#making-mods-general
1 messages · Page 260 of 1
looking at documentation "as you go" isn't the same as learning the fundamentals. Try to see if they have a tutorial going over the basics.
since a chest itemgrabmenu is actually not what i want
That is what I am looking at.
Annnd I figured out I did it wrong
ayyy i got the .exe working
now i have to make the textures...
kill me now...
wait no, thats future me's problem
before you die, consider just making some dummy sprites
good night
oh yeah, good idea
nothing needs to be final until it's released, after all 
And then there's always updates
for the kind of dummy sprites I use, if I wait for an update to swap them out I think it will be an issue 
hi
not sure what you mean ngl, but have you checked the content files/decompile?
Where do I check?
ngl I won’t know until I can figure out what you’re asking 😅
https://static1.cbrimages.com/wordpress/wp-content/uploads/2021/06/alex-general-stardew-valley-2.jpg if talking to him like this gives the full +20 daily friendship
When he’s tossing grid ball
Special animations are only +10 and I’m not sure if it is or not
ohh, so you’re asking if this counts as a special animation
Yes pls!
hmm, I wonder how those are set, anyway
I would assume it does but not sure
I kinda wish there was a way to see on wiki
I have 1 heart with him by spring 7, I’m not sure if I should reset or not (want y1 flower dance)
you mean this line?
"Wed": "Looks like a good day to play catch, huh?$u#$e#$q 5/6 Wed_01_old#I'd ask you to throw the ball around, but you don't really seem like the sports type.^If you weren't a girl I'd ask you to play catch.#$r 6 0 Wed_01_02#I'm fine just watching you from a distance.#$r 5 15 Wed_01_01#I want to play catch with you!#$r 5 0 Wed_01_03#(angry) What's that supposed to mean?",
do you know any examples of known special animations for other NPCs?
I think that’s one time only right?
Yes, Haley using her camera
Sam using his cell phone
i'll be honest i only see alex dialogue when i'm looking through his trash
It’s not so much dialogue as opposed to actual friendship gain from just talking
I would start for looking through the unpacked content files to see if the response when Haley uses the camera/Sam uses the phone has anything special in it
are you quite sure you get bonus friendship from unique animation dialogues? both instances of grantConversationFriendship use the default value of 20
if not, it’s decompile hunting time
you get lower friendship iirc
Yes o: it’s always been like this
talking to them once per day (normally +20; otherwise +10 if the villager is in the middle of a special animation, like exercising or using a camera)
Wiki
Yeah sorry you get half, not more
i've never heard of this mechanic in my life
LOL I speedrun romances so unfortunately I do it all the time
i'm 6 years old for the purposes of stardew modding 👴
I think I’m gonna just count it as a special cause I’m not sure
I kinda fucked up then :/
wiki claims we should look at Farmer::changeFriendship
only a couple of results for changeFriendship(10
Omg, may I please know them?? Would be really helpful for wiki, tysm for checking 
well one is for kissing your spouse, which is likely already documented. the other is in some resetFriendshipsForNewDay method that i've also never seen in my life
ah, that's the friendship decay method
the second result appears to be +10 bonus friendship if you've given >= 2 gifts this week
Bro WHAT
i'll be honest my brain stops working when i see the line date.TotalSundayWeeks != friendshipData[name].LastGiftDate?.TotalSundayWeeks
?!?! I never heard of or seen this
it's in updateFriendshipGifts
public void updateFriendshipGifts(WorldDate date)
{
foreach (string name in friendshipData.Keys)
{
if (date.TotalDays != friendshipData[name].LastGiftDate?.TotalDays)
{
friendshipData[name].GiftsToday = 0;
}
if (date.TotalSundayWeeks != friendshipData[name].LastGiftDate?.TotalSundayWeeks)
{
if (friendshipData[name].GiftsThisWeek >= 2)
{
changeFriendship(10, Game1.getCharacterFromName(name));
}
friendshipData[name].GiftsThisWeek = 0;
}
}
}
how much do you want to bet it’s either a call to this method or some crime with changeFriendship(-10)
I’m so lost ngl
TotalSundayWeeks does that to a person
I don’t remember any of this in patch notes 
oh I forgot how shit github search is, gonna have to check the local repo on my pc
would it be in patch notes.... if it were there from the start 🌌
idk anything anymore
actually i knew nothing to begin w
i just wanna dance with hot muscles man
there's not many negative changeFriendship calls outside of bad gifts and bouquets, just slaughtering wildlife in the home and firing projectiles at them
well i remember this confirmed from an old pre 1.6 blade video
the special animation being +10
honestly i'd believe blade over the game code
and the only use of the method I sent is for the baby npc 
thats why im really confused
well don't treat me as a source of truth either, i'm probably lying by omission. definitely more lines of code i haven't read than ones i have
blueberry, do you know where the friendship addition for daily dialogue is done, by any chance?
idk how to read code but i sure know what 10 and 20 look like
ive been looking at each tab just looking for these two lol
pretty sure that's grantConversationFriendship
ty
i dont see anything with 10 in there 
other than the +10 bonus if you didnt give 2 gifts???
aww if you talk to an npc, they stay looking at you longer the more they like you
am i understanding that right
AWWWWWWWW
as far as i can see yep, i wonder if it's to do with any of the endOfRouteAnimation variables
this is insane i feel like a caveman that just discovered fire
so wiki is wrong? 
cause i checked every Friendship tab there is
can the game decide whether to call it endOfRouteBehavior or endOfRouteAnimation or animationAtEndOfSchedule
dont see anything sticking out besides the updateFriendshipGifts
when does haley use her camera, anyway?
when she's wandering in the forest by the river some days
in like the afternoons spring
i dont have mods but im tempted to get one just to track how much friendship i get lol
mod author.. content smith... pixelsmith....
alright finally found it, haley uses her camera on spring_Mon at 1100~1630. the key is haley_photo just to make it take longer to find 
thank you for helping me out
so its good that ive been gifting on fridays and saturdays if i get a +10 bonus apparently
alex's football animation isn't in the animationDescriptions file, which may imply it's not one of them?
well if he throws the football up, it's going to be an extended sprite 
even if it was though, it doesnt seem like it would matter?
and wiki might need updating?
until we know how it works, there's no way of knowing what matters
maybe its magic
this is actually crazy bc i figured it would be somewhere with Friendship
im like curious to know where BlaDe found the original 1.5 info and if theres a repo to compare
excuse me "alex_football": "23/23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 16 16 16 17 18 19 19 20 21 22 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23/23",
23
lol what the 💀
the conveniently named other file with the same name but in strings instead of data
duh, blueberry
I had to see SyntaxAbstractor::ExtractDialogueSyntax so now you do too
definitely the most pathoschild code i've seen in the decompile
are we talking about the one that just takes a string or the override
because the override looks very CA to me 
welp time to grind to see if i can dance with this dude
i'd give you an answer on how much friendship you get from chatting with haley but i seem to have upgraded my game to crash when i walk out the door
Whaaaaat?! 
You got the reddit upgrade, never go outside
ay chat, im updating a mod that used c# code. the better shop menu mods unofficial update fix.
im just wondering how to fix the draw code to get the correct textures rather than using the parentsheet.
i also wanna convert the c# to CP so
you wouldn't be able to convert that mod ro content patcher
if Haley could actually use her camera that would be fab
12:20 pm
but yea if anyone knows what snippet to replace parentsheetindex so this doesnt occur thatd be appreciated
it's way later than that
Oh I was only looking at her Monday spring schedule sorry
it is monday
what's the issue with the grape there
that looks like the correct texture
Actually it’s 12:20 on Mondays in fall too
look at the others 😭
That’s weird. Wiki shows 12:20 Mondays
the textures for the couch for example is defaulted to 999x jade nodes when it should be coal
so it the grape, it just got covered
The jade nodes
oh
i hate to be the one to say it but haley only has one schedule entry for haley_photo and it's spring_Mon 
Interesting, her wiki schedule is out of date then
I see Mondays fall taking pics by river too
I’m going to let a spring monday run with no cheats or time skips to see if that makes her animation actually happen
ooh i think the fall one is true actually, i'm just dumb
"fall_Mon": "GOTO spring_Mon"
sorry it's midnight haha
Me dumb
asleep at the wheel
I hope not literally /j /ikyou’reatyourPC
could replacing parentsheetindex with texture2d work maybee .ᐣ
so after removing my very good broken mods i got a save file going:
- introduce to haley on day 1 (spring_mon + haley_photo) +20pts
- sleep
- talk to haley on day 2 +20pts
- sleep until day 8 -10pts
- talk to haley on day 8 (spring_mon + haley_photo) +20pts
final score: 50pts
it might break alot though but worth the test
simply tested with Console Code in the smapi terminal at random times cs return Game1.player.friendshipData[`Haley`].points;
well we shall find out
so just based on that i'd say you get no friendship bonuses for first introductions, no friendship maluses for talking during unique animations, and some amount of decay over time that happens to put -10pts ahead of the next time i talked to her
i mean theres no red text in smapi so thats a good sign so far
but again it is a c# mod im fixing up so ..
@fathom hound I also independently tested it myself and it was 20 points
the wiki is indeed incorrect
so where on the wiki is this mystery 10 instead of 20 written
the main page for [[Friendship]]
Do you know where the +10 hidden friendship mechanic from the gift applies??
near the top
updated the wiki to remove the mistake 
looks like it goes way back 
so at any point between the two, it got removed lmao
and nobody ever noticed
anyay I added a code reference which usually protects my edits from being rolled back
current phrasing added here: https://stardewvalleywiki.com/mediawiki/index.php?title=Friendship&oldid=37809
before that it was +20, then changed to +10 only, then +10 to 20
Did you test it with Shane at work? Just to verify it is not just Haley. Not that I see that being likely.
we checked the source code and saw that there's literally no code that adds +10
witness me. +20
so unless shane at work uses ritual magic instead of c#, I'd imagine it's the same
and THIS is why console code is the best mod
in future i plan on loading and running all my mods through console code. a fine mod
also @rigid oriole did you give the console commands page a makeover? that's amazing tysm
right here: #making-mods-general message
looks like the wiki already has the details:
- giving the maximum two gifts in one week (+10, awarded on the next Sunday)
OHHH I see so gifting 2 gifts by the end of the week is a bonus +10?
BRO WHAT
THE AMOUNT OF TIMES I STRESSED MYSELF OUT TALKING TO NPC’S BECAUSE THEY WERE IN DIFF ANIMATION
even in 1.5 lolol (sorry meant to turn off ping reply)
funny thing is the original change was made because Pierre apparently only gave them +10 friendship.
pierre doesn't even have a unique animation
maybe Pierre is just a Hater™️
Hey guys, I wanted to ask a question: Similar to the "!twocake, !twocakes" concept, how can you avoid stressing for creating a concept that might be disproven/outdated by the canon game in the future?
Slap that AU tag on ur fanfiction
You really can't avoid it, so there's no point worrying because, well if it happens, it happens. (my motto for everything)
tvtropes calls it "Oudated By Canon": https://tvtropes.org/pmwiki/pmwiki.php/Main/OutdatedByCanon
fanfics for ongoing shows get disproved all the time. some of them gets invalidated while they're themselves ongoing
it just happens™️
though tbh I dont think SDV is going to get a massive story expansion update
Fanfics for games become disproved by non-canon spinoffs that contain canon information XD (and sometimes the fandom just doesn't care)
What is the particular lore thing you are worried about
For starters Haley in mods like SVE, and Events expansion is shown as being depressed because of her parents' absence and consequently my mod followed on this. 1.6 added a line for her in which she hints that she's not as hung-over
This made me change how the final event of my mod would play, and I attempted to reconcile both ideas
Just market your mod as sad haley 
But yeah you just gotta remember you be writing fanfic and sometimes canon kicks you into AU zone even if you didn't mean it
Yep, that's something in everyone who makes mods and/or fanfics has on their minds
getting into "draw the rest of the owl" territory, but the way to avoid being stressed about contradicting canon is to not let it bother you /lh
(i am terrible at this btw, i spent some of the run-up to 1.6 worrying that there would be hat mouse content that i would "have to" deal with. there was none)
I also included Haley amd Emily's parents in my mod
Funnily enough I'm not as stressed for that being disproven, as there's literally nothing on them
so you can't blame me for having to create my versions of them
19 new ones! I think someone else deleted some no longer existing ones at the same time
I wish I could diff it easily to see what they removed but alas
Wait I can
Yeah you can lol (this was to Barley)
I figure I'll deal with the canon mismatch if it happens. I can't be sure I'd want to abide by the canon approach anyway (see, me pretending the Disney Star Wars doesn't exist) so I'm not going to stress myself out trying to predict things.
