#making-mods-general
1 messages · Page 261 of 1
Aren't u working in security or something 
Me?
chu: code crimes and irl crimes are kind of the same, if you think about it
New quote added by selphers as #6336 (https://discordapp.com/channels/137344473976799233/156109690059751424/1352747315663863928)
I've only made a full-sized self-driving racecar, a factory engine, a flight simulator and an infrared image processor
Never went more high level than C++ though
Well I guess I made minecraft plugins 10 years ago
on an unrelated note, I have decide that the two genders are adding an uber quote via the app command and adding an uber quote by reacting 💬
I've never encountered reflection anywhere before
I feel like the only person in this server that i know for sure writes C# for living doesn't actually play this game
…is it atra
I don't write C# for a living, but my day job does involve reflection and reverse engineering.
(crumble)
it's not atra. They write some more cursed domain specific languages
I expect atra would much prefer writing C#, but is stuck working with cursed nonsense.
cries in assembly
I write JS for a living, which is only a step above that atra does in terms of cursedness
reflection isn't too complicated, conceptually. Basically the runtime stores some information about the code its running, and reflection allows you to read that information and access the underlying code through it
Harmony uses reflection but it's a whole other can of worms
Literally my main job. Frontend is cursed.
my ladder of cursedness has frontend dev on the top and anything else far, far below it
Frontend wouldn't be as cursed if we didn't have to deal with users
I'd prefer Matlab over front end
CharacterCustomization has this:
titleMenu.createdNewCharacter(this.skipIntro);
So skipping the intro only involves setting the CharacterCustomization.skipIntro of TitleMenu.subMenu to true.
I respect frontend devs. from a distance
Are you accessing the heap then?
frontend is fine until js
nono, css has just as much room for criminality
and html5 has brought html way forward in its own right
I feel like about 2 pages (relative to my screen height) of #programmers-off-topic is a good sign that things could probably go there
css animations are turing-complete anyway I have to go eat dinner now, byeeee
I love working with css and html actually, they make a lot of sense to me. Only annoying thing is when browsers have render bugs
for a while chrome had this weird issue with fixed backgrounds and scrolling containers, not sure if it ever got fixed
Made seasons based on Location (which therefore makes it game accurate)
Currently working on formatting
Location data has a DisplayName field that you may find useful
New quote added by skittythetranscat as #6337 (https://discordapp.com/channels/137344473976799233/156109690059751424/1352747673362370630)
the layout looks nice so far
Pond info looks better I think! The numbers are supposed to have a dash (minor thing I already fixed) but it shows min to max, percentage chance, sale price, and population required!
Hello humble modders. Does anyone have like... all of the character dialogue extracted
I swear its for a good cause
As in like... extracted from events and the like?
Yeah, just all or nearly all character quotes, in something that I could parse easily
!unpack
Follow this guide to unpack the game's content files in order to see and explore how the game data is structured.
It's helpful when making your own mods, or just to learn about how the game works!
It's not that nice tho i think event dialogue is right there with the event script
The daily dialogue is much nicer
What do you mean by daily dialogue
Like
The regular dialogue
When you talk to an npc each day
Compared to the dialogue you see during heart events
They're written completely differently
Oh yeah, that's even better
what are you trying to parse it for? out of curiosity
It's difficult to explain, but for part of it, it would be useful to have basically a list of SDV quotes
I have realized I should also indicate in my HUD if a fish isn't catchable due to your current fishing level. I initially abstained since the only fish it matters for are the legendary fish (and the Lava Eel but ONLY in the Caldera), but a lot of modded fish have level requirements
I'm gonna use an arrow for that (Up Arrow)
you could just, assuming you don't want events as chue said, go through each file in Characters/dialog that's the english version (no dashes), and quantify each key, parsing it [[Dialogue#Format]] and just ignore all the fancy stuff and split on the #s
oh
[[Modding:Dialogue#Format]]
this will be so useful lol, there are lots of posts in modded-farmers asking why they cant catch that one SVE fish that needs level 8
😭 it's always the king salmon
Ok so with Custom Locations and when travelling to a custom map via bus, how does the player travel back?
Have another bus back
Up to the mod author I'd say, usually it's exactly what chu said
So I need to add a ticket machine and a bus?
the bus is purely visual typically, you can build a warp into the stairs of the bus, or make a ticket stand with central station etc
Awesome, thanks Kai
ive been looking at too many detective dramas lately, and i got the urge to sprite one of those fancy trains that crimes happen on. But with no crimes
I think you should add crimes to them
There's an internal bus map (or was anyway) in the vanilla files iirc, you could turn that into a train 
I was actually thinking of those fancy overnight rooms
(i wonder if a train will be too much for me... Well, if i stick it in a tunnel I'll only ever need to make part of it)
And i can just have that train connect to central station
Starting to make my NPC aa
I forgot I was testing baby sprites with sunglasses... @ornate trellis I feel like you'd enjoy this
Little man
You made a mini qi
How could you fathom removing such cool shades lol. Maybe they could be configurable?
that's actually what it is :D there's a config option for it lmao
Void gave me the idea for the shades a bit ago and i couldnt help but try to do it myself
Radical/10
Config options can be pretty funny sometimes!
How do you pronounce Qi, by the way? For some reason I still read it as just the sound of the letter Q. I know it’s wrong. I don’t care at this point.
There are so many ways to do it, according to CA there's not a 'right' way
That’s nice to know!
A lot of people use 'chee' (as per asian origin) I personally do 'key'
Quee, Quu, Key….
Another option is 'Q I' (like pronouncing both of the letters)
Hmm, never thought about that one. It’s neat that everyone can be so inconsistent with it.
cursed child happenings
According to my wireless charger, it's pronounced Chi like __Chee__se.
average Qi behaviour
So the official cn translation uses 齐
Which is actually just ordinary chinese last name lol
Is this correct for spawning a ticket machine with CS? It isn't appearing on my map in game and seems to have invisible building tiles
It's not an action is it
i always read it as 'qui' as in french. so it comes across like dr who. mr who.
I thought it was, and the CS Docs don't specify what type to put
This is a map property
Ahh ok and then the right hand side is 26 23 Bus?
