#making-mods-general
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Its's always Spacecore!!!
so yea take ur pick anaira 
bruh my custom farm isnt commiting the changes
anyone searching for a solution to this same issue:
i copied the file with a different name, (e.g: BushFarm.tmx being copied to a file called BushFarm2.tmx); changed code to load the clone and issue is resolved
this is suffering lol
would anyone happen to know what a common issue for this would be?
Are you sure your mod is loading? Are you sure you're saving? Are you sure you're editing the correct file? Have you tried with a new save?
This one is an actual question: are you making a replacer or a new farm?
That sounds like an "editing the wrong file" issue
If you're 1,000% certain that you're editing the right file and that you haven't accidentally changed your code to load the wrong file or something, have you scoured your log?
in my whole mod, there's the farm file and one other map file so i'm sure of that
checking code rn holup
code hasn't been touched at all today, issue came up more recently than that
im really sorry, i dont see anything Cornucopia_LotusSeeds in SpaceCore or Cornucopia more crops 
which file am i supposed to be looking at? like destination
is the lotus in more flowers?
i dont see more flowers 
but chu said it was!
just dunno where to look
More Flowers is a separate mod
More Flowers is a separate Cornuco... yes, that
you're missing out ๐
after i finish vanilla farms ill play it again
Try a patch summary to check all your patches are being applied?
why are you making mod if you dont play modded rn
yea, it's workin
why not?
It's just very curious
ok just copied the file with a different name, changed code to load the clone and issue is resolved on new saves
i just love the game so much i appreciate vanilla for how it is
but i like modding
Fair enough
im just built diff ig idk
I couldn't love the game nearly as much without mods
its the only game i can play vanilla and love it entirely
As great as CA is, he is just one person so he only has so many strengths. With a modding community there's just so many people's strengths added onto his.
totally
which is why im SO EXCITED for this mod im making now
its just a couple crops but idc :D
My game is 85% mods and 15% stardew, and the game wouldnโt be the same without either
I also LOATHE the fishing minigame so if I hadn't yeeted that I don't know how long I would've lasted lol
Is there a setting on nexus that lets me edit a mod description using markdown formatting?
I love fishing, Iโve seen a lot of people donโt
did you guys wanna see sneak peek of my mod idea ^_^
also hi apryll 
pretty sure it's BBCode only, cat 
I use BJB Cheasts for the fhishing.... helps so much!
No, but Pillow has some thing I'll try to find
Hi Anaira!
I love that!!!!!!!!!!!!!!!!
thanks im really excited to use it one day heheheh

It feels like it fits in really well with the lore!
yeah I always make mods I want to play with so that's why I'm surprised you make mods and don't play with them 
i try my best to be as vanilla-coded as possible
Imma go to bed, work onite, good nite all!
oh i definitely will, just not rn :p want all perfections first
gn
sleep well
there was someone who wanted to make mods without even owning a (PC copy of) the game
only Switch
LOL aww 
Lol I have never achieved perfection on any save
we told them to buy the game, but they say they wanted to do it mainly to practice pixel arts and not actually play
some people like the act of creating! I think it's just easier to find and get enthused for an idea that you yourself would enjoy using 
which, well, I suppose
6 so far, wanting a total of 9! all vanilla farms+a modded farm. then im probably done with perfection until HC
im more excited for people to play with my ideas than me playing with it tbh
CA is the whole reason why im in college to wanna be in game design to begin with
I'm excited to play my own mechanics mods but less so with the story mods because I just wrote it all, I know what's going to happen
That being said in a few years I'm going to be like "wow this Hiria mod is really great! Who made this?!" xD
trust me ive been ITCHING to play with my vanilla cooking recipes 
You're not at that Rochester college for game design, are you? Their final projects seem to often be Stardew mods so you'd have an edge 
wait really????????? im in city college, but i might transfer bahahah
You've not seen their mods before?
no o:
wait really
really o: i'm interested
https://www.nexusmods.com/stardewvalley/mods/30125 here's one of the ones I remember
They usually involve some small storyline 
i got a 105 in my class using stardew the entire time LOL, but it wasnt a comp sci class
this is an insane mod LOL wow
imagine being in SC then all of a sudden ur in purgatory
Whoops it wasn't even Pillow's. Anyway there is a converter so you can write in markdown and get bbcode. https://miome.github.io/githubmd-to-nexusmodsbbcode/
https://www.nexusmods.com/stardewvalley/mods/23201 here's another one
haha valid!