Ive always worried that CA would make M. Jasper canonically dead.
Or imply the special notes pertaining to him were 100 years old or something.
100 year old paper buried in the dirt in readable condition would be crazy
Haha yeh
That could still be finagled with some serious identity confusion storyline though lol
Actually M. Jasper is my grandpa
Like Jasper thinking that (Jasper spoilers) ||his rival has purposefully spread rumours of his death|| or something
necromancy
or that it's his grandpa and he's Jasper the third 
I think you can only care so much about canon, especially about things that haven't happened.
Worrying about changes that might be made to canon is borrowing trouble, as they say
Adapt to the stuff you like, ignore the stuff you don't.
@glacial minnow re silo collision thing it should be just
{
"Action": "EditData",
"Target": "Data/Buildings",
"Fields": {
"Silo": {
"CollisionMap": "XOXXOXXOX"
}
}
}
Or XOXOOOXOX for a + shape
This is what you want i think
That looks very straightforward for someone that knows what to do with this information.
If you don't want to make a content.json literally open the content.json of another mod and slap it inside the "Changes"
Ill do my very best!
If your very best doesn't work just ping me in like 7 hours lol
@worn spear Here are a couple of guides to making a Content Patcher mod, in case you have missed them https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide.md
https://stardewvalleywiki.com/Modding:Content_Patcher
Thanks a lot for this though. Both of you!
I did this, and got this red text.
Also same text, just from CP a bit under it.
You need to put a comma after the closing curly brace } that's on the line below the "FromFile": "assets/emojibobbers.png" line
Yay good job Elin!
It works!! it f. ing works! I'm so unreasonably happy with this little change its silly.
We're gonna get you with the modmaking bug now 
All it takes is just that one small thing that bothers you 
Did you check if u can still open the silo
I suppose it's not that important bc interior hoppers but still
Hey y'all
Random question
If you wanted to display the following using Stardew assets: 1-3
What would you use for the dash?
I can find numbers in the various base asset images, but no dashes
There is both a hyphen and an em dash in Stardew fonts
Are you actually taking the image from the Stardew font files to put it into another image file?
Ah is it for use with tinydigit
Maybe u can slice something from the digits themselves
What font file do you have to pull from for it?
Oh I see
Well the hyphen and em dash are in fonts
So I guess that doesn't help you if you're only using Cursors
I could use fonts but I don't think it would match the numbers I'm using
I was thinking the 9
It's me
are there mods that reshape tiny digits that we have to worry about
probably not (no pixels to work with in the first place)
Lol where is that from
Cursors of course
it's one of the graffitis on the trains
Ohhhh
Yeah honestly just use the world's smallest 9 slice 
How do you give it the top black pixels?
Can you pull them from the bottom and add them to the top?
I think so!
I just don't think this is really worth rendering 2 image for
Yeah that's what i am saying
This is such an odd conversation to join at this juncture
But I wanted it to be compatible with recolors :C
Or draw a black frame with this and white staminarect image inside
I have seen zero recolors that touch tiny digit 
sample the two pixel values (black and white) and create a texture with the pixels you want using those colors /hj
Yeah also viable if u r really bothered
at a certain point you can't be automatically compatible with recolors/retextures, because you never know how people are going to stomp all over the vanilla assets. just do your best without breaking your back and move on, i say
(i say as i punch more values into my recolor compat dingus in order to add some recolor support for one(1) asset in my NPC mod)
Good Enough
A fun thing i experimented with for livestock bazaar is to expose bg to content
This is because vanilla shop already does that so i just use same data model
Vanilla doesn't know what a 9 slice is ofc, have to make that up
My only beef with i18n is that it makes it hard to read events
Aba u can use translation keys in events no?
Yeah u can
I meant when I'm snooping in other mods' files lol
Because I'm reading the event instead of playing it in game
Have to go find the dialogue in the i18n and then go back and forth between the files to read it
Oh maybe u could patch export then
Ooh good thought
Thank you, that works excellently. Good thing I came to grump about it!
Can't believe I am such a fanboy for patch export but I didn't even consider it 😞
Hmm wondering why my schedule isnt seemingly loading/working
Is this a valid Schedule?
I'm loading it with
{
"LogName": "Delphy Schedule",
"Action": "Load",
"Target": "Characters/schedules/Delphy",
"FromFile": "assets/delly/schedule.json"
}
I just want the NPC to walk around and wander, basically
i think the standard way is to do an include, not a load? i’m not sure a load would work
Ooh I'll try that, thanks :D
oh wait i misread, hang on
No worries
you include it from your content.json, and then you EditData, not load
I still load from file though, right?
no, because a load would override all other schedules and replace it with just yours
No I know I don't use load, I meant I still use FromFile and point to my schedule file I assumed
{
"LogName": "Delphy Schedule",
"Action": "EditData",
"Target": "Characters/schedules/Delphy",
"FromFile": "assets/delly/schedule.json"
}
Other things that use EditData seem to also include an Entries array
Ahh
I see
let me pull mine up real quick so i can make absolutely sure i’m giving you correct information
You are right
I just downloaded an NPC to see how they did it
It does in fact include entries
oh awesome
yeah the include “loads” it for you!
aka tells it where to look for the file
Okay, so I've forked a mod on github and got it to load seemingly successfully.... how do I actually go about finding the NPC it added, given the source code? Content patcher.
find where it edits Data/Characters probably
Hah, the developer is on this server. I wont tag them.
Edits to Data/Characters, not Locations?
Locations would be set by their schedule
Typically in CP NPC mods they are just schedule.json
Okay, there's a schedule.json
[[Modding:NPC_data]]
this adds the NPC to the game in the first place
schedules, dialogue and events are in different targets
what are you trying to do?
Just trying to find the NPC so I can look at it
test changes, etc.
make sure it's working
Loading a schedule does work. The reason that people tend to load a blank file first and then edit the asset with the actual schedule is because you can't use tokens in loaded files.
So I'm editing an existing mod
I have it loaded etc. there were issues with image assets, but I found them
If you are editing an existing mod, I would avoid loading, since it's an existing asset
NPC has lots of moving parts scattered across different files, so it will also help if you know what you want to edit
EditData is your friend if the file exists already
oh good to know! thank you!
Okay, I see X/Y coordinates in various places. Is that global?
She is not, she is using Edelweiss as her "own" mod to learn.
Like the coordinate map
Ah, gotcha
The format is MapName X Y
look at Edelweiss.json for basic information like gift tastes birthday etc
./data/Edelweiss.json: "MapAsset": "{{ModId}}_EdelweissSpouseRoom", //null for vanilla, set to loaded filename for custom npc
./data/Edelweiss.json: "MapAsset": "{{ModId}}_EdelweissPatio", //null for vanilla, set to loaded filename for custom npc
Guessing you already ran the !npc command so they could pull up the tutorial alongside it to recognize what they are looking at?
Okay, so that's referencing a map defined elsewhere?
@latent mauve I did not know about this
!npc
Keep in mind that making NPCs is a complex process that requires learning many different aspects of Stardew modding.
Here are a few links that can help get you started on all that you need to know:
-
Tiakall has a great tutorial on making a custom NPC for 1.6.
-
NPCs no longer use dispositions, check the wiki page for the new NPC data.
-
Aviroen has put together a template that will allow you to easily create a romanceable NPC.
-
Feel free to jump into the https://discord.com/channels/137344473976799233/1277457201077813280 thread for more interactive feedback and help!
-
Fireredlily has a WIP NPC Builder Please do report any errors you get with it into the NPC thread!
If you want to switch to the EditData approach for schedule, you will need to load a blank json first and then have an EditData patch to add your actual schedule. You don't need an Include if you don't want one - they are just for organising files so you don't have a gigantic content.json. (And I guess now we have local tokens there's templating stuff too but ignore that right now lol)
I figured that's usually the first thing folks pull up
This help for Autumn is feeling like a too many cooks situation lol
I'm gonna step back
@latent mauve I started off in the wrong place, so I appreciate it
(Apologies for overcrowding the room, just came to escape the insanity that is my microwave suddenly dying)
I see, so this would require first loading a blank schedule.json?
{
"LogName": "Delphy Schedule",
"Action": "EditData",
"Target": "Characters/schedules/Delphy",
"Entries": {
"Mon": "0610 Meadery 20 19 2 square_8_8/a1000 Meadery 49 7 2 square_8_8/a1000 Meadery 14 21 2 square_8_8",
"Tue": "GOTO Mon",
"Wed": "GOTO Mon",
"Thu": "GOTO Mon",
"Fri": "GOTO Mon"
}
}
No need to apologize! I really really appreciated all the help here
Yup, you can't edit a Target that doesn't exist. Also you need a spring schedule. spring is mandatory or you break everything.
I see!
My comment wasn't pointed at you! I just noticed that there were many different assumptions being made about what she was asking lol
Would my blank schedule file just be
That's likely my fault. The primary thing I am trying to accomplish at this moment is to find this darn NPC within the game.
{
}
And I'm trying to understand the code enough to determine that for myself
Does that clarify?
NPCs are annoyingly fragmented as mentioned before
Yes, I think I was sufficiently answered for now
If you mean put eyes on the actual NPC sprite, you can use debug where edelweiss in the SMAPI console (provided you kept the internal name the same) and it will tell you where they are
My outsanding question is whether the coordinate system when I see coordinates is referring to a universal grid or is relative to the context
Yes, exactly, THANK YOU
Just for my own sanity, does this look accurate?
{
"LogName": "Delphy Schedule",
"Action": "Load",
"Target": "Characters/schedules/Delphy",
"FromFile": "assets/delly/schedule.json"
},
{
"LogName": "Delphy Schedule",
"Action": "EditData",
"Target": "Characters/schedules/Delphy",
"Entries": {
"Spring": "0610 Meadery 20 19 2 square_8_8/a1000 Meadery 49 7 2 square_8_8/a1000 Meadery 14 21 2 square_8_8",
"Mon": "GOTO Spring",
"Tue": "GOTO Spring",
"Wed": "GOTO Spring",
"Thu": "GOTO Spring",
"Fri": "GOTO Spring"
}
}
I wish I had thought to ask Pathos at the very start of the Alpha, for a player stat called Charisma, where it affects how much your friendship goes up and down...
It will almost always be tile coordinate for the current map, but it could sometimes be pixel coordinates for a spritesheet image. If you ask about a specific usage we can be more specific in the answer.
That was perfect, thank you
Is square 8 8 a animation?
They were deleted, but I reverted the delete
so I could get it to load
not sure why they were deleted
I followed this
Is your "assets/delly/schedule.json" the blank json? If so, you might want to rename it to blank.json so you know you can use it for a) assets that aren't the schedule and b) for other NPCs.
realizing i misunderstood your question and contributed to the confusion, sorry! i’m very glad we have more knowledgeable people in here lol
Yes it's blank, ill change the filename
Gotcha
I can call to that same blank for each NPC?
Here is my specific fork
which has the delete commits reverted
I'll throw a disclaimer on there and citation soon
so long as you have one blank you can use it for eveeyhing im p sure
Yes because it's just blank.
It has nothing specific to one NPC or one use.
Okay, pushed a remaining diference which was me deleting spacecore
Just to be fully clear by the way, the point of this is to enable the use of tokens in your data.
{
"LogName": "Delphy Schedule",
"Action": "Load",
"Target": "Characters/schedules/Delphy",
"FromFile": "Data/blank.json"
},
{
"LogName": "Delphy Schedule",
"Action": "EditData",
"Target": "Characters/schedules/Delphy",
"Entries": {
"Spring": "0610 Meadery 20 19 2 square_8_8/a1000 Meadery 49 7 2 square_8_8/a1000 Meadery 14 21 2 square_8_8",
"Mon": "GOTO Spring",
"Tue": "GOTO Spring",
"Wed": "GOTO Spring",
"Thu": "GOTO Spring",
"Fri": "GOTO Spring"
}
}
Ah well, whatever works lol
Which is useful because you should be giving your NPC a unique name i.e., using your mod ID as a prefix. And there's a token for that ^_^
Man, Edelweiss is a complex template for a beginner
Do not recommend
As much as I love Avi
wait really
Avi's one of the queens of doing super complicated stuff with CP so even her "basic" template is a lot of extra concepts for someone to pick up on top of the minimum needed to have a working NPC
i didnt even notice...
My NPC will not move 😭
I dont have to do anything to the disposition for schedule stuff do I
Is there a list of every character's name, mainly so I can use "getCharacterFromName" to find all the people, since I tried Morris and got a null, so wondering if the in code name is different or smth
Did you start a new save to test or load an existing one? If the latter, you need to sleep because schedules are set before the save file loads in.
O m g
er, for vanilla?
ye
It prolly worked fine all this time
they're just their names
I recall reading here he is like the only one named differently
listed as "non-giftable npc"
All of my comments regarding the complexity of the Edelweiss template were for you by the way lol
Game1.characterData is a dict of NPC ids to their data
you can iterate over its keys
so I didn't know if I could do normal shenaniganry
New day, old save, still not walking 😭
I'm completely base game
He is not. His internal and display name are both "Morris".
o... hm
hmm, is this also after CC
he's gone after CC
Otherwise "Morris" should just work
What's the data/characters entry look like?
I'm on a fresh save, literally still have the starting seed package since it doesn't matter for my mod
i’m not sure this is even an issue, but try having the first key in your schedule not having that wander animation? you can have it 10 minutes later but i know first keys are weird sometimes
can you try a new save?
Was just wondering if morris was a special case tbh
Ill try this
since there are a number of "special" npc's that I was wondering if I could grab
This too
Where is the rest of it?
I'm not too fussed if morris is unique and can't be fucked with, I just wanted to make sure I had as big a list as possible for normal purposes
Rest of it? 🤣
The action, target, etc?
The stuff that tells CP to actually put this stuff in the game
Ok cool
Caught that, thank you
Have you done the gift tastes?
I have not, I was trying to get them to do something other than breathe first - is that required?
yep majorly
Well dukes
Okay, gonna walk away for a bit. Tag me if I missed anything outstanding directed me!
what used to be called disposition is required
Ah I thought the char data I linked was the disposition
Are you looking at the official wiki's NPC page and also at Tia's excellent custom NPC tutorial on the modding wiki? If not, I recommend doing so. I'd also recommend downloading Jorts and Jean The Helper Cats as they are a good example of a much more simple NPC with fewer wild token adventures.
It is, I am not quite sure what nic means.
So what all is required for an NPC? Gift tastes, schedule, do I NEED a dialogue?
Honestly, I'm bouncing around
The problem is that NPCs have a minimum viable threshold in terms of different parts being present before they will work.
I'm definitely learning
I should update and upload my blank template at some point.
Yes, I would add at least one line of dialogue just to be safe. I know an NPC can exist without dialogue but I don't remember testing if they adhere to a schedule without it.
i thought that gift tastes used to be part of “disposition” but disposition was no longer what it was called. i should probably step back if i’m making this more confusing, sorry!
Downloading Jorts and Jean now
i just remember when i was looking at this stuff there was a lot of reference to disposition
Yeah I have some shopkeepers that exist strictly on the disposition but I dont really need them to do anything else at leaast yet
Thanks for the help
No, gift tastes were separate from disposition back then too.
Wow Edelweiss really is complicated! Love the level of detail 🙂
I think it'd be great if we had templates for varying levels of complexity so that people could see some of the really cool stuff that's possible but could also see the minimum requirement for a vanilla-esque NPC.
Wish I knew of templates when I started making mine tbh lmao
I just dissected Jorts and Jean
Wow that sounds terrible
No cats were harmed in the making of my mod!!!!
I looked at how Norville was structured in Lost in the Woods, a lot of that code is real old I think lol
When it comes to Stardew an existing CP mod basically is a template, just not a blank one lol
Right
In terms of complexity, it's sometimes best to figure that out alone. You dont want to go in feeling obliged to make 28 lines of rainy day dialogue or what not. But its fun to make NPCs that are a little "extra".
I like to look at the more complex ones to give me that jolt of "oh yes of course that's possible, neat!"
Take advantage of other people's brains working differently to mine and all
Back when i started no one knew how to set time to pass between two events happening. Which turned put to be super easy.
I like to see all that's possible so the more complex the better imo if we're talking templates
Goodness, im starting to feel a little motivated.
In that case definitely study Edelweiss lol
Gonna try and write an event today.
You can do it!!!
Im gonna fork it :D
Actually gonna fork Autumn's lol
I was planning to try to work some more on Hiria's 8 heart event tomorrow
That plan did not include staying awake past 5am however so...we will see
heart events my beloathed… i’ve just got one left but i’ve been putting it off for a week
Gift Tastes are complex
They are so teeeeedious
Gift tastes can be complex but their minimum requirement is not complex
the item list is your best friend—i think someone linked it in here yesterday?
Just copy a vanilla entry and change the entry key
I have the item list, ty though :D
Ah vanilla entry, duh
If I can find them lol
Found it rofl
Okay, time to test again, wish me luck 😭
SHES MOVING
Now to work on dialogue
I was thinking of tweaking/adding sheets to my NPC Builder that separate out the nonsocial, social, and romance requirements, so I'll look into that this weekend 🙂
I might just split off three separate sheets
That's a great idea. I've thought about trying to add something to the official wiki about which parts are required to get a walking, talking NPC but I'm not exactly sure what those bits actually are precisely (e.g., I know that an antisocial NPC doesn't need gift tastes for a working schedule but they do for location dialogue and CTs etc - but I don't know all of those nuances for each type) and I'm not brave enough go to spelunking in the code to figure it out lol
Stop the trolling
Stop making inappropriate suggestions then
Not here in this server
If this is a legitimate idea then:
- don't pair it with a meme/trolly image
- provide context
- actually provide details (assuming it doesn't fall afoul of the restricted topics in the server, in which case, don't voice the idea at all)
And listen most to the lime green people because they're the server moderators
Is there some recommended tutorials for making translation mods? Wanting to make a Gaeilge translation of the game + common expansion mods
Is it a mod that has i18n setup already?
So you need a custom language
You can take a look at some other existing custom language mods
Yeah I saw a gaedhlig one (or rather, was linked it by someone thinking it was a gaeilge one) which prompted this
They do mod frameworks? Recognise the name but can't remember
Yep once u have custom language then it's regular ol i18n thing
i18n is a system built into smapi
What makes an NPC 'clickable' to talk to exactly? I have dialogue entries now but I stil lcant talk to them?
Internationalization
Ohhhhhhhhhhhhhhh
I would focus on making base game all nice and translated first, before dealing with mods
It's a lot of work
Oh yeah base game first
Are they set as CanSocialize?
Means something's wrong. Try a patch export of your dialogue to make sure it's in game properly.
Also check your SMAPI log to see if there's an error parsing your dialogue file!
No errors thrown in the cmd, I think I see the issue actually maybe
I'm not fully fluent as well so I'll be learning some tenses alongside learning how to mod for the first time 😭
AH got it working :D
!modideas
If you have a mod idea that you aren't planning to make yourself, you can put it in the mod ideas github: https://github.com/StardewModders/mod-ideas
However, this does not mean anyone is guaranteed to work on your idea—modders who are looking for ideas sometimes go through and work on what they find interesting off this list. If you want to pay someone to make your mod idea, there are a few people who do commissions (mostly art, sometimes code); you can ask around, search usernames for the word comms, or see !commissions.
I think I'm reporting you to the moderators because you've been told twice that this isn't okay
I think deleting a whole vanilla npc is big pain but you do you
they won’t be the first one to do it 
If it's for your own mod idea though this place is fine
still can’t believe that one mod just set seb’s data to null
But yeah if u have actual need for event script help or whatever posting here is fine
(that was in response to iro. I didn't see aba's message and I have no prior context)
I also saw you were offering money for it, and if you were serious that would make it a commission
(prior context, they were asking someone to make a mod for them earlier haha)
You did know. Apple Lassa told you twice to read the rules and that it wasn't okay.
then I rescind my comment
Say anyone know how rain drawing works
khloe probably
Why is rain splashing over my background
I told you already not to discuss inappropriate content.
ngl I’m guessing the inappropriate part is either the human sacrifice part(?) or the fact it sounded like trolling, but apple would have to clarify— yup
hi forsy
Forsty...
Yea like
It is not. Now stop arguing
Am i a snowman
Isn't that Frosty 
(i apologize for missing the bad bits in the message too orz)
Instead of falling into the void
Hmm i think, the rain ... Does things
what does rain do in the vanilla summit chu
I never been there when it rains...
Does it ever rain?
could check the island too
Yeah hm
I've never seen rain splashing on the background on the island
pressing this button doesnt do anything anymore..
But I may not be attentive enough
Same tbh
Hi is it possible to create translations for languages like arabic, persian etc. ?
I rarely ever look at the skybox tbh
it would be kinda funny if it's just always done that and I've never noticed
What's the button for?
for animating tiles, it used to open a screen to make the animation but now it doesnt do anything anymore
Why are your tiles transparent
you can look into setting up a custom language
https://stardewvalleywiki.com/Modding:Custom_languages
though I'm not sure if stardew supports RTL?
convenience, it's a 200 tile animation
jesus
your hwat
I don't really know i'm just curious because someone said that it doesn't persian font, But thanks for the help 🙏🏼
you can add your own font
It is thing that let u spawn temp sprites on the map
it is a ton of effort though I hear
as a fellow rtl language user, I feel like the odds that stardew can handle rtl fonts are close to zero
Rtl?
right to left
right-to-left
Just patch draw text ez
I don't even know monogame support these things
…upload a mirrored version of the font, write it ltr, then mirror it after rendering 
You can go up to one of the menu options at the top to open the animation screen. I don't remember which sorry. But also you might want the bulk animation plugin.
This is a lot of hard work i suppose
spooky
Bulk animation plugin sounds useful, I had to do a LOT of dragging tiles
sorry, it’s a joke because it’s not a good idea. You probably know as well as I do how badly even very well-established software handles Right-to-Left languages, so stardew almost definitely will struggle
If whatsapp still has issues with brackets and that has millions of RTL users and billions of users worldwide, what hope does stardew have at solving this issue 
the solution for the brackets issue is just to not use them 
ngl the fact that whatsapp flips brackets is terrifying to me
Hm to achieve this with a TAS kind of thing i guess i need to provide delay 
So that it becomes 2 tas, the moving up part, and the repeating part
I will literally never be able to remember what TAS means in stardew
If u r interested i could try making it happen, but ofc just doing map file will work even if it kind of sucks to setup
Temporary animated sprite
after the bullshit ive been trying and ultimately given up on leading to way too much TAS stuff, my brain thinks temporaryanimatedsprite first now instead of tool assistant speedrun. its been overwritten in the memory banks
(when I read TAS I think of the song tool assisted speedcore)
this is the reason I can’t remember it
it’s the first thing I think of
ah sad, ive been out of the loop on your fight against the tas
I've never heard of tool assisted speedrun but I do often think of Tasmania
its mostly just been a lot of frustration and bad ideas in my thread and i havent said anything about it in a while there bc ive genuinely just thrown in the towel completely on it. no feasible way to do what i need to do so ive given up
may be off-topic but can i add at least a custom english font?
There's a mod that let u pick whatever font u want
custom fonts are possible, the wiki page selph linked explains those too
apparently theres also amod for it
what's the name of the mod?
Font settings?
I'd still just like the animation button to work to be honest
I'm gonna need it for other things
Why is Tiled so buggy
Found it, Thanks
hmm, I haven’t found tiled to be buggy, just not super intuitive
what issue are you having?
I click this button and nothing happens
tried different sheet, tried restarting tiled, tried restarting pc
Can't speak about the button because I've never used it but did the window open when you used the menu?
does it work if you try using it on the ones that are already animated?
Clicking on the option in the menu highlights the camera button?
why cant I have nice things
weird, probably save everything, close tiled, restart PC
Yeah it highlights the button but doesnt actually open the menu it's supposed to
if you go to edit the tile animation it should play at the bottom of the window that opens?
They already did, iro
@gentle rose I already tried
I can try it again cause I know that pc's can be little wankers
Weird I've never seen it highlight the button. If it did that maybe I would've realised the button also opened the animation window lol
The window not opening is the problem
if it doesn’t work this time either, ig next step is probably uninstalling and reinstalling tiled? maybe?
Yeah reinstall is my suggestion
Does that get rid of my progress?
It's not like it's a gigantic program
Cause I'm not animating 6 tiles again for 2 hours
Okay good
oh i see. i’ve always opened the window a different way, i didn’t know clicking the camera button would too
Yeah me too lol
…how did you guys open it?
It makes sense that the video camera would do that but I just followed the instructions on the wiki
The menu at the top of the screen
because it’s probably worth trying that too 
Maybe tileset?
I mean I've suggested that to Storm at least twice now and they said it also didn't work
Your pc is experiencing full organ failure by the sound of it 😭
I feel like there’s an underlying issue here somewhere…
It'll truly known organ failure when I'm done with it
Which is where we ended up with my message expressing surprise that using the option in the menu at the top of the screen highlighted the camera button
"no please show mercy"
"You should've worked better then"
You had your chance
you may want to run some kind of health check on your RAM and disk ngl
if you’re running into a bunch of unrelated random issues
the audio was the driver going through a hissy fit again because Corsair's driver was clearly written as a highschool project that the students then failed for due to lack of correct functionality
Separate from all this can anyone tell me if having a bad c# file will completely screw a mod
is the window just minimized in the bottom left of the Tiled window? or did it perhaps get moved off screen somehow at some point and now is opening off screen by default?
Like items not showing up
what do you mean by “bad c# file”
define "bad"
if it’s bad enough it wouldn’t even compile
I am shit coder i dont know if I'm using the right methods etc for smapi
can you upload your mod to github and share the link here?
I feel like something is getting lost in translation
Mod is on GitHub but private lemme make it public and share U guys a link
if something is coded wrong then things just wont work or wont compile so you'll notice right away if its "bad"
but not using like, the standard things you should (like ItemRegistry.Create instead of new Object() etc) is just stuff you gotta learn
stuff like that probably wont break anything but if someone notices theyll probably guide you towards the correct path instead
i need version control for when stuff breaks
that’s a 404
well ya see my smapi console doesnt show when i boot the game, i have a support ticket in #1272025932932055121 but not fixed it yet
As far as I can see there is nothing off-screen, at least the usual ways of fetching it don't work but I guess subwindows do work differently. I dont see anything minimised in tiled but idk where exactly to look
for me if i accidentally minimize the animation window, its a tiny little thing in the veryb ottom left, like this
repo is still private
i just set it to public
Is asparagus a crop
if thats not there, you might try "closing" the animation window so the button isnt highlighted, then clicking the animation button again and without hitting anything else, try using Ctrl + Shift + some arrow keys to try moving the window around
Nothing there
like i went through all the yes i know what dong
Dont need c# for that
not yet its not
ummm im making a new type of crop
you can add crops with content patcher
You can add new custom crops with only content patcher but if you wanna learn c# then sure
or is this the thing where it should grow at different speeds in different seasons
I don't think c# would make a mod any more "perfect"
yes that kidna stuff
perfectly real
CP mods are also perfectly real

no perfectly the same as irl
anyway if you can’t make it public, you can add me as a collaborator if you’d like, my name on github is irocendar too
How do asparagus work irl
All negative, if you open the animation editor, does it appear to open a second tab? I think that would be the best way of knowing whether it opens or not
cook, eat, weird smell
look like small tree
Growing them i mean

plant in winter
only grows in sumer
so i made that
with a lot of help from the wiki and gemini
did you guys know that there’s a plant called white sprouting broccoli which looks like a stem with tiny cauliflowers on the end and tastes exactly like asparagus
Interesting cross season crop 
i did not
Don't ai mod code lol
oh that will be part of the issue, AI code stuff is bad
does it smell like asparagus tho
I think so, yeah 
no, it just opens its own window but doesnt look any different on the taskbar. that was about the only idea i had, my apologies orz
I don’t have a strong enough sense of smell to be certain
i asked it for help with like what to name files
Anyways i did look at your mod it's incorrect
you can access the link?
why is it a 404 for me
i remade it public
Mine just opens a dinky little window right on top of the tilesheet
i have this open in 3 tabs
You need to edit the asparagus into Data/Crops
no like - even if you're asking gemini/any other chatbot to clean your code up or for advice on the process, there's a good chance there'll be errors 
the problem with ai code is not just it's bad, but that it's bad and you will not know why
okay it finally loaded
yeah not for the code
Right now you are modifying the thing directly aren't u
because you did not write it
exactly
define thing
It just doesnt do anything anymore. Doesnt even make the tiled window the not-highlighted one, and all pop-ups take focus off of the original tab
You need to do the edit on AssetRequested
just to double check, you definitely didn’t use AI to write any of the code? because I’m honestly not sure why you’re doing certain things
Right now you are loading the Data/Crop asset and then putting your crop data in there
It's not going to work like this
ok
idk why I looked
ya girl does not C# 
at the strt i asked it what a couple things did
I looked at your repo, and tbh it looks like you used AI to write, if not the entire thing, then just the autocompleted part
the autocompleted part?
Please just yeet this whole repo 
as in you type in words and the AI tells you what to fill in
don't trust the ai for anything
yeah, ngl this entire thing looks AI to me and I’m not sure any of it is salvageable
and yeah all of it is wrong, in that distinct LLM way of wrong
My friend has a job doing c# and ge said the code should work syntactically
Yeah I think reinstalling is the way to go here
And it's still broken?
Here's a example of how to do data edits in C#
Yep still broken c:
being syntactically correct doesn’t mean it works
Have you tried closing your map, closing tiled, opening a vanilla map, and checking that?
no offense to your friend but that advice means literally nothing
Need to attach OnAssetRequested to the right event, as noted on wiki
storm is spiralling into madness in front of our very eyes. rip in pieces /lh
Tried closing all tabs and animating different maps, also nothing
Older version sounds like a good idea then
(if I sound mean let me know. I don't mean to be mean, I just want to let ppl know in no uncertain terms AI is ill-advised for SDV modding)
(didn't sound mean to me, but tone tags are always helpful if you're not sure)
One time I had to install PSpice which was an application for windows XP. Couldnt install it for 3 weeks but needed it for lab class. The solution? Moving back to Windows 7, booting in safe mode without internet, complete the FIRST STEP of the installation after which it failed, go back to windows 10, and then I could complete the following steps
windows has left you a broken shell of what you once were
I've already descended into madness so far that I can still hear the echoes of my screams I let out 7 years ago
Hey look 1.10.2 worked
Guess 1.11.2 tiled is bugged
Thanks Obama
anyone know where the owl statue is in the unpacked files? I can't seem to find it in furniture/springobjects/cursors...
Tilesheets/craftables
big craftables, no?
ty
I'm 2 breakdowns away from making a python script that attempts to match a screenshot of an object with all pngs it can find in the unpacked content
that's where all the big craftables are
I feel like this one is one we can help you with
what are we looking for?
and did you check cursors

I did check cursors, I'm looking for the cutscene background where grandpa hands you the letter. In my story he was a commander and died which is why you get the farm
sounds like a cursors thing ngl
Yeah I know
I think that's minigames
Miiiiiiniiigammmmesss!
Grandpa: Am I a minigame to you??
wasn’t there a whole phase of people replacing that background with other things lmao
I forgor minigames exists 
grandpa's bed mods, yes
Yep Minigames/jojacorps
cursed as hell but also irreverently hilarious
a cursed, glorious time of modding
Honestly the best way to find anything is to ask ppl here
These dummies are trained on Content (unpacked)
Look I'm trying to not seem dumb so I break my head for several hours until I come crawling here begging for a drop of water
Ends up looking dumb anyway
But it is the one u want right
Yes
It can be hard to find the line
Now to figure out how to not make it animated
Now that I have friends here I get very tempted sometimes to just be lazy and outsource my thinking to them 
If you just patch all 3 frames it'll be not animated
Doing anything fancier will need C#
3 frames? I see a whole lot more than 3 frames
Is this cutscene actually handled like a map with a moving camera?
The 3 frames of the letter
The cutscene is literally a minigame
Sprite draw is controlled in C#
What language is stardew
Can I just make the whole thing 1 image with the text already on it, I'm going for max laziness right here
Made in
C#
Ok
You can black out the whole thing sure, but you won't be able to arrange text unless you were really clever about it
What about just 1 static image
I.e. identify which frames are kept on screen for a while
Will I just yoink it on the sprite batch
Frame being source rect really
And then put your text there
And somehow avoid the moving black rectangles
It's not trivial is what im saying
I think it's lazier if u just made this black and white then gave grandpa a funny hat
Cant I just stack a new image on top of the sprite batch and hide everything underneath
No
Dang it Stardew
Imagine a puppet show
Where the puppeteer is moving around guys
You can dump black paint all over his puppets
He's still moving the guys
Yeah but what I'm saying is just dump a billboard in front of the puppeteer
I have lost track of the metaphor
Yay I got a handful of NPCs that will just wander around my meadery area now :D
Regular billboards aren't held up by people either, they're mounted
No ones here to install it for you
What about me???
You can write a C# mod to install it for yourself
you don't have a permit
Anything to not have to watch that awfully boring guy play with puppets all day
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
With harmony?
Yeah
cracks knuckles time for segmentation faults baby
Nah we call those illegal IL and access violation exception here in C# land
But yeah usually when people say "you can't do X" there's a implicit "without C#"
Man, I miss the good old days of just seeing "Your program crashed" and dumping the literal RAM onto a logfile
There's a difference between being able to do things with C# and re-writing the game's code using harmony patching though
Not really
I kind of figured I could just eventually draw something over it
There's a lot you can do without harmony patching though no?
You gotta remember C# is running on a vm
What you are doing with harmony is just ploping in more instructions before it hit vm
Well yeah if you gotta go install gcc to play stardew
So it's not really that different than loading extra dll
And thus also ploping in more instructions
What does matter is transpilers can explode when source code didn't actually change, just because compiler went shrug
Does a farmer's UniqueMultiplayerID change if you close the game and reopen it? Or is it safe to use as an identifier persisted between saves
If I can program a hydrogen factory, I gotta be able to hide stardew intro right LOL
So harmony is more fragile when game updates
As for your specific intro case, you can just force skip intro if you want
That's already a game feature so it's probably not that bad to force it to be true all the time
Guess I'll start from scratch 😔
I supposed I could also persist this in the Farmer moddata rather than the NPC moddata which should be multiplayer-safe right
Anything you can do in Harmony is also possible in C# alone, albeit with much more difficulty, because Harmony makes all the reflection/IL stuff easier.
I believe this is saved yes
The unique multiplayer id
Technically you can mod all of SDV (content+code) without even using SMAPI, but then you'd have to do a bunch of what SMAPI does to make loading mods easier/possible.
I do like storing things just in mod dafa
yeah I just realized the mod-data keys I make need to account for more than just Game1.player 
To mod sdv first invent your own mod loader i see
XD
Just remake stardew
Pirating at its finest
To mod SDV, just rebuild the entire game from scratch
sometimes I'm wondering what I'm even doing
How would I go about skipping the intro haha
I think that's a more feasible method
Its built in
I thought you could. Just skip it
When u make nrw save U can select skip
Storm wanted the grandpa cutscene
Yeah but for canon reasons it's really not allowed to be there at all
Not the ConcernedApe splash
Oh, you mean the intro in the game
Oh that's different into
If I could literally just skip the grandpa cutscene and just plonk an image on the screen that any key will get rid of, I'm golden
XD
!decompile
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
Have you done this yet
I've decompiled yes
I would start by finding where the vanilla skip intro checkbox is
Already used a bit of it
See what is done there and just force it to happen
Then what it does?
Ok I'm just trying to ask a question