Then the rest of the args on right side
the name of the map property IS the type
I understand now
Hm doesn't this mean a map can only have 1 ticket machine 
does it not accept multiple coords
And button needs to suffer ever more
its nice of you to think i still wanna work on that mod
Pretty sure it just accepts 1 set
(itd be easy to add support for it anyway)
I believe in u button
you're underestimating just how infeasible the blocking task is
I'm under impression it's more disasterously unfun than infeasible did that change
thats the infeasability of it
Fair enough
patching ~370 functions before the end of the month is just. not doable by any human person
and there is no heuristic i can use to automate it in a nice way that works at all consistently or even close to correctly
what was the goal here again exactly
i think i'd give up on a task if i had to do 3 of something
the goal is i need to move the position of a TAS after it is created, UNLESS that TAS was specifically created on something in particular
for example the TAS for the traveling cart's little chimney thing. that is given hardcoded coordinates in the forest to be created at
but the TAS for when you swing a tool, thats created on the farmer's position
i need to know to move the traveling cart TAS, but not the farmer tool animation TAS
i know every function that adds a TAS to the current locations TAS list, but unfortunately many many of them create many TAS's inside the same function, where some are hardcoded and some are relative
i would either need to patch every single one or manually look through every single one and hardcode exceptions to the TAS's that need them
dare i ask what the original use case was
i have been summoned, this is a very blank slate of a template and isn't really meant to be a guide
this sounds horrifying
mirroring the game
TAS's are literally the only significant hurdle. maps, schedules, and events are all mirrored and those are most of the things a user would even notice
i need to mirror a TAS's position on the map after creation, you see
Omg TAS my old enemy
that really stings, it looks so close to perfect already
it is very disappointing genuinely 
-# Me in the background wondering "why is everyone talking about tool assisted speedrunning?"
Ohhh I think I understand C# now... maybe
It took so long to realize you meant temporary animated sprite
This is horrifying /pos
what do u call temporary animated sprite in ur brain then
Sprites.
C# CANT TAKE DECIMALS?! WHAT KIND OF LANGUAGE IS THIS?!
decimals are floats
oh
ints are integers. integers dont have decimals
It takes a long time to learn a programming language
you want float myfunnydecimal = 3.01f or double hjahadouble = 1.0000001d
decimal types aren't strictly interchangeable for technical reasons
you'll run into int/float/double collisions a lot when using vector2, rectangle, etc. types
you can also technically skip the f or d at the end if you’re explicitly assigning it that way iirc
float64 my beloved
i should warn you now that 3 / 2 = 1
YAYYYY I GOT IT CENTERED
quotient division operator, my beloved
it took me 3 days to learn that functions need to be defined in the public class
what do you mean?
Does everything get rounded down then
int division lops off the decimal
If decimals are punishable by death
public class Game1 : Game
i forgot i am using monogame as well, forget anything i said
if one or the other is a decimal then the result will be a decimal tho, 3f /2 or 2 / 3f
there's a lot of these relatively basic gotchas you need to iron out
what do you mean “all functions need to be defined in this class” though? I fear you may be missing some understanding of how classes and methods work from the sound of it
and also access modifiers
it is working so that is what matters, i am making a minigame using monogame
it’s nice that it’s working, but if you don’t understand these things (which are the very core of C# and OOP languages in general) you have very little chance of getting things to work consistently
and I know, I was here when you said you were doing that earlier
I learn in my own way, as others do. I do understand how it works even if it doesn't seem like I do. I am not trying to be rude here by the way /nbr /lh
but functions do not need to be defined in a public class
This is what I meant
those also arent functions
yeah, and like we said, methods do not have to be defined in public classes
true, there’s also only the very beginning of one single method/function
(oop language?)
what I’m trying to say is that you seem to be refusing to learn the basics at all, which is going to hurt you in the long AND short runs, because without them you really can’t fully understand what you’re even trying to do
It is the language where you ctrl + Z everything and go Oops
Object Oriented Programming language, it’s the kinds of languages that are built on a hierarchy of classes basically
That is why I am following the monogame tutorial and documentation https://docs.monogame.net/articles/getting_started/5_adding_basic_code.html
Ah that makes more sense
it’s a full theory but the tl;dr is that C# is one of them haha
Im pretending i know what half of this means haha... I'll have to figure out c# some point so i can make my map foggy all the time
those are the monogame basics, I’m talking about the very basics of C# itself, which that tutorial likely somewhat assumes you know
Are you saying you’re using the tutorials on that page? Because personally I’m good, I already did my time learning the basics (and not basics) of OOP
I am using monogame and that page
that page is an index. I’m recommending you start with one of the actual tutorials on it.
What would be a simple first C# mod 🤔 i don't really know what counts as simple vs complex
I guess it depends how simple you mean? if you’ve done no coding before, all modding might be a tiny bit too complex. The simplest possible C# mod is probably one that just prints “Hello World” to the log once, I guess?
Hm, how complicated would weather be? Like separate weather from the rest of the town
I have no clue ngl but it might be as easy as a content patcher thing?
that's doable in CP with location context
Hm, there's no option for "foggy" weather though is there?
🫵 TAS nerd?
Ok, thanks
Ill check it out
That saves me some trouble 😅
(keep in mind fog and mist tend to be processor intensive, so you probably want to use sparingly
)
OH if you're wanting to have a location with vanilla weather that doesn't match PT, that's doable in CP!
VMV does it.
Rain isn't as intense though, is it?
Not as intense, yeah 
Great i can curse my npcs with perpetual rain instead
Strictly speaking a rain particle layer is more CPU intensive than a translucent fog texture layer.
Those hearts, Item #930, has anyone ever had any luck adding them?
I'm not active in the TAS community but I've played with a few before and I love watching them.
Those are the hearts that drop from big slimes when you have the "no eating in skull cavern" challenge
Yes, am trying to make them drop when u break bushes or barrels with the link shirts.
They don't seem to add like they do when u kill a slime.
it's just Game1.createItemDebris right
That might be the problem, I am using Game1.createMultipleObjectDebris
are fog and mist particularly processor heavy? the sprite overlay just seems equivalent to having another back layer over your map.
i thought rain's the bad one
I wouldn't think it's heavy. Not like shaders.
as far as "just draw sprites" kind of weather effect goes
Rain has lots of individual particles and they all get updated every frame.
Fog is pretty bad. I had to turn of the fog on my other PC.
in the base game, or some modded version?
SVE, it is the only mod I know that adds fog to areas. Not sure what about it causes the lag, but it does.
i guess it does mean blending the sprites after all, but still
yeah that's not weather
I think it's a bunch of stacked map layers maybe?
I have heard a lot of people say it's laggy
seems wasteful not to simply have copied (or reverse patched!!) the bathhouse implementation
My main computer handles it fine. It is the kids PC that can't handle it.
flash doesn't do c#, so only the things that absolutely must be done in c# are done that way
this is the sort of thing that sounds like it absolutely must be done in c# hahah
when people can't run the feature it's time to try again
I agree that it is not weather though. It seems linked to time of day more then anything.
I don't disagree, but that also relies on gettting a c# modder to do it
I dont remember who the current maintainer for SVE's c# is
if it's ishan or esca i'd understand
but if they were actively working on it it'd be completely trivial
it's not being actively developed I think, just maintained
ah right, flash is doing castle town now isn't he
Yup, in his free time he says he is busy working for CA at the moment.
Turning it off in mods like SVE makes a noticeable difference.
anything is processor intensive if you code it right
Does anybody know where exactly the border bits from the bottom of the MenuTiles sheet are being used in game? Or if they're used at all?