its shame they r just made once and done
do you guys think it would be safer to use SpaceCore or this as a framework for multiple yields???
nothing to do with the whole "save serializer" thing?
im assuming they both do that
https://www.nexusmods.com/stardewvalley/mods/19528 okay this looks cute 
spacecore does a bunch of things
wait thats adorable
save serializer is a feature unrelated to the crop drop feature
gotcha, just wasnt sure if one would be less reactive to updates than another
well multi yield crops is cherrychain-pathos and spacecore is casey
both r 1.6 dev so they would surely know if updoot 
yeah, in general messing with the save serializer can be risky, but if there's two people we can trust to do so safely it's 1.6 devs Casey and Pathos 
i kinda want to understand all the elements of the mod im making before i dive into it... can someone explain to me what makes this a multi yield crop because i see both id's are the same
also thanks all! 
the second one is gated by a When cond
as for why its there twice with the same data, im not sure
6480 would know
oh okay, so if i have 2 crops from the same plant every single harvest, do i just need to add both id and itemid's with each other?
I want to make animated portrait for Romanceable Rasmodius Redux Revamped(RRRR) and I use spacecore to do it.
Code in the image can run without error and in game portrait are animated but RRRR has seasonal outfit and hairstyle that can be customized. I don't know how to add that part I understand a little bit about dynamic token but don't know how to apply with spacecore.
it depends on how RRRR setup their portraits
if they load the seasonal hairstyle/outfit to a different target, you also target that one
if they are doing EditImage on the base portrait, you will need to follow their When conditions
should you require their settings tokens, use CMCT
@ivory plume hi pathos how are you
Do you have thoughts about mod integration for Lookup Anything? My specific situation is that I am making a stardewui mod which does not allow me direct access to the implementation of IClickableMenu, so I can't do the hoveredItem thing, instead I have a terrible harmony patch on GetSubject instead. It would be nice if I could direct manage what my hovered item is, though I am not sure what this looks like as API.
(Is there a quick way to force the pregnancy question?)
yea i have a wip mod for that
there's settings to make the question chance 100%
maybe i ought to make a trigger too 
just so u know i suspect this explodes polysweet 
I mean
I don't mind it exploding PolySweet since I'm using Polyamory
But if it explodes Polyamory, I shall sob and manually figure out the pregnant stuff
I've figured out the problem set of code, I just don't know what's tripping it to make it always hit the "else" statement:
[HarmonyPatch(typeof(QuestionEvent), nameof(QuestionEvent.setUp))]
public static class QuestionEventPatch_setUp
{
public static bool Prefix(int ___whichQuestion, ref bool __result)
{
if (___whichQuestion == 1)
{
if (lastPregnantSpouse == null)
{
__result = true;
return false;
}
Response[] answers = new Response[]
{
new("Yes", Game1.content.LoadString("Strings\\Events:HaveBabyAnswer_Yes")),
new("Not", Game1.content.LoadString("Strings\\Events:HaveBabyAnswer_No"))
};
if (lastPregnantSpouse.Gender == Game1.player.Gender)
{
Game1.currentLocation.createQuestionDialogue(Game1.content.LoadString("Strings\\Events:HavePlayerBabyQuestion", lastPregnantSpouse.Name), answers, new GameLocation.afterQuestionBehavior(AnswerPregnancyQuestion), lastPregnantSpouse);
}
else
{
Game1.currentLocation.createQuestionDialogue(Game1.content.LoadString("Strings\\Events:HavePlayerBabyQuestion_Adoption", lastPregnantSpouse.Name), answers, new GameLocation.afterQuestionBehavior(AnswerPregnancyQuestion), lastPregnantSpouse);
}
Game1.messagePause = true;
__result = false;
return false;
}
return true;
}
}
And yes, I know it's that - deleting that code set makes me able to have bio children
or at least it does if I also remove the thing prefixing the event itself, mind*
ah yea thats a skipping prefix huh
Yeah. something in it is forcing always adoption and I have checks nine hours left to figure out what
which mod has this code?
Polyamory!
You know, I was about to ask a question and i answered it myself.. let's see if I can do dynamic tokens without help this time ๐
(The EnderTedi one)
im guessing lastPregnantSpouse.Gender is not updating as expected then
Yeah, that's what I'm suspecting too. I'll have to chase that down
i did have it on to-do to make polyamory work properly with my mod
it might be ok?
since i never patch this method only the night event picking thing
we'll see in a moment, I'm resetting everything rq and adding the Have More Kids thing
making new mod: fun and enjoyable
integration testing with other mods: death 
^
this is so true
Hi
Oh my goodness I am such an idiot, even if this wasn't my code, the answer was right in front of me the whole time
Iโm curious & a noob, what was it?
check the checks here
The have player baby question - the non adoption one - fires if if (lastPregnantSpouse.Gender == Game1.player.Gender)
except
If that's true, then that means that's a same sex relationship
oh ig it just doesnt check SpouseAdopts at all then
Ahh
I'm sitting here this entire time and going "why am I always adopting???" and it's because Polyamory's check checks the wrong way 
At least it's an easy fix?
do we know what the string of text is if you do not add the stardrop tea with a gift taste/message?
Asking because the person I'm making an NPC for wants to incorperate parts of it into the dialogue for that gift item.
The GetSubject patch is probably the simplest solution for now. Adding an API for Lookup Anything is on my to-do list, but it'll be a bit complicated due to the object graph involved (i.e. you'd need either a hard dependency on Lookup Anything, or to copy lots of interfaces into your code).
stardrop tea response is special
if you look at npcgifttaste note how no one has StardropTea
but everyone has AcceptGift_(O)StardropTea in their dialogues
I know, it's kinda why I want to know what the game spits out if there isn't that bit of text XD
We want to add a "glitch" for the NPC Glitch
The game will use the first NPC dialogue key which exists in this order:
AcceptGift_(O)StardropTea
AcceptGift_Loved_<context tag>
AcceptGift_Positive_<context tag>
AcceptGift_<context tag>
AcceptGift_Loved
AcceptGift_Positive
AcceptGift
If none of those exist, it'll fallback to their loved dialogue in Data/NPCGiftTastes.
Is there a way to make my dish item glow yellow with spacecore? I might add that in next VCR update
not spacecore, but item extensions have the item light source thing
Thanks!
(I used to suggest adding torch_item tag but that does... strange things)
Wait
What?!
Also I'm using the NPC builder...the one that's a google sheets thing...I am HELLA confused on the Data/Shedule tab....
What's confusing you about it?
I'd love to get feedback so I can improve it, if something is too confusing!
i think i should get the mod maker role i know how to print hello world with python
I guess I just don't know how all the parts work together, even with the little bits of information in the form of the comments on each cell. It just feels like I might make a big mistake (have already because my NPC just spinns...)
and I unfortunately need to go do some errands so I won't be at my PC for a bit
the best way to learn more about the innards of an npc is to open them up
Some of the weirdness got fixed!
Like this one
No worries, the schedule tab is pretty bare bones, so if you are doing something complicated with it, there might be some weirdness. I'll also be unavailable for most of the day, but when you have time, if you can share what you've got in the schedule tab, I can take a look at it.
Using the wiki alongside it may help, also
Tragically I'm pretty sure only the OG torch will go on fences
[[Modding:Schedule_data]]
Annoying that when you set an NPC to wander within a square, they don't listen to barriers or anything at all lol
Just walks all over trees, through buildings etc
Oh nooo, is that the case? I was thinking of having one of my NPCs do the wander thing but now Iโm thinking maybe not lol. Could be cool for like a ghost npc tho haha
Yeah mine walk through anything if the x_y is too big
I just have to fine tune where they walk to and how big an area they have to wander there
this is a very big advantage to my NPCs being ghosts ๐ oh, they're clipping through the walls? it's a feature not a bug
I started with a square of 8_8 and they just walk as though there is nothing in their way which is a big bummer but it can be avoided
Would be cool if I could set like 15_15 and they just figure it out but alas
you can try MEEP instead
Oh?
the farm animal npcs do obey collision more
I will look into that thanks chu ๐
My NPCs are just there for flavor anyway, they don't need to be complex
I just wanted my meadery to feel more alive
Then NPCs were such a rabbit hole lmao
Requiring gift tastes is an odd requirement to have a schedule lol
Thankfully there are free use assets for NPCs on Nexus too lmao
How bad is it to stick my monitor and config a static class as public fields? I'm getting tired of writing an initialize function for every class...
so time in stardew is based on a 24hr time clock....right?
Like for scheduels and stuff
Correct.
technically a 26 hr clock, since it goes to 2am, but yes for example 2pm would be 1400
I guess when I mention 24hr time clock I meant military time lol I've just always called it 24hr time
Yeah, those are the same thing
So both names are correct
๐ค i guess because saying something like 17:45 is easier to understand than 5:45 pm
In the military
Your valid frame for scheduling times is after 600 and before 2600. You can also schedule at 0 to try to start somewhere, but that's an odd exception.
600 won't throw an error but it also sometimes might just not work
I hear 0 schedules have problems sometimes, why is that?
I think they cause NPCs to spawn duplicates sometimes under certain conditions, but I am not sure of the specifics
Ok fireredlilly, this is what I have for my first entry for the defaults you have listed in the schedule tab for the npc builder.
But he just...spins
I've made sure all the possible tiles he could walk on are passible...
Unless I've built the bed wrong....
Well uh
I dont quite know how the schedule builder is meant to work
But
Between times,
You don't have anything separating them
pictures in order of layers.
1 Front
2 Buildings
3 back2
Did I maybe build the bed wrong?
XD
Beds suck
Hm, no i think it looks... Correct ? I can't tell because the layers aren't isolated
Where does your npc spawn?
As in where in the bed
{"X": 3, "Y": 5}```
Hmm
for testing right now, but I want him to be IN the bed in the mornins eventually
So that's the small issue...I got so annoyed I deleted it all ๐ญ
It's possible that the delimiter part of the code is broken in the sheet, I can check
You should have a / between each stop in your schedule
In the spreadsheet screenshot, it did look like it was missing, but i wasn't sure if it was meant to be added later
isolated layers
Bu is buildings
Oh ok i wasn't quite sure which tile was on which at first ๐
Okay, it was working on my copy but the formula on the original must have been altered at some point. It should be fixed now?
updated formula in the Entry 1 block is =IF(D5="","Schedules must have 2 stops to be valid.",CONCATENATE("""",B3,""": ",CONCATENATE(TEXTJOIN("/",TRUE,TEXTJOIN(" ",TRUE,CONCATENATE("""",B5),B6,B7,B8,B9,B10,B11),TEXTJOIN(" ",TRUE,C5,C6,C7,C8,C9,C10,C11),TEXTJOIN(" ",TRUE,D5,D6,D7,D8,D9,D10,D11),TEXTJOIN(" ",TRUE,E5,E6,E7,E8,E9,E10,E11),TEXTJOIN(" ",TRUE,F5,F6,F7,F8,F9,F10,F11)),""","))) if you just wanted to copy/paste the new one without making a fresh copy.
(the Entry 1 output is how the JSON should be formatted for the schedule entry, so if you copy/paste that in here and say you have issues, they should be pretty easy to check in the future)
Ok...so now I have to wonder...does the map property "NPCWarp" just not work?
Can anyone fix this RPG mod for Stardew Valley version 1.6?
this isn't the place to ask for mod updates or to ask mod authors to work on specific mods
ok. I had tried doing the copy paste but it gave me the formula XD
(in case anyone is wondering, the mod ideas repo is not the correct place to request mod updates either)
Weird. Google doing shenanigans again xD
if you'd like to try your hand at updating it for 1.6 yourself though, this channel can help if you have questions
anyways, it works now, but the NPCWarp map property is being funky
Is it not recognizing the property if you patch export the map?
idk if I need it or not XD
the x is where the warp is set to be
but I gotta go again
Sorry
Alright. When you get back, check that the tile is NPCPassable since it looks like it might be on a Buildings layer and NPCWarp requires the NPC to walk onto it
tryna convert a JA mod to CP and im just very confused on how to work the python script.. 
its the korea blossoms mod
maybe the cherry blossom cafe mod too if i can get that to work
So do I just put tile data on it that says NPC passable true
Iโll look at the wiki when I get home
Going to do some shopping
Yes, you just put that in the Building object layer
ok now python keeps autoclosing lol
how do you work the converter, i dont understand one bit
(huh, schedules have to have two stops?)
Oh man, I remember this one. It was kind of buggy back in 1.5 too, so I imagine even if anyone picks up the idea, they'll just rewrite it. That said, you might be interested in Vanilla Plus Professions which has talent point skill trees and bonus skills, which might be the same vibe you're looking for?
Yep, I ran into that issue personally
Doesn't necessarily apply if you are using the command for NO_SCHEDULE or GOTO which are not stops
hm they sure do: "GreenRain": "610 Mountain 24 31 2 demetrius_hazmat",
greenrain schedules dont use those
yes friend I'm looking for exactly these types of mods
!vpp here you go!
Vanilla Plus Professions is a professions and talents mod by KediDili. It expands on the vanilla professions by adding new profession choices at levels 15 and 20 and adds a new talent tree for each skill where players can earn talent points to purchase perks that improve various gameplay aspects. It has been released on 25th of December.
It can be downloaded from Nexus: https://www.nexusmods.com/stardewvalley/mods/20054
I've definitely gotten errors due to not having two stops before
But I can revise my comment if needed
it's not a hardcoded exception for greenrain, is it?
Thank you friend, you are a friend, friend
its only hardcoded in the sense that it specifically loads the GreenRain schedule if its green raining year 1
but it runs the same schedule parser as any other
It's usually not a hardship to have two stops for a custom NPC since the last stop is usually their bed, but I can change the comment if it's not technically accurate
i would say it is not technically accurate. it also stops you from doing Replacement schedules if you keep it
I don't even cover replacement schedules in the schedule tab, that's how barebones it is
I can revise it when I expand those options
hm, I was thinking I'd seen some NPCs with one stop (like 0 schedule ones) but all of the ones I'm seeing are at least two 
A recommended troubleshooting step for broken schedules was making sure it had a second point for a bit in here, which is likely where I picked up that it was necessary
i could def see it helping troubleshooting, hard to tell if theyre broken or just staying in place all day on purpose otherwise
Ah! Muadhnait has a schedule with one stop, if you want to see, Lily https://www.nexusmods.com/stardewvalley/mods/5053
Which is a good idea and you could decide you want to keep that in there just to make it easier on folks!
I was mostly curious because I hadn't seen it before.
well, again, it'd block those same kinds of greenrain schedules and doing replacement schedules for inaccessible locations, since those are also a single entry
I'll make a note to add a separate section for replacement and greenrain schedules and explain that the 2 stops thing doesn't happen there
but the point is that greenrain schedules are not unique
the two stops thing doesnt happen anywhere
they arent parsed any differently from any other schedule
Yeah, you can have multiple stops with a green rain schedule, I think vanilla just doesn't.
That text currently only shows up in the Entry 1 box when there is only one stop, so I can pretty easily just omit if that's the problem
(the replacement schedules ARE more semi-hardcoded though only in the sense that vanilla only checks 3 locations, but thats kind of a special case anyway since its not treating the entire replacement as a schedule, just replacing one bit inside a different schedule)
(but point there being that you wouldnt be able to fool-proof hardcode for them, bc a mod can add more)
To be fair, the builder sheet is limited to begin with
Because I am not validating GSQs for conditions, just saying that they can use them and linking to the wiki
So it's probably fine to remove the extra text if it's confusing and link to replacement schedules on the wiki
my onion is just that it shouldnt warn or prevent being able to do something that can actually be done and doesnt cause problems, if its intended to be an objective npc builder
other people may have different onions
I'm not trying to be the next Miss Coriel NPC Creator, just filling in a temporary gap
But I can remove the text if you feel that strongly about it
either that or if someone uses it and then asks in here how they can make their npc just stay in one place on it i can direct them to you /lh
(pls also be taking everything here with a /lh tone tag attached, i dont want to give off the impression i have strong feelings either. just pointing out what the vanilla code does and providing input)
(I woke up feeling like I had shards of glass in my throat so I am not in the right headspace to handle criticisms at this time, even if they are lighthearted. I can look at improving it when I am recovered and less sick)
Sorry to kill the mood! I removed my earlier comments because they came across as more aggressive than intended. I'll step away for now and see y'all another day.
(i hope you feel better soon
)
Do I actually have to make a mail entry for a mail flag that I'm just using as a when condition 
no
absolutely radical
behold, probably the singular most complex event I will ever code in my life (i hate this I dont want to do it again, i dont want to test it, it hurts my brain and three parts of it are duplicated, i am going to explode)
To do conversation topics, you'd have to do an edit data entry for every npc with the CT right
dang I just put my whole event in thr i18n
I mean that is with i18n tokens...
I believe so ๐ฅน
its just a long event
No i mean i don't split out the dialogue ๐
I probably should
i thought so... how agonizing truly
Do you mean like... you don't have dialogue tokens?
er i18n tokens
sorry I havent slept yet lmao
My data events patch just points to one i18n token like "eventkey/preconditions": "{{i18n:the whole darn thing}}"
I should change it bc it's bad practice and I'm creating tech debt
Does i18nifier do events
I've broken lily... this is a sign I should fix my mod
So I'm hearing there's a market for a default conversation topic dialpgue mod
(I actually also have a need for this mod)
Bundle repeatable convo topics into it methinks
Godspeed soldier that sounds horrifying
I didn't even know that it was possible to put your entire event into an i18n token
Ah but I want each thing to be unique for each npc to be fair... so it makes sense to have to do each entry
even if I will loathe it
https://www.stardewvalleywiki.com/Friendship I thought someone fixed this. Why did it get reverted back??
you're just linking to an entire wiki page without any context... ?
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)
Sorry thought I replied to first message
Supposed to be just +20
According to history the change is still there and not reverted, but indeed the change isn't visible for some reasons
it is visible for me
Weird 
Maybe mobile, maybe a cache issue?
Prob
looks correct to me, so it's probably caching
The 1.6 raccoon bundle is missing the page overview screen, so I tried making one myself out of (mostly) vanilla assets 
Turned out better than I thought
@rancid musk thanks for the pr, Iโm away this weekend but Iโll get it checked and merged as soon as I get back
Sounds good. I'm currently planning to release on March 31st.
Yep, it's a reader cache issue. If you're logged out, you see the more aggressively cached version (which still has the old text); if you're logged in you see the latest version.
"PurchaseRequirements": "b 1" is not working on my boots. I'm trying to make the purchase requirement be reaching the bottom of the mines and the wiki said that b is the alias for that requirement. I tried ReachedMineBottom instead, that didn't work either, and I'm about ready to screech at someone ;-;
is this a JA thing?
Yep
we recommend just using CP now
Okay but what if I don't wanna do that
then you probably won't get much help unfortunately. pretty much every modder has migrated
That value seems correct based on the documentation. If it's not working, you could try asking on the Json Assets page if you don't get an answer here.
Okay. Thanks
I was wondering why that seemed odd
I only used JA once or twice before 1.6 came along
It's the only thing I was good at
It's okay! CP isn't really too hard I promise (if you wanted to transfer to that for more support)
Even the more complex bits are easy to understand once you get a few examples
I'm not even gonna bother. This game hates me and atp I hate it more
JA is actually a very thin wrapper around the game format
Iโm not familiar with the purchase requirements field
But might be an issue with the preconditions feature?
in CP that would just be a Condition field
EPU
And I havenโt prodded that integration
I can say that you can just edit using CP after the fact if it comes down to it
JA is doing content edits at this point
Poking my head in with a quick question - where does the game keep track of what shows up in each mine level (for example, iron doesn't really show up until level 40)? I thought it would be in Data, but can't find it.
hardcoded
thats all hardcoded
So not editable? Or only editable with something more than CP?
anything is editable with C#
I am not yet that brave, but maybe someday๐ Thank you!
you're free to add your own spawn on top of the vanilla spawns with FTM
I'm looking at what Various Coal Ores is doing. It's interesting that FTM isn't required, but Item Extensions is.
IE is for custom new nodes
FTM only partially supports the mines, but IE can mix nodes into them on its own, yeah
Something to mull over. Thanks again, everyone!
(Another perfect number flashes by on SMAPI's Nexus page.
)
Is there a guide on how to do water in Tiled? lol
Is anyone willing to take a peek at this event for me? When I choose the dialogue option that leads to the fork, once the fork starts, Haley just repeats her dialogue line infinitely 
https://smapi.io/json/content-patcher/316cc262533a486b980f7fd8873db592
(sorry for the very very long line)
i'm not sure how i18n works, but could you send what that entry is too just to be safe?
i18n:Events.Haley-2.Fork.0 this one
"Events.Haley-2.Fork.0": "So anyway, did you need something else from me?"
she does her speak command just fine, it's just that the event does not continue
Just as a test, can you try adding a pause 500/ before the speak command? I seem to recall some issues related to some commands being first after a fork.
fixes it! thanks 
In the stardew wiki, on the editing map page.
is it time based or just sequential? like, would a different command/a lower pause work?
No idea! We'll need to look into what the issue is at some point, and either fix or document it.
i think events r just finnicky
you could test with a pause 1 just to experiment
if it's just sequential, now I'm wondering what the best nop command would be haha
ig you could always try pause 0
In my experience, you can't move farmer _ _ _/move NPC _ _ _ or people just walk off screen. You have to put em in the same move command
i wonder if a pause would let you do it then if you didn't want them to move in sync?
you can move multiple actors in the same move command? wild!
tia also mentioned in another server that there's an issue with positionOffset and move being combined (that doesn't exist with positionOffset and advancedMove)
i thought you had to do BeginSimultaneousCommand to have people move at the same time
can't advancedMove do multiple actors?
/move farmer 0 -3 1 Haley -7 0 is a valid move i believe
i thought advancedMove could only do one actor
idk tbh, I have literally never done an event 
they are kinda fun I won't lie. Coming up with the idea is the hardest part in my experience
sorry what
1.6.16 is bringing gotos to events!
i'm curious, what would you use a goto for in an event? forks?
forks already exist afaik
goto sounds kinda fun
yeah they do, i'm just not sure what i would use a goto for haha
is there a WIP changelist for 1.6.16?
skip half an event for some reason
-# I want to make a turing machine using an event
(The new goto command can be used for advanced control flow. You can move backwards and forwards to arbitrary points in the event which can be used for all sorts of things like repeating a dialogue, showing multiple variations within an event depending on arbitrary conditions, choose-your-own-adventure flow, etc.)
-# which is triggered through a puzzle where you use automate to build logic gates
ahhh i see yeah the repeatability does seem super useful!
-# pathos is enabling my jahooma's logicbox -type crimes
i mean, null is a command that literally does nothin
well
I have no excuse I just know nothing about events
tbf, its not on the events wiki page
though, it being a complete nop is actually a problem, because it never increments the event command enumerator
so unless you wanna make a custom not-quite-nop then pause probably is the way to go
Would anyone happen to know if Portraiture is still broken while dealing with HD portraits of any kind?
It does but there's some extra steps that i unfortunately don't remember but i bet there's a comment on the nexus page detailing it
I've been trying several of the methods mentioned online, I might've missed something but while most methods simply didn't change anything the last one left Lewis a little thinner than I remembered him.
(The new Nexus update seems to have an issue with duplicate comments getting posted.)
do they appear after a refresh? nexus has always done that for me when i initially reply to someone, but its gone after a refresh
Yep. I've been seeing a lot of duplicate comments from players too; one player posted 17 duplicate comments on one of the mods.
You can always just copy the HD potraits and plop them in your portrature folder
ah, well,
rip idempotency, you were a real one
They really really wanted to make sure you see their comment
I'm assuming you mean putting all the respective PNG's within a single folder under the portraits one, which is what prompted Lewis being incorporeal.
And you're sure you put them in the correct folder and the PNGs are named correctly?
(this seems more like modded tech support?)
True you should go there if you can't figure it out
Ah my mistake I commented here since it was one of the most recent mentions of the mod when searching here, I'll make my case there, then. Thanks for the advice either way.
how do i re-pack files after editing the sprites?
i smell xnb modding
sorry i just wanted to make my oc
@ivory plume i was told that if i link my github on the wiