow\"
\"PLAYER_HAS_MAIL Current passedOut2 Tomorrow\"
\"PLAYER_HAS_MAIL Current passedOut3_Billed Tomorrow\"
\"PLAYER_HAS_MAIL Current passedOut3_NotBilled Tomorrow\"
\"PLAYER_HAS_MAIL Current passedOut4 Tomorrow\"
\"PLAYER_HAS_MAIL Current passedOutIsland Tomorrow\"
\"PLAYER_HAS_MAIL Current passedOutIsland_Leo Tomorrow\"
",
"Actions": [
"AddMail Current {{ModId}}_Hospital Received",
]
},```
I'm assuming it's a sytax error with my ANY condition, but I'm not seeing what's wrong
do all the conditions resolve to false individually if you test them?
public class ModEntry : Mod
{
private static Random rand = new Random();
public override void Entry(IModHelper helper)
{
Harmony harmony = new Harmony(this.ModManifest.UniqueID);
foreach (var method in Game1.game1.GetType().GetMethods())
{
if (!method.IsDeclaredMember())
continue;
harmony.Patch(
method,
prefix: new HarmonyMethod(typeof(ModEntry), nameof(ModEntry.WorkForReal)));
}
}
public static bool WorkForReal(Game1 __instance)
{
return rand.Next(0, 100) > 95;
}
}
So this is fun and all... but it's not breaking things in a fun way...
Yes
[game]
Query | Result
------------------------------------------------------- | ------
PLAYER_HAS_MAIL Current passedOut1_Billed_Male Tomorrow | false
Overall result: false.```
Etc
The flag is getting set every night right now, so something quirky is happening
That's just silly. Game1 has waaaay too much nonsense in it for that to be fun
I was considering pulling all of the methods called directly in, say, the main update loop and only patching those, but...
it took me a while to figure out what this is actually doing and I love it
I'm having such a silly issue with my mod. Three of my latest objects are showing an error image. Everything LOOKS correct in the files (& yes they do have their own sprites)...
!json post your code and we can look
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.
!!! Just that alone has already helped me so much!
Still, the items in question are Chicken Gravy, Lard, and Tallow which all have an error image: https://smapi.io/json/content-patcher/4836b71d1c5645668050667fd893649f
*tallow isn't completely finished so ignore the same text
**just saw that tallow still had lard's sprite & fixed it so just ignore that lol
Is "Esca.EMP_LogMessage Info {{ModId}}: You just gained 10g!" limited to Trigger Actions, or is there also some way to use it inside an EditData block?
Did you load Mods/{{ModId}}/masonjars
I suppose you probably did since other items are using that texture and they're fine apparently
did you spawn new instances to test
there is nothing you can do to log a specific message to the console with your patches themselves besides make them give errors or warnings
that is a trigger action
Bugger.
It's a pretty long load, so I'd hate for players to assume that the game just crashed or something.
heavily modded players tend to be used to long load times
True, and it's only at the start of the game - but still.
and there probably will be some c# mods they have that are logging to console to indicate life
i didnt relalise how used to it i was until i got sa friend who never mods to download a modlist of mine that had over 200 mods (they thought their game was broken)
i would often go make food for like 10min while I waited for my heavily modded save to load way back when
This mod shouldn't affect loading saves, since everything happens at launch - or when the player changes something in GMCM, but that is what it is.
truth to this -- the only time I got tired of it was because reshade was causing excessively long load times into FFXIV for me, for example. like a black screen for 10 minutes before getting to title which was getting annoying
Sure, but it'd be nice if a CP mod could send something to indicate that it's working in the background.
fair and valid 
Hmmmmmmm. I thought that you would always get a letter when the player passed out at 2AM. But I'm not seeing any show up
Is there a random chance of a letter or something?
Ahhh. So if it's in the farmhouse it probably doesn't count
I'll try in the mines or something then
Also, can passedOut letters repeat?
anywhere on the farm im pretty sure is safe
inside is 100% safe
inside the farmhouse at least
Nice. That would probably be it then
letters can repeat
Good
Fixed now, thank you!!