There wouldn't happen to be a way to check if an NPC is using a particular Appearance as a condition, would there?
couldn't you just duplicate the condition field of the Appearance?
Yeah, that's probably the next best option but I can imagine that'll quickly get messy if I want to do multiple checks 
I have the bathhouse steam on a bunch of my maps, no problems it seems! Also, with the Scarlet Witch ring, when u put it on the screen goes wild…
hi, these are used in the levelupmenu. are you looking at the decompiled code, or just making a recolour?
i like the crusty ape buried in the menutiles sheet. very mr. dink
Doing a new minimalist recolor. Thank you for the info. 
Incredible uhm akcually energy 
if anyone is make a npc that would have a lil kitty as a pet i have a npc sheet im giving away for free of a teeny lil kitty
youd be welcomed to change colors too
I was just practicing pixeling very tiny things
Anyone have any prompts for dialogue? I’m running out of ideas and need stuff for him to talk about….
hmmm how about, npc had a nightmare that night and couldnt sleep afterward?
👍👍
heck yeah
ooh we have a creative-writing topic I can ping you into, one sec
Ooh that’d be great, ty
my programmer fellas: how do i define a Special rule for a special order? do i just do a gsq in the special rules thing or can i define it somewhere else
trying to find where the hell i got three color shades from so i can do more accurate recolor compat for it 
you can put anything you want as a special rule. wont do anything if you dont change things based on it being active or not though
its just an arbitrary string id
oh so i dont have to define the rule anywhere
just check if its "active"
and then if its active, i change the thing i am actually supposed to change
ie
pick up special order to brew alcohol -> rule now instated to brew special alcohol -> new machine rules are now activated because of rule
oh prrbt
but activated upon special order and removed after
okay! thank you :)
and if im doing a gsq, i have to change "When" to "Condition" right
afaik all game queries use Condition; and only CP uses When
gotcha gotcha
i feel like constantly checking this condition to add objects and machine rules would be taxing in the game "Condition": "ANY \"PLAYER_SPECIAL_ORDER_RULE_ACTIVE Any Rule_CanBrewSoju\" \"PLAYER_HAS_MAIL Any {{ModId}}_SojuRecipeMail Any\"",
theyre only checked as necessary
yeah when you drop an ingredient in and it decides what its making
it checks the condition
ah okay
it doesnt read it any other time
should i make the addition of the objects conditional too or just have them in the game by default, just inaccessible
are queries evaluated on probe as well?
like, in machines specifically or
i suppose so, nothing else comes to mind with a probe function
from an admittedly very cursory glance, it looks like probing makes it stop just short of running OutputMachine which is what calls GetOutputData item which checks the GSQ
NPC.tryToReceiveActiveObject can be probed
though thinking about it, im not sure what good a probe does if it doesnt check the GSQ? so i probably missed smth
Why does duration 430 = 5:01 minutes? 430 seconds is 7+ minutes am I missing something
I think the probe in PlaceInMachine just checks whether any rule would ever take the given item?
it does seem to skip the actual condition check
if (probe)
{
return true;
}
if (!this.OutputMachine(machineData, outputRule, inputItem, who, location, probe))
{
return false;
}
i dont think you can ever probe the GSQ if you probe from PlaceInMachine
but if you probe OutputMachine directly, you can
the probe cant do any checks at all bc the other places probe is used before this, makes sure its false first
the additional requirements check is irregardless of the probe
which is probably what you meant and im just bein dumb
A bit late but on this topic in skillful clothes revamped I worked on a scalable effect for impacting how fast your friendship goes up or down, could do something similar but display each 5-10% or so as 1 charisma point
idk much about when the game actually calls probes honestly, I was just skimming for the word and seeing if any methods with it called CheckConditions 
that one stood out as skipping it, whatever context is around it
probe is usually used on mouse over a machine or character to determine the cursor
i'm sure it's not important
spamming GSQs every frame would be kind of an issue depending on complexity
i guess TryGetMachineOutputRule does actually check the conditions further in
not that the hover code isn't A Lot already
i skimmed over checking that bc it doesnt have a probe function in the first place
but this function is only called when the object is actually dropped into the machine anyway
so not on mouse hover or anything
no never mind it is checked by the mouse cursor
an issue of DETERMINATION and WILL /lh
it is a little pricier than i wouldve expected, i wouldve thought special rules wouldve been saved somewhere specific
but no, that GSQ iterates over every special order and splits its SpecialRule string field and iterates over those to check if they match
iterates over every active special order*
Basically, a duration of 430 is 43 ten-minute clock changes. In-game time is about 7 seconds for every 10-minute change, so
7 x 43 = 301 seconds = 5.01666(etc) minutes
Ahhh!
introducing my new Helpful Mod that iterates over all rules each frame to visualise all relevant conditions to ensure you, the user, knows the exact current state of ur game at any given moment
maybe per machine to make sure its accurate
if it isnt too much trouble, id also like you to scan the content patcher patch that added those machine rules, to check whether or not that patch is immutable
that's basically how I perceive the fish-catching overlay mods 
(having personally added more nonsense to the pile of code they need to check)
yeah, thats why im unsure if i should make the objects conditional/special. i mean you can cjb spawn in quest items even if you dont have the quest, so maybe im just being too particular
in practice, your GSQ is completely negligible

idk enough about machine design to comment, but a lot of the GSQs in practice can be spammed without worrying
yeah it's worth remembering that the game is evaluating all this stuff anyway for everyone everytime
you're just one more thing to check is all
really, the iterating-over-every-order thing is just technical nitpicking anyway. how many special orders are you likely to have at once?
i might have two..
damn... a time complexity of O(2). throw out the whole class
o(no)...
(admittedly, time complexity of not the only kind of complexity to worry about anyway)
New quote added by chu2.718281828459045235360287471 as #6338 (https://discordapp.com/channels/137344473976799233/156109690059751424/1352825006102679605)
This reminds me to revisit my gsq cache system
i'm sorry. i didn't know all this would happen i just wanted to talk about probe because it sounds funny and important
does pelican town have a canonical postal service name?
Lewis 😛
he takes your shipped items... but who delivers mail
I imagine also him lmao, but I could be wrong, I don't think it's ever stated
if never stated i can call it whatever i want 💪
What’s funny is I can add a Game1.player.Charisma using Spacecore and have it work hopefully fairly easily… I ought to put this in my Reputation Mod, which has almost no work done on it and like only ModEntry…
tell me more about this reputation mod 👀
But the real misery would come in making it go into all the places where one would expect people to like or dislike u more…
if you ever do develop it, sounds like something that it'd be fun to make my current project compatible with
The Reputation mod is going to make u liked more or less, stuff cost more or less, etc based on your reputation. Checking trashcans gives u a hit. Slingshotting people or setting bombs off in town gets u in HELLA trouble.
Are u the one who made the Law and Order SVE?
... could always just postfix Farmer::changeFriendship
no but i am working on "enemy of the valley"
Ooooh! That sounds most intriguing!!!!!!!
That would prob make a lot of sense…
For the idea you wanted which would impact how much friendship went up or down you can just check for changes in friendship passively and then work your logic off that
every time friendship changes, check if it went up or down, then you can update reputation accordingly presumably?
and then if you want more things to update friendship/reputation, just call changeFriendship
i do feel it might be safer to just store charisma on the player's moddata instead of changing the save serializer unless you have a super good reason to
You are probably quite correct!
I will take a look into it…. What’s enemy of the valley?
effectively a "negative friendship" mod
dialogue, events, ui, enemy relationship types, the whole shebang
Game1.player.moddata is probably real, right? Am at work, or i’d check…
it is real since Game1.player is a Farmer and farmers have moddata
it might be modData but the ansewr in general is yes
you're the second person to mention lewis so i should make sure his arc is good lol
but of course anyone is free to write their own arcs for any of the characters once this is out 
Prob the most unequivocally hated are Lewis, Pierre, Clint.
Next tier is Pam and Demetrius, hated some, often seen as misunderstood. Next tier is controversial, either loved or hated: Abigail, Haley, Shane, Sebastian. The amount of either hater threads or angry defense rants I have seen of them are MANY. Which to me is pretty cool to make people feel!
i did haley's dialogue today. was a lotta fun lol
What do I put in the Type field when adding a forageable? None from this menu seem to fit
I love her so much and marry her so each playthrough (along with Leah and Abigail!), but I really want her to yell at me too, so, this is definitely going to be fun!
i'm gonna leave some characters out because honestly if you want to be Jas's enemy.... why
vanilla forageables like daffodils are Basic type objects
Foragables go another spot.
That’s for dig-ups.
Thanks!
Huh?
do you have your content folder unpacked?
Yep
Sorry disregard me I am a little insane and also at wirk, I though somehow this was the map properties!
So they don't go in Data/Objects?
Yes, they do.
Ah ok 
My mind os far afield.
We've all been there lmao
@dusk mulch: Make that mod idea I thought about (24h ago)
Sooo I have what this tutorial says should be the basics of what I need to at least spawn my npc into the game standing still and doing nothing (none of his actual behaviour or dialogue yet), but when I boot up the game, it says it can't load it because it's an empty folder? It definitely isn't empty 😦
oh? Where does it need to be?
Being Jas or Vincent's enemy should be reserved for lighthearted prank wars.
your manifest and content.json must be in the same folder and they must be in the top most folder
but it looks like there might be one in your assets folder
they are - assets is in the same folder
wait... i actually love this idea
is there a manifest inside your assets folder by mistake?
hmmmm maybe, lemme check
is the file actually named manifest.json? do you have file extensions visible in windows?
is it possible to substitute an Action for a TouchAction on a map? i'd like for my NPC to say something when the farmer walks over a certain tile, but the only similar TouchAction i can find is emote
you mean like dependencies on a framework like spacecore etc?
spacecore, BETAS, etc
okay i'll check out the documentation, thanks!
how about Button's Any Actions Any lAyers, or BAnAnA for short
i've done the hard part for u. now u just need to make it
while i appreciate the joke i must make clear that BETAS already does this
oh actually?
it provides an Spiderbuttons.BETAS_Action as both a tile and a touch action, which can then call any vanilla or modded trigger action
and one of the BETAS trigger actions is just Message or DialogueBox
also, all of its Trigger Actions are themselves registered as both touch and tile actions
so i would name the tiledata spacechase0.SpaceCore_TriggerAction and have the value be whatever i define my trigger action as, yes?
so you dont even need the Action touchaction workaround if its a BETAS action
the value would be the ID of your trigger action edit in Data/TriggerActions
however, how do you plan on showing a message with that
good question, that's my next step lol. i assume vanilla doesn't have anything like that? i saw this for spacecore: spacechase0.SpaceCore_ShowHudMessage "message goes here" optionalQualifiedItemIdForIcon but i don't know if that's for NPC messages
it isnt
there is no vanilla action for NPC dialogue boxes
there is no spacecore action for NPC dialogue boxes
Nope, I've moved everything but the sprites/portraits out of Assets, and the main folder includes content.json, manifest.json, and assets folder
same error message
Can you show us a screenshot of your folders and files?
i would double check its an actual .json file then like blueberry suggested, it may be a fake file extension
Make sure you have file extensions turned on
okay, I'll check that
Action NPCMessage will show a dialogue box, but only within 14 tiles of the player
in that case, button i have a question: spacecore provides the functionality to animate NPCs more that one tile wide. does BETAS do anything similar? i could entirely switch to BETAS if it does
that also is not a touch action
nor is it a trigger action
BETAS only offers trigger actions/game state queries/tokenizable strings
gotcha
i do know it's in the name at least! lol
and button!
no buy one, get one button
ill never recover from this
switching gears, do Actions have to be on Buildings tiles?
yes
ooh wait, but i can make Buildings tiles passable!
all TileData must have an actual tile beneath it on the appropriate layer
Yup
i thought you wanted a touchaction anyway
OH I THINK THAT'S IT! For some reason they're txt files 😦 I'll see if I can figure out how to change it
it being passable wouldnt have made it activate on touch anyway
i was okay with it being an interactable but still passable
ah
but if it prevents it from being interacted with then never mind i suppose
yep, which means i'd have to use BETAS to get an NPC message to display
the NPCMessage Action only works if the NPC is close enough anyway
If you have "show file extensions" enabled you can just rename it from manifest.json.txt to manifest.json and it will change the file type
dont know if that was ever an issue
it's a very small room, the size of the adventurer's guild, so unless the NPC was out of the room i think it would have worked
ok but when u walk on that tile accidentally
I'm entering Data to a Dictionary<string, string> in the background while using a visual list<string> in the forground for ease of viewing. Basically, when you input the data and add to the list it first goes to the dictionary as a Key and Value but the list shows it as "Key: Value" as it is just for visual purposes. I want to delete something from the list which will Also delete from the dictionary. I can use a List.SelectedIndex to delete from the visual list but I cannot use that to delete the same spot in the dictionary
id honestly add Elliott to the either loved or hated tier, replacing Abigail or Sebastian cause I feel like they are pretty regularly loved
and the amount of times I see people mention hating Elliott is... a lot (and it's usually either 'i love him' or 'he sucks so badly i hate him deeply')
it'll show a menu and then stop you
actually, for future reference, how is 14 tiles counted? scarecrow-style with a circle?
I hope that makes sense
i honestly dont know how the tile range is counted
are u sure thats good experiance for player
it's tucked away in a corner (i put down the wizard's magic chalk circle) so i was just thinking of some fun flavor text where the NPC is like i wouldn't if i were you, who knows what that might do
but i suppose i could see how it would be annoying if it happened over and over
The tentative plan is ||"he writes a book about dealing with people that get on your nerves and starts alluding more and more to the fact that you inspired it"||
oh my god that is actually so funny
also, im curious, where in the code does it check that a tile cannot be passable for an Action to work?
Elliott is my second favorite character in SDV (cough can you guess my first cough) so that's delightful actually I think its great
the answer is nowhere? i just made a Passable ColaMachine
omg 👀
yeah i don't see anything checking for passable/collision
it just requires a Buildings tile
(ill be honest my "im curious, where is this" was just my polite way of saying "i looked and i dont see anything" too)
why did ur cat not work then
thats why i thought it was no good 
*cat = that vendor in sailor styles
what do u mean my mod is no good
does ur cat work if u set the tile to passable
explain yourself blueberry
i uhhh ummm
there was a issue where the tile is still building when cat not there
i forgor whether i told u this and whether u did anything about it
blah.. i went around it and played with substrings DX I wanted to be lazy tho
well i finally got the conveyor done, now i can move onto the background and packages
what happened here chu
the kot is an npc
explain yoursehfl chu
watching all of this like an ace attorney court case 🍿
reminds me i need to make a hamburger portrait for rei
I wonder how much I will hate myself if I decide to make personal edits to every single events mod to give them descriptive event IDs
okay, unrelated Tiled weirdness i'm getting: i made a custom tilesheet just for random objects, only in use in two maps, but every map i open has that tilesheet in the sidebar whenever one of those two maps is also open
Did you happen to use tsx files at any point during this?
just give chatgpt the event script and ask it to summarize 
(/j /j /j /j /j)
Har de har har
not to my knowledge? but it's entirely possible since i don't even know what they are or when to use them etc
exclamationmark chatgptcode
so hm this one's definitely fine
Custom tilesheet is a .png file, yes? When you added it to your map, did you make sure the "Embed in map" button was checked?
ill have to check what i did in sailor styles
it is, and i should have, since i know you have to embed, but how would i check that/fix it? delete the tilesheet and re-add it?
If you don't remember you can check by looking at the buttons below the tileset and if the second one (Embed Tileset) is not greyed out, your tileset is not embedded.
purple tiled...
oop it does look like it's not greyed out
can i simply click that to embed it?
Yes
awesome, thank you
But that will not fix the issue you asked about
it won't? i just checked and the tilesheet is gone from the other maps i had open
You will need to embed it into the two maps you want it in, then close Tiled and go hunting for the tsx file and then delete it (but do not permanently delete in case something goes wonky and you need it back).
I suppose it's not the end of the world to have a tsx file floating about but it might tempt you to use it again in future.
i see i see. i'm guessing i'm not so lucky for it to have saved in the same folder lol
OH it is, at the very bottom
excellent
yep doing "Passable": "T" in sailor style is fine too
i have no idea why it no work tbh 
or rather, why i thought it no work
alls well that ends well
And this was all good entertainment 
Miette will be pleased
yeah i'm always impressed by 1) how much i learn in this channel 2) how willing you guys are to experiment and dive into the code to really understand the hows and whys of things
It's fun to know stuff
there would be no modding if there were no nerds who liked to poke around in the code 😔
case in point: im pretty sure blueberry only went to search bc i simply uttered the words "where is this"
xnb mods would find a way, im sure. they always do, somehow...
considering you literally made a whole mod for something i mentioned commissioning once (much appreciated still) ... yeah
it's more fun to solve other peoples problems than actually fix mine
thats a whole mood
true
xnb mods scare me
i was and am procrastinating my own mod for it
im procrastinating my own mod in favor of cranking out all the ace attorney games.
im making progress. on the game, not my mod
tbf a lot of others peoples problems i know the answer to or know where to look. if im having problems it means im fuckin stuck as hell and cant make progress, otherwise i wouldnt have a problem
Yeah if someone else needed help to do the exact things that I want to for Hiria I'd have so much more of her finished
This worked, thank you! I'm no longer getting an error. I still not seeing my boy at the bus stop, but I'm wondering if I just have him spawning in the wrong location. Is there a way to find the coordinates on the map in-game so I can set it to a space that is definitely visible and empty?
yes, through debug mode, or opening the map in tiled
You can use Lookup Anything or Debug Mode (both mods) in game, or you can open the map file in Tiled
just reached a recipe for turnabout 🍔
you can also open the map in Notepad++ to searech the raw xml
you shouldnt, but as long as we're listing options...
the map file in Tiled should just be in the Content (unpacked) folder, right? Nt something that should be in my mod rn?
if thats where you've already been working on it, then keep it there
That would be the worst way ever, oh my gosh
No button they are asking where the vanilla busstop map is
i gotta find where the rain is drawn 
my bad
it does look like island north is not have the problem
By the way you can also put debug where NPCINTERNALNAME into the SMAPI window so it will tell you where they are and/or debug wtc NPCINTERNALNAME to warp right on top of them
is it screenOverlayTemporarySprites
thats not the name of the field i cant remember the name
but theres a field for screen overlay sprites
So my mod does not touch the schedules of any other npcs... but for some reason NPCs like Willy are going over to the bus stop and into Qi's room on some people's saves? Like... Willy doesn't even GO to the bus stop unless it's the desert festival so what on god's green earth could be causing this? (I cannot replicate it for the life of me but I've had at least four people report it to me so it's clearly SOMETHING happening... and they don't have any other mods installed so)
they're drawn in drawWeather from rainDrops
Game1.screenOverlayTempSprites
no clue what its used for but rain seems like a screen overlay maybe sorta
surprisingly nothing to do with screenoverlaytempsprites

Do you have logs to confirm that there aren't other mods or are you believing them? Because sometimes users lie about things like that.
Bizarrely frequently actually

They sent me their logs dw I wouldn't have even paid any mind to it if they just ignored me and didn't
why is this specific
four people reporting it independently would be very weird
Unfortunately I wasn't able to get their farms :( which is what I asked for
I did have someone else let me know that they had the issue and I'll be getting their farm save tomorrow at least but I'm just wondering if it's something I could work on now since I'm in the process of doing stuff for v.1.1.0 right now anyways
it's likely to do with the parallax background
wait... so does this mean it is broken on the summit
(or if anyone had any experience with anything similar)
i guess so
if the rain frames advance then you'll see them splashing on the open sky
does the summit even rain
that is the problem chu is trying to solve yes
is qi's room connected to the bus stop? and does it connect to anywhere else
the npc scheduler thinking Qi's room is suddenly a shorter path somewhere wouldve been my guess, but itd be hard to debug why if its only for some people, meaning who knows what other map edit is making it happen
my goose is wet
oh right chu has the weird goose demo
say i should copy that code. that'd explain a lot
dont u already have this 
where even are you?