Heyo, does anyone know a good mod that shows an example of how to format the frames field for working effects on machines? I am not sure is it should be like "0", "1" or "0, 1"
I guess I don't need an example if one of those examples is correct
I may be doing something else wrong cause it just is not working for me X|
Cornucopia Artisan Machines
Thanks 
It's a list of numbers, so it would be like "Frames": [ 0, 1, 5 ].
to answer the question, the former (EDIT: as numbers)
Thank you Pathos!
I'm planning a major rewrite of the canon storyline and I'm trying to put together all of the files that I'll need to edit. It's proving less straightforward than I expected. Does anyone know why some event text is randomly in Strings/StringsFromCSFiles?
(And is there any reason why that text couldn't be in the events files directly?)
Because scavenger hunting is fun /silly
Hello! I have a question on monsters. How many changes could realistically be made to their behavior based on triggers? I was wondering about whether they could to you react to eating certain things with disgust, or if you could give a gift to stop one from harming you, and maybe have little dialogue bubbles pop up sometimes.
(This would explain the cursors file...)
There's a lot of stuff that's kinda scattered about in different places
I'm sure sometimes it comes from something have been put somewhere and then after working for a while... oh no can't move it everything will break
are you talking about purely CP because if you are the answer is nothing
That does make sense (sometimes it's easier to leave it where you know where it is, rather than where it makes sense.)
Unfortunately yes. So I guess the answer is that no changes can be made to their behaviors then?
In that case, it should be fine to edit the text back into the appropriate events (I hope?)
monster behaviour is not at all controlled by anything CP accessible, besides monster drops
if you count that as a "behaviour"
you can edit the very basic info about them like their stats and whether they fly or not, but actual AI behaviour is not accessible to you
Also, any recommendations for mods that help with quickly testing events?
What level of C# knowledge do you think would be needed for that ideaโฆ?
Event Repeater comes to mind. Maybe als the unofficial update to Console Commands, so you can trigger events from chat?
Thanks!
subclassing your own new Monster type is easier, but changing the behaviour of existing ones especially to that degree and especially in response to triggers would be a pain
Well, it was a neat thought while my lack of knowledge lasted I guess.
What does subclassing do?
its a C#/programming concept that i dont know how to explain briefly
Ok, fair enough
you can just debug start them - testing the conditions themselves would be helpful to have CJB cheats to move time and stuff like that
'debug ebi [eventid]'
I think I read a couple of days ago that there were plans for CP to be able to move things like Dynamic Tokens to a separate file. Is that actually going to be a thing at some point, or is it just brainstorming?
I recommend the yellow book if you want to learn about programming using C# as a kickstart
There are no current plans for that so far as I know, unless someone was thinking of submitting a PR for it?
Ah, okay. I must've misinterpreted it then.
Oh boy
Well, that escalated quickly.

Heyo again, is there not a way to make a sound that doesn't loop on its own loop? Like openBox. I would like to use it for the working effects going on on an interval, but it's looking like that isn't possible
If Stardew modding pulls me in enough, I may pick up C# someday. Hard to picture that happening right now though. I donโt think that I have the right technical problem solving talents for coding, but I guess Iโd never know until I gave it a real effort.
oof
is it ok to put this here?
No.
Some place that isn't here, I'd say.
Dunno, but not on this server
Not in this server
yea i got that dont worry
this server does not like AI
oohhhh
Yee
is this for machines?
didn't know
Yes!
you should probs read the rules
thanks man
In modding general they where talking about how monster react to digging in trash cans. They say the generic NPC dialogues. I think that is where this came from. Getting them to react to other stuff too.
thanks pathos, wasnt too sure anymore if it was a rule or pinned
sitting here using debug ps over and over is kinda fun 
It was an idea that wouldโve been pretty fun if it were within the scope of a CP mod.
this is a quirk of how trash can reactions work. same reason why slimes incubated in town can say hello when you walk by them. it looks for NPCs, but doesnt check that they are villagers
Oh, I forgot about the slime thing. Thatโs pretty funny. I guess monsters are like a type of npc in a sense then?
hmm could be wrong, but I don't think so unfortunately. you can make WorkingEffects only have a chance to play, but that will also affect the animation
Always funny in East Scarp when a crab takes umbrage to me dumpster diving
appreciate you looking into it for me! I will see about maybe finding something similar or making my own then 
all Monsters are NPCs and all NPCs are Characters. NPCs include monsters, raccoons, trashbear, pet, junimos, horses, dogs, cats, and children
First of all, hello, I want to play mod with friends, but we constantly get a connection failure error. How do we solve this?
!mh
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
Oh, thatโs pretty neat. Guess the crimes Iโve committed against the shadow folk are real then.
Found that out when I used the kill NPC command and my pets disappeared and never came back. ๐
wait are there trashcans in Passerby? Now I want a screen of an angry ghost getting mad at me over trash
๐ญ oh no
Tragic.
"oooOoooOo, stay out of my traaaash!"
Farm animals are not NPCs though. They are different.
I wonder if anyone can help?
I always wondered why mods can't make decorative animals like you see at Marnie's.
!mh <this was to direct you to people who can help
For help with modding issues, please ask in #1272025932932055121! When asking for assistance there, sharing an error log will help others identify your issue (see https://smapi.io/log for instructions).
Wait. Could one theoretically kill off their npc in a real sense then through an event?
depending on what you mean by "real sense," yes, though such a mod wouldnt be allowed to be discussed here
Yup, I had 4 duplicate NPCs and rather than type the command 4 times I left it blank, figured everyone is back the next day anyway. Turns out pets don't respawn like the other NPCs.
ohno
That makes sense. That kind of mechanic wouldnโt be fit for general mod discussion.
(to be clear, when i say "here" i mean "this server entirely")
So there's a blanket ban on mods dealing with on-screen deaths?
what's the way to look into more details with a SMAPI log that someone sends?
I understand you meant the general server as well. Not that most people would really want to have something tragic like that happen to their character anyway.
Someone is having... significant issues with my mod and I cannot figure out why from just looking at the standard log itself
Because I know Sophia's backstory in SVE features off-screen death.
no, theres a blanket ban on disturbning, age-unsuitable, or nsfw content in this server, and that includes violence
Ah, right.
if its just a character passing away naturally then thats probably fine? but you said kill, so
with ofc the "im not a junimo" disclaimer on that
you can do this if u want with MEEP
ES has weird goats
I love the weird goats
Yeah, but all of them can be F1'd with Lookup Anything.
The animals at Marnie's can't.
is that a problem 
No, just curious as to why.
doesnt this just make them more real
Marnie's animals are actually real animals, though
they get assigned to a fake multiplayer farmer
I want those goat as a barn animal so badly.
the why is implementation details
A fake multiplayer farmer? That's clever.
All those rules make sense, so I think youโre within the right to clarify them. I meant that with relation to the junimo comment by the way. I didnโt mean further explanation was needed.
so there actually is a mod where the npc passes away ||toshinori, in the heartbreak route||
i don't think that route works rn but if you want to do it you can make your NPC invisible forever to achieve the effect
okay this didn't change a thing ๐ i'm not sure if it's random chance that he keeps facing that direction or what (the normal spouse room map doesn't have tile properties anyway)
Or take the c# route that SVE uses. But that is harder.
its one line 
did you sleep and test again another week
Any line of C# is hard for Chu 
for me*
i cant spell or do words rn
C# is not, in fact, hard for chu
i like to recommend data only solutions if i can
Most spouse rooms have tile properties telling the spouse where to stand. Can you show what you did?
cus the understanding is that if you are in C# you can do anything
Iโve heard that C# is a better language than Java, but that neither are common to just develop games with, not counting game engines.
The possibilities are endless potential
C# is common for game dev because of unity (though unity has a funny C#)
selph suggested i use tiledata but whenever i load the normal spouse room map there's no tiledata so idk
he keeps looking up for some reason
How did you put in the data to tell him to look left.
Does that mean that ordinary C# knowledge would give wonky results if applied to unity?
Is it possible to add an aquarium building that adds custom fish with CP?
no it just means unity abstracts away a lot of things
Like a building that you fish in to get custom fish?
A building that lets you donate them like in the museum
sdv modding does abstract some things (you dont necessarily need to know what a constructor is to do a mod) but u r actually making a class library like thing as output
Like the Stardew Aquarium mod?
not embedding script or w/e
Yes but on a smaller scale
The tiled data might not be on the map itself but added to the map by code. You can do it that way too. But why bother.
Can you send a screen shot of the tile data. So we can see why it is not working.
I'm unsure, I don't actually know what parts of Stardew Aquarium are C# 
because every single time i've seen him in the spouse room he's looking at the wall and almost every single screen shot i've seen of spouse rooms they're looking down so i'm forced to assume something is wrong ๐ญ
Ok so I got this error after loading my custom ambient sound into the game and connot figure out what it means?? it is definitely a .wav and the patch is correct for adding it to AudioChanges
Me neither. I really hope it's doable without C# lol
Oops, couldn't parse that file. Make sure you share a valid SMAPI log.
I am aware mr governor
why not send the whole log
either way, you're probably setting the streaming thing wrong. streaming is true for oggs only
Be careful though and use the special program (I forget which) to edit out your computer user name, if you care about that.
I use patch reload so it feels pointless when there is no other info pertaining to the issue in the log, but by streaming do you mean "StreamedVorbis"?
The Governor links to it sometimes
https://smapi.io/json/none/311283b06c3746aa9bf014136a131cf9 this is the patch file
a full log is never pointless
but yes, i mean streamedvorbis
an ogg is a vorbis file
a wav is not
Can you send a screen shot of the tile data. So we can see why it is not working. Like what you typed.
Is there documentation on better understanding smapi logs?
i also tried the word "down" its on the paths layer
Ahhh ok I will convert it, thank you!
now it is telling me it cannot confirm container type X|
wdyn convert it. did you just rename it? you cant do that
just set StreamedVorbis to false
lol ok I will remember that, and is turning that to false gonna impact performance majorly?
if it is looping that is
one is better for music and one is better for sfx, but i dont remember which. the audio data modding wiki page has info on it
I think the main aspect of C# with Stardew Aquarium is the donation menu it has... that's without me actually knowing what's in its dll - I would imagine doing something similar would need it as well
Even looking at something like Nature In the Valley shows that it has a C# component but again for what I don't know...
It might be worth it to look at both of them to see what parts were done solely using CP (Primarily Stardew Aquarium since that one does fish like you're looking for)
true is for ambience that loops to reduce memory usage when the audio cue isnt active
Aaa I wanted a donation menu. I will look into it more though before I say it can't be done 
Not sure why that would not work? Does someone else know?
i dont think there's a donation thing builtin you can use unlockable bundles tho
another idea is to make them all powers
Nature In the Valley is a framework for donating stuff too 
(what donating stuff does NITV do?)
You catch bugs and give them to an insectariun
or frogs or whatever
There's a few mods adding animals to it
is it just animals you can donate?
yep
ah, gotcha
in the inventory they are just objects with the forage category
love NITV
where are the maps for spouse rooms located
Maps/spouseRooms.... i don't know if there are any others
*oh they're all in one thing *
that... makes more sense I was trying to find individual ones lmao
same with spouse patios btw
i personally fear working on the romancable part of my npcs lmao
do you have any idea why a spouse room might have the npc face direction seemingly locked? i tried changing it with tiledata to no luck
When npc birthdays overlap, how is it determined which one is visible on the calendar? I havenโt tested anything like that in game yet
maybe mod load order?
try switching this to the buildings layer
I don't know if it'll work but its worth an attempt
the red dot needs to be on the Paths layer
im talking about the tiledata
according to the wiki at least
not the paths dot
so the tiledata needs to be there too
ah
to match
Okay I checked the movie theater to reference it since it definitely uses the dot to do that .. and yeah they are on the paths layer
are you sure your tiledata is exactly 16x16
jsut inchresting to see vanilla doesnt have tiledata for it hmm
yeah
I think vanilla does it with a patch
i can only imagine it's cause he doesn't stand in the same position as any of the other npcs...
yeah the only place that vanilla does have tiledata for the red circles is the theater, so if any of the npcs stand in a different direction it has to be done through something else
every vanilla spouse stands in the same spot
the tile data is only to override it
they also default to facing down, so if your NPC is facing up it might be a problem in their spritesheet?
so the string is technically correct?
Abigail has a different spot
if it was a spritesheet problem i would expect him to be invisible
I see. It's strange then because by all accounts you did everything right
did you go to sleep and test it again next week?
or test by starting a new save in case it's just being dumb that way >
yeah i've been sleeping over and over in case it was random chance
Has someone check a different mod that adds spouse rooms. Like ES to see how they did it. I am not at my PC so I can't
yeah i'll have to
im checking my own mod, ill just futz with qi to see if i can get him to stand in a different spot/ face a different direction
so far the ones i look at seem to just use the default spot, hm
anyone know the syntax for patching a generic method?
Right so ... he just stands looking up as well (which works with his spouse room but uh i cant get him to look in other directions)
how odd
so glad its not just me XD
Does anyone know why the isBundleComplete works correct for all bundles except the ones that require money? This is the debug code I have and its respective logs. The entire vault area is considered complete, but none of bundles are being considered complete by the game. This only seems to happen for the money ones. Is there an alternative to figure out which bundles are considered complete?
Dictionary<int, int[]> areaBundles = new Dictionary<int, int[]>()
{
{ CommunityCenter.AREA_Vault, new int[] { 23, 24, 25, 26 } }
};
List<bool> bundlesComplete = areaBundles[CommunityCenter.AREA_Vault].Select(id => CommunityCenter.isBundleComplete(id)).ToList();
Log($"Vault bundle ids: {Join(areaBundles[CommunityCenter.AREA_Vault].Select(id => id))}");
Log($"Complete money bundles {Join(bundlesComplete)}");
Log($"Vault complete: {Game1.player.hasOrWillReceiveMail("ccVault").ToString()}");
Vault bundle ids: 23, 24, 25, 26
Complete money bundles False, False, False, False
Vault complete: True
finally got a new save going and yep, still facing up
makes me wonder if its hardcoded or an issue that should be mentioned
can't believe the bug looking custom npc might find a bug XD
id ask when one of the cool c# modders that look at the games code are around who might know more
alright
are there official dialogue entry names for the 'sitting in bed' dialogue that marriagable npcs have sometimes?
i found where the dialogue is located (in the stringsfromcs file) but i dont know if I would target those name entries or something else to change it
hey guys, don't know if this is the right place for that... but does anyone know if there's already a mod that include reaching enchantment to watering cans?
you can already put the reaching enchant on the watering can
oh sorry, the swift enchantment!! sorry
the only thing i've found mentioned so far was the CFD mod
#modded-stardew is a better place to ask
(unless you're looking to make a mod that does that)
)I havent heard of one)
i also havent heard of one
i would like to, but i'm afraid this can't be done only with content patcher... so it's beyond my poor knowledge on programming hahaha
thank you!
Yeah you would definitely need C# for that
Especially because, with watering cans having the charge up feature, you would need to essentially make that go a bit faster too
X number of transpilers to target all the parts that do anim
The what?
this one stardewvalley/mods/6358
Ah but a lot of those became accessible in 1.6 (like the trash can one referenced, and the wiped memory dialogue)
I think they have names now I just don't know what they are since the wiki hasn't been updated to document them yet
checks date
gets one-shot
yeahhh
damn ๐
looking at my to do list for 1.1.0 of my mod makes me not want to do anything 
yeah... in the past the (rip) MARGO allowed swift enchantment on watering cans, but since 1.6 vonloewe removed this feature, unfortunately.
Theoretically i dont have to but I do want to at the same time ... im just not looking forward to designing a bunch of different arenas and stuff because im lazy
anyways, thank you so much! โค๏ธ
of course! sorry we couldnt find something for ya
maybe someone will make it in the future
good news stardewvalley/mods/20938?tab=files
actually now that you mentioned it it seems this is what you're looking for: https://www.nexusmods.com/stardewvalley/mods/24832
that is the 1.6 port of MARGO's part of enchantments, and it mentions allowing swift on watering cans
Depending on the string in question (if it's not a location string), then you may be able to add a dialogue line with the same key to your character specific dialogue file to override it in priority
Hm... with the way this is done I think I can just target those specific dialogue lines by using their names referenced in the strings from cs json
cause i really dont think I need an additional framework to actually do it -
lmao thats exactly what i was saying
none of it's locational, it's all from Stringsfromcsfiles for NPCs (not location? i think?)
specifically the ones like this
okay, yeah, any lines with NPC.cs at the beginning, you should in theory be able to add to your Characters/Dialogue/<NPCName> file with the same key and it'll use that one instead.
which I can see some of them have been made accessible (like the ones at the top, which im pretty sure are the ones that happen when you hit them with rocks with the slingshot)
yeah i was having issues with those suckers too
the spouse dialogue is fine to just patch over if married i think
i'll try that
tho no poly od compat
I don't really care about poly compat so ... 
Valid point, you may want to put it in the MarriedDialogue file rather than just Dialogue if it doesn't work the first way. xD
Honestly? Yeah he probably wouldn't 
Doesn't seem like the type
Also yeah this is me looking for things I want to edit/patch for Qi so you're right
(while testing the spouse room thing his hearts went so low while i was switching days that he stayed in bed, and he gave the in bed dailogue line and i was like 'no no, this has to be different')
yeah XD i got "I'm bored...." with the saddest face possible and i was like nuh uh
I figured it was a safe bet
I have so many projects to do... I gotta complete some of the smaller ones before actually working on Qi again though cause otherwise I will explode into a billion pieces
No, spouse dialogue is handled by the MarriageDialogue
Like dumb foliage catalogue that I decided was 100% a good idea to do
You can't just patch over random NPC.cs strings in the main dialogue file and hope it works
I'm cutting that Gordian knot and making my guy not a romance
A lot of strings now have new keys you can use but not all of them
farmer proposes to another love interest, mr qi yeets them off the summit the next day
Honestly, good npcs that you can't marry are fun- oh m ygod chu
If I learn C# i could probably program something like that in ... but i dont think you can propose to someone while being married anyways
well, you would have to specifically go to harmony wars against the poly mods 
That... would not work very well with my mod
he and the wizard have a history... a not good history
yeah i think they just go, "aren't you married????????"
i dont know what harmony is and i dont want to
If you use the East Scarp poly mod, it has like a flag to disable poly for your guy
but I don't know about the general poly-away component of it
It also lets you set dialog where they can say "I'm not into that" basically
so he could actually say "Sorry, I don't share" like a supervillain
Is that possible, now I want to make a bunch of mods with characters that you can't poly marry, just to spite all the poly players.
XDDD
It is in the context of that mod anyway. I have no idea how S&S throws a wrench into other ones
It also has options for stuff like "not with that particular other guy" and "well I'm into it, but they aren't"
honestly he would
When Ninokito played the mod a lot of people were like 'oh my god he's awful why would he not like the other people in town' and I was just sitting here trying not to cackle because yeah he is awful
he literally tracks everything the player does ... i dont think I need to say more
I also do put it as a preface in my mod...
You cannot fix him, please don't try 
Instead of a cat he has a snake
(indigo is best girl though)
An island volcano lair is not a friendly residence
I can see the bug reports now. "I can't marry your characters". My response "are you already married?"
It DOES have dialog for it that amounts to "I am not poly". If they can't take that for an answer, that's... well, an average mod user, what am I saying
dead-eyed flashbacks to getting the same bug report for ten years from a mod she made as a teen
(it wasn't a bug)
oh my god
I have not got very far with Qi yet. Have not even met them.
Me, a fresh-faced child: If I put it in the faqs, people will know! ....If I make it obvious and easy to see, people will know! ...if... if I... weeps
I got comments asking if my mod was compatible with SVE... one of the lists in what it includes is a heart event that happens... with SVE
I feel as though all mod authors feel your pain
I hope you enjoy when you do
I'd like to think I stuck with vanilla characterization pretty well
Minus the stuff with the wizard which is just personally how I think he'd feel about Rasm
(i think it aligns anyways)
i made mods for dst a while ago (been burnt out from it) i understand ๐
All the poly mod conversation up top .. i remember the beta of "polyamory" has feature to opt in/out of it, right?
man, only three events left to type out then i got all my lore down for my npcs at least and jsut need to code, haha..."just"....
You got this!
Yeah that's the mod I was talking about
Scripting events makes sure its all laid out at least
idk how to code half my events yet but thats a problem for future void
Same
Event coding is, frankly, my least favorite thing ever
the underwater map pseudo battle will vaporize me the moment i open notepad++
I say that and I have the intention to add like four more events to my damn mod as well as several more alternate versions of them... I'm doing this to myself truly
oh god, yeah, when I was writing things up, I wrote so many events
and I dont even get super fancy with mine, I stick to pretty simple stuff because I will simply perish otherwise
and I turned so many of them into "maybe CT instead"
the second I touched event code
Wha
I coded like 23 events, and then there are alternate versions of a lot of them based on relationships, and then ones for SVE because i had to move positioning, and then i also did playerkilled events...
there's technically a lot more than 22 events in Qi's thing but I just said 22 because those are the main ones
cuz rn its this sexy dummy pic
what 
I have actually gotten coded exactly one event so far
oh my god
that's a big-ass tree
i really didnt feel like drawing that atm
they suck so bad ... like I've gotten really good at it so I can do it much faster than when I first started (I remember having to test his 5 heart event .. .because for some reason i did that one first - like 40 times, now I only have to run through them maybe 5 or 6 times, 10 if im feeling like a perfectionist)
and as to answer the general "why are you doing this to yourself" I say: ....because I can idk
I also remember learning that apparently you CAN move each action into separate lines... i dont do that, because then my jsons would be insanely long and i learned it the one way and doing it another will also send me to my early grave... but learning that after coding 22 events made me want to perish x2
I got a (simple) advanced move to work in my first event, that felt like an accomplishment! Even if he did just like... walk into a wall for a while on my first try
the true answer to 'why are you doing this to yourself' as a mod author is 'why not'
i do that and it saves my sanity actually
the rest of the event goes on
Farmer walking into a wall over and over like a broken roomba
Advanced Move makes my head hurt. The only reason I can kind of understand it and use it is because Airyn so very kindly gave me a very indepth example as to how to use it that I search up and reference every time I need the command
I just wanted the farmer to walk over three and up one and you can do that with two simple moves, but you can do it in one advanced move, so I figured... baby steps on more complicated options?
advanced move psshh in this house we suffer the single direction steps
the benefits for advanced move is that you can have other stuff going on in the background iirc
Which I needed specifically for one of the cutscenes that happens in the casino (player walking over to the slot machines and stuff while qi is doing stuff in the background)
if i didnt use the advanced move for both the player and qi the cutscene wasn't timed right 
Timing, a curse
also a curse of me figuring out schedules, god it takes longer than I realized to walk anywhere
Doing the timing for the noises was also awful... hell figuring out the noises I wanted to use was awful too i had to go through so many of the game file sounds and listen to them
mmm... schedules...
Oh yeah I haven't actually had my game music on in ages, so I had to look up the msuic and its use to figure out what I wanted
I decided to be super extra with mine ... i mildly regret it but theyre done now so i dont have to think about it
i use foobar to listen to them but to find the ones that were right for like... casino slot machine noises i had to go through and listen to stuff
and foobar just repeats the sounds so if i played one i would hear it over and over again until i paused it or tabbed to a different one
i can still hear the sound of coins in my sleep
i jsut run my event a million times
I know there's a list of all the sounds on a spreadsheet, but it doesn't let you hear them
well I still have to do that just to make sure I coded it right 
me is caveman
that's what foobar is for B)
but Youtube has the music at least
i only know foo dogs
which is my main worry, I don't THINK I'll need too many sounds
you can unpack the audio files with it and it lists them with their internal names and you can play em
good luck with that
i could have them if id just dare to ask pathos to the github with the game files or something
I don't plan on very exciting events ngl. He's a talker, not a fighter
what ive realized while typing out all the events is that all my npcs have some sort of healing arc going on :I
And the sounds I can think of are ones I could just find on a list, I don't need a very exact sound
I mean I wouldn't say Qi's events were very exciting either but i still used a plethora of sounds there
that's not a bad thing
it was mildly hard writing cutscenes for qi because he doesn't really have much of an arc to begin with. That man will change only in the ways that he believes are perfection... which means he's not really going to 'develop' much, which makes cutscenes kinda hard
oh, i haven't noticed this mod already has this feature! thank you!
You just gotta arc something else if you can't arc your guy
I've got like "talking about a past arc" and also "taking the mayor on an arc" in mine
i wonder if theres an npc out there with an anti-arc
or backwards arc w/e you wanna call it
"I can make them worse"

I mean most of Qi's cutscenes are either "elaborating" (heavy quotes, he really just t poses on the player and tells them to get good) on the things he does around the valley, or showing his relationship with Rasm... or generally showing fully what his character is like anyways
i love t posing Qi
the sprite still haunts my nightmares, Void
I see it every time I open that file


i laughed louder than i should
changing the Qi Crow to that sprite would be a true nightmare
just imagining the meme with the guy running away from the floating guy but with farmer and Qi
could you imagine putting a bunch of these in your crop field ... awful
Make a fence of them