how should i know
i didnt even get around to making night colors work yet
it looks like the summit but with a goose
i rmbr u showing some kinda sunset demo
didnt blueberry's boat thing also have a parallax background
It's a map where you can see into the centre of the earth
what species of goose is that
And it's goose all the way down baby
I suppose that could be it - maybe it's trying to take them to the island through his walnut room warp
but that is absolutely so much farther away then just going through Willy's shop
sunset demos reminding me of the event i want to redo but will never have time for
the boat scene doesn't really have a parallax bg, it's entirely papercraft, no tiles or map
it's a canada goose
does Willy even go to the island ever normally?
branta canadensis
🪿
you know i dont think he does ... that's the literal only warp i can think of that they would be trying to get to though
the only other ones involve his office (at least for what npcs could be trying to path to atm)
the weirdest part is that it happens without any other mods installed, like what possibly could that even be ... I suppose ill just have to wait and find out
always an issue with this blue guy i stg
have you tested on days where Willy is set to use his Saloon schedule?
how do i do != null in IL again
brfalse i think?
oh its just falsy?
i think brfalse covers null but i'm not 100% on that
i wanted to add if (Game1.background != null) { } basically
i have the label i need to jump into the { }
null is falsy i think
so then i need brtrue 
that il is what came out when i compiled if (var != null) return
Can I ask for help with monogame here? (and before any of you tell me i shouldve looked at the documentation first, i did. i looked at the api, tutorials, ect.)
Are Tiled map files the TMX files?
if its just about monogame and not stardew, i d ont think that would be this channel
if anything it might be #programmers-off-topic , but i dont know if thats really a questions channel either and not just a hang out and talk off-topically zone. i dont know the ruling on that one
Alright, ty!
as always if you're unsure take a junimo's word for it over mine
Well I already posted there so I will need to take a junimos warning over anything.
yes
operation 'make the actual babies blue' was a success
hmm... I will test this now
hm. this doesnt seem correct.
LGTM
stardew valley eldritch style
what did you inject into the babys 😭
PerScreen<WeakReference<Item?>> feels a little gross 
I fed them qi beans
what?! can i have some?!
hes going to the bus there? from where?
well its his friday schedule and it was at 11:30 that he approached... so from the beach im guessing but i dont know why because that's not his actual schedule
where did he go after that?
i dont know (yet) i closed it to test to see if he does it with spacecore installed
he does not, in fact, do it with spacecore (which is probably why i dont notice it happening because i have it installed normally)
im glad im going to be making it a requirement
im actually more surprised that the other people dont have spacecore
i guess its just pathfinding weirdness
I can confirm that without spacecore he just starts walking from the beach in the morning to the bus stop... why? I dont even know his schedule has him going into his shop
willy... willy where are you going willy... :(
something to do with npc warps, im sure
maybe trying to go thru the desert to the island
and then from the island to the boat
back to his shop
Is it possible to add my custom forageables spawning with FTM?
yeah! I know that thats how a lot of things do it i think
thats so...
Why
Oh that’s awesome. I was worried it wouldn’t accept it 
I know that SVE does it - as well as forage of ferngill :D
willy has taken up the new hobby of marathon walking
you dont have any backups?
i forgot to make some
art doesn't count 😌
i was but then i had this idea so i had to go learn C# then the idea needed monogame too, but the idea was too annoying so i scrapped it but i wanted to make it so picked it back up and here we are... the portrait was a side project
and now i am debating if i even want to update timbergate at all...

Just to confirm, yeah, FTM's forage spawner accepts the ID or internal name (not DisplayName) of any object the same way, whether it's modded or not
what's the command to do a summary of an npcs schedule?
patch export Characters/Schedules/NPCNAMEHERE?
Oh that’s awesome thanks Esca. Don’t know what I’d do without FTM 
im going to flip a coin, heads i will update timbergate, tails i wont
yeah his schedule is still normal, i think its just being weird for no reason...
if you arent feeling it just wait and do it later :O
but i suck at art and that is like the 1 thing that needs to be fixed
question for the C# people: is there a good way to get the mouse's cursor position in pixels relative to where it is on the map and not just in the current viewport?
not directly, i think the game just uses Utility.PointToVector2(Game1.getMousePosition()) + new Vector2(Game1.viewport.X, Game1.viewport.Y)
Game1.currentCursorTile is a thing that seems to match that, though I'm not 100% sure if it works
currentCursorTile doesnt give me the pixels within the tile that i am hovering over
oh, right, misread, my bad
blueberry's snippet does though, thank you. was hopin there'd just be like, Game1.getMapCursorPosition() or somethin i was missing
if I want to edit a mod's cutscene (SVE) to have an alternate version would it just be the same as editing vanilla cutscenes ? like if I add a 'when' condition for something will it take priority or should I add some sort of priority to it for that to happen
Hmmmmm okay, progress in that SMAPI is actually telling me now that it's not spawning Chase rather than pretending stuff is fine, but for some reason it's looking for his portrait in the base game folders?
Do I have the wrong thing telling it to check the mod folder?
It is Portraits
Not Portrait
the game is looking for Portraits/Chase, you're targeting Portrait/Chase
but do also share a log and json file instead in future 
If another mod adds the event unconditionally, you can just edit it like any vanilla event. If it's overwriting an existing event, or adding a blank one then editing it, etc, you may need to mess with CP's priority field so that your edits apply later:
https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/action-editdata.md#usage *
(or possibly make your mod false-require SVE in the manifest, but priority is clearer)
share via https://log.smapi.io and https://json.smapi.io 
YIPPIE good job!
Thank you Esca :D
I'll have to look into how SVE does the event :3 I havent actually seen it more than once lmao
Whoa, looks awesome!
he's hiding in a tree, but he EXISTS
Sorry yall, earth wasn't compatible with SVE.

but is space compatible with sve ?
is air compatible with sve? is SVE compatible with SVE????!!!
only if you are omnipotent
whoah, pushing the barrier, you're going to make atoms incompatible with SVE
were they ever truly compatible to begin with
is there an easy way to view SVE maps in Tiled without getting all of the "tilesheet file could not be found" errors?
Dump the tilesheets in the same folder?
I have a Workspace folder I dump all the tilesheets and maps in
man... one glance at these maps and never mind, maybe i don't have to be compatible
i put my lighthouse warps exactly where blue moon vineyard warps are on the beach
Hypothetically, you could patch out that and do your own warp and put like... a warp to where the BLue Moon Vineyard beach is on the other side of your map? I don't know what your map looks like, if it has an other side
Thinking low effort
Honestly if you don't want to do compatibility don't
You'll get comments about it ofc but take it from someone who did do compatibility for SVE... it takes a lot of effort lmao
mood
yeah i tried with like the festivals and stuff, but the maps are so different, and i'm already really doing an expansion in my own right lol
(and now im getting requests to make my mod compatible with something that completely edits the desert so i cant wait to do THAT /sarc)
i can send my lighthouse map if you guys want to see
:3 i always love seeing what people are making
Two warps isn't terrible as far as SVE compatibility goes, the festivals are the annoying part
but if you're doing a big thing, yeah
Festivals and maps
Events were a nightmare I had to go and check every single one to make sure it actually worked it was awful
same with schedules ... eugh
it's more that like, the world wouldn't really logically make sense?
because if your schedule is supposed to be at a cliff but sve edits that cliff and its not a cliff anymore... :')
oh lord
oh that's so cute
Yeah i had to make alternates for a bunch of them
but yeah you can see where SVE has the stairs up the blue moon vineyard from the beach, and mine is the town river...
like i can't wrap my head around how to fit it in yknow
Well if you wanted, you could make the sand go all the way up on the left and have that lead to the Blue Moon Vineyard and just hope other people are like me and didn't realize that was the town river at the top
I made alternates to some of my events based on dating/marriage as well, so I have four entries for one single event all based on if sve is installed and if you're dating the npc ... it was ... 'fun'
That would be the low effort solution if you wanted to do compatibility. Just like squeeze it in there
low effort is how i fight back the scope creep lolll
Ye
a little warp over on the left would definitely work actually
It's not like vanilla is super exact with how everything fits together exactly anyway, so if you fudge it, people probably aren't going to notice
true!
vanilla is very much not exact
idk if you've ever seen someone put the maps together but they do not piece together very well
yeah LOL I saw that
beach farm raises more questions than it answers
okay so in that case, how do i make my beach map edit override theirs?
it would probably be a priority patch of some sort 
yeah as long as your thing happens before SVE's you should be okay
not after?
is it after or before... that's a good question
i thinkkkkk late priority is desirable
never hurts to try either or to see if it works
but yeah you would only need one patch with the priority thing
technically you could do two but you dont really need to if you're making sure your map is patching that specific area
You do want to load later if you want your edits to take priority but I think SVE's beach edits are mostly unintrusive enough that it doesn't matter too much?
Could you add a false dependency on sdve so you always load after them rather than doing priority?
I swear there were other mods that edited that side of the beach but i cant remember those either
I put a thing over one of the rubble piles and it loads in even when using SVE
oh yeah this too O:
unfortunately i'm not sure what this means or how i would do it
that's what Esca mentioned earlier when I asked about one of SVE's events
essentially in your manifest you would put that your mod needs SVE but put it down as false as essential
off the top of your head, do you know the XY and area?
Add it as a dependency in your manifest but set it as required: false
thank you guys!
In the manifest.json if you set a dependency to false, it'll be an "optional dependency", making it load later than that mod but not crash without the mod because it's optional
was just editing my manifest to add one LOL
perfect timing
I have been completely avoiding designing the maps for this arena... i really should do it because its going to take the longest
what's SVE's ModId?
ooh an arena, fun
For my edit? Mine's at X29 at the top of the screen where one of the piles of scrap wood are
SVE adds an inspection message to those piles but my thing's still there
interesting okay
Hmm, I should probably check if pressing interact still brings up that message even though it's walkable now
oh wait and this goes under "ContentPackFor": { correct?
It's under "Dependencies": ["
on that note, if i have spacecore as a dependency on nexus, i put that in my manifest here too?
Yeah! There's this unused asset in SDV called 'qi arena totem' or something similar and I mean... If I'm going to make a mod for Mr.Qi I feel like implementing unimplemented things just makes sense right ?
yes you put it as a dependency if you need it to run your mod
oh nice! your work cut out for you lol
Ye, but don't do "false" on that one, do "true"
in that case you would make sure it's set to - yeah
makes sense lol
yeahh especially since I plan on having it be seasonal lmao
four different maps
oh oof
The true ones are ones you hard Need, the false ones are optional
i made like 12 seasonal tiles for grass/sand transitions and even that felt like So Much
Currently I'm avoiding what I should be doing by writing even more dialogue for him that I really don't need
Oh man I just did seasonals with recolor support for a single building and it was already aaaaaaa
oh god don't even talk to me about recolor support if i ignore it it doesn't exist...
I just plan on using different types of tiles for each map ... recolor support doesnt exist ever
I will not be doing recolors i dont even know how I would with the color pallets and stuff i dont know how it works (and i dont want to)
People can make recolors of course, I set up my tilesheets for them to do that, but I aint doing it myself
yeah so fair
Btw has anyone ever tried to make a vanilla NPC not unlocked at the start of the game? Like until you view a new cutscene meant to introduce you to them? Some characters back in the Harvest Moon games would be introduced that way and I'm somewhat interested in doing something like that, but I'm wondering if the game will explode if it tries to use a character who's not "unlocked" yet 
I mainly just recolor stuff that exists in the OG map, you know? And my building's brick, it's not very bright, so it looks fine with most recolors
Like SNOW, the reason I did recolors for it was snow
so the snow matches the other snow
i think i remember there being a key for this but let me check
I did this with Qi but not a vanilla npc
But this is what's done with Kent
his condition is y2
There's ways to do that like with Kent
UnlockConditions: (Optional) A game state query which indicates whether the NPC should be added to the world, checked when loading a save and when ending each day. This only affects whether the NPC is added when missing; returning false won't remove an NPC that's already been added. Defaults to true.
this is literally all i have for the arena maps btw... very many details much wow
my guy shows up roughly day 15, but I leave him in his room until then because the door isn't accessible until then
Yeah I'm just worried if, for example, something will go screwy if you see Haley's 2-heart event without Emily unlocked, or if the game knows to not run it if Emily doesn't exist in the game
Well, I think in that case, the game... the event is written so they are both there, you'd want conditions in the event for that
this is what I have for Qi
this yeah
You essentially would have to go through and patch each event (and festival data if it includes an npc doing something) to check for whatever it is that you set the condition for the npc to
Ah, now that I think about it I guess I have a cutscene that uses a dummy NPC who is set to not exist in the world just fine, so I would indeed have to patch every event 
an example of what would happen is like, doing the ridgeside gathering festival without unlocking kiwi, it throws an error in the console cause it has kiwi doing a little flip (i only know this because i was testing qi in the gathering and just skipping to the day, which means i did not, in fact, have kiwi unlocked)
Compat nightmare
so for emily you would have an error thrown in the console, for, say the luau where she's supposed to be dancing but she's not there or something like that
also yeah compat nightmares
I guess I'll use such an unlock sparingly, then
i actually wouldnt be sure that would error
some might but others might just load a dummy
might be worth testing
if not, you can always put someones home in an unwarpable, unreachable void
My hunch is that events will just have the NPC there even though they're technically not unlocked
I got the background and belt functionality done... now for the packages...
But yeah I guess I could just simulate being locked by exiling them to purgatory as long as they're not met
it seems like for things like festival setup, it'll just skip the NPC if they dont exist in the world yet
Ah, I think I might have figured out my issue with changing this furniture type... Fireplaces are required to be indoors only, aren't they?
Nope, nevermind, apparently my TextOperations just refused to ReplaceDelimted on the furniture entry to change Decor to fireplace.
When I changed the entire entry, it worked.
Hey all! I couldn't find the jealous dialogues of npcs in my notepad++ did it get removed? o,o
thank youu
Do you mean SpouseGiftJealous, the one where your spouse gets jealous if you give a gift to an NPC of the same gender as them if you're dating that person (as long as it isn't the giftee's birthday)?
yea!
I only have these o,o
The dialogue key for the vanilla NPCs is NPC.cs.3985 in the Strings/StringsFromCSFiles asset but if you wanted to write your own I think you can override that by just adding the SpouseGiftJealous key to their normal Characters/Dialogue/NPCNAME asset.
This is the code for it. I am pretty sure that it means that it will try to get the dialogue key SpouseGiftJealous first and if that's null it will then try to get Strings\\StringsFromCSFiles:NPC.cs.3985 to use instead. So as long as you give an NPC SpouseGiftJealous it will use that.
spouse.CurrentDialogue.Push(spouse.TryGetDialogue("SpouseGiftJealous", this.displayName, activeObj.DisplayName) ?? StardewValley.Dialogue.FromTranslation(spouse, "Strings\\StringsFromCSFiles:NPC.cs.3985", this.displayName));
that feeling when your code works JUST the way you wanted it the first time
im so giddy
and now i have to make sure it follows everything else....
THEN i have to redo the sprites because they are too small and blurry...
😭
hello everyone! I am a new modder, i want to add new ores and nodes to my mod, but i don't know how to change the mines to generate my nodes. Is there a way to do this?
Use item extensions
Thank you!
cracks knuckles alright, I have roughly 14 hours to figure out two bugs in C# code/in game
Let's get down to business
While I'm working on one - I know I asked this a while back but I don't know if I got something exact to look at. What lines of code/harmony patches/etc. would affect whether a spouse asks for adoption or natural birth?
https://www.nexusmods.com/stardewvalley/mods/21986 as an example if you need one. There's a lot of things you can find info about in IE docs, but i find that having examples to figure out stuff is really helpful.
note that if you want to adds new ores, you also needs to add the items which will be simple CP.
This is really useful for me. in fact, i can't make my mod without SVE source code. I will research the mod. Thank you for your answer!
i believe that you can make your mod without SVE source code unless you want your mod to be adding feature to SVE
my advice would be to make a very limited mod with just one item you want to add, learn the basic, move to the next step after that, it's already a good few first steps as starting can be overwhelming
there are plenty of mods adding items, search one that looks simple and straightforward
I think you are right! I will follow this suggestion.
@rancid musk it just hit me that Mastery Extended might need compat with Better Game Menu too
It's the question event
But i think this is controlled by chara data anyway no need to harmony
See, I agree, but I have to figure out why always adopt is on when it's disabled in PPAF so I have to figure out what mod's doing it. I just figured out the breakage in being unable to gift spouses which was mostly my fault - in Polyamory there's a bug where bouquets won't swap spouses, but my fix to the code within the harmony patch in it never checked for bouquet, just spouse, so my fix to the bug broke the gifts. I'm presuming if none of the mods in question in configs cause it that there may be a bug in child code somewhere either in the Poly mod or elsewhere and I have to figure that out
I'll note down the question event
Since there's separate Adopt dialogue strings u can probably ctrl F for that
It could be that one of these mods skip prefix'd vanilla, do harmony_summary to find out
can I add random dialogue to events...?
The only other option is making 12 response options and i am NOT doing that for sure
(by random dialogue I mean something like {{i18n:tokenhere_{{random:1,2,3,4,5,6,7,8,9,10,11,12}}}}
oh god

it wont be like that, I'm thinking 5 response options with 4 of them having the three random options
not this again 
avi has a working version with BETAS
Because if I choose only 4 bachelors/bachelorettes I feel like I will be exploded into a billion pieces
and I have a c# mod if you also want it to be templateable the way avi does
oh god
wait,,, you don’t need either one
you can just do {{i18n:{{random:tokenhere_1,…,tokenhere_12}} }} iirc
You can do it with translation keys too if u prefer
would it not be like this like how the other dialogue stuff does it 
The random is the important part
That's how I did it with the (Frankly too much) amount of dialogue i made for other things
it might work? idk haha, I always forget what the issue actually was that meant we couldn’t do that lmao
"patio_AngelOfStars.Mrqifriendable_TheMrQi": "{{i18n:Aos.QiPatioDialogue_{{random:1,2,3,4,5,6,7,8,9,10}}|QiEndearmentTitle= {{QiEndearmentTitle}}}}", like this one ... and then in the default json the entry would be Aos.QiPatioDialogue_1 and so on for each one ...
I've seen it done before... I'm pretty sure you can 
Do you still need mutli yield crops for that
Is that a framework mod? 
it is
Ooooo
Thank you! 
I'm not sure if CP has that built in or not but I know for sure you can do it with that
I’ll use that then for sure
tysm
CP lets you drop extra items now
You can see this in cornucopia which has lotus root drop seed sometimes
I figured that was somethign that would be built in but I couldn't remember what would have done it off of the top of my head (I thought cornucopia but for which crop I didn't know)
Thank you so much!!!
Is there modding on mobile?
By modding do you mean using mods? Yes, but it's basically trial and error to find working ones. Also, this channel is for making mods so you might want to head to #modded-stardew if you want to talk about using mods :)
Ok
I think I looked at that already and cleared it, but I can check again.
i think it changes some stuff to the mastery part of the skills page
This event I'm doing is going to send me straight to the afterlife
every single time I have to remember how to use advancedMove one million (1,000,000) of my cells die and that's not a lot in the grand scheme of things but I miss them
You should keep a template in your events file to remind you
You are very right, and I did have that in there before... and then I, very smartly, deleted it
because I was 'done with events'
I say making an event that has technically six different responses
(its not actually six since three of them lead back to eachother)
Yeah, but it doesn't need to touch GameMenu for that, if it's just harmony patching skills page
Ok then i'll trust you i'm not sure what it's doing exactly
(If ur really curious, GameMenu instantiates a SkillsPage instance, so if better game menu replaces GameMenu it can instantiate the same skills page and have those patched changes)
thank you!
very happy with the AI rules tbh
I do have a question, I've used an LLM to make my translation files but that's it as well. Does that also exclude me from potential mod author status?
Can I make crops not yield any quality when harvestin?
“HarvestMinQuality": 0, "HarvestMaxQuality": null
Does this mean it?
u need to put max quality to 0 too
Ahh thanks!
I think you will probably need to contact the junimos rather than asking generally in this channel since we're not any more qualified than you are to make a ruling on that lol
I don't think it'd exclude you from ever getting the role but that mod may or may not be eligible
you can just use nomori's i18n-fier
if you actually made mtl for some reason then u may need to delete it?
Oh I was assuming they meant they translated their mod into other languages to offer them as well but reading the message again I'm not actually sure that was the intended meaning.
do you know where? i looked up lotus in data and cant find anything
looks like its spacecore actually




always save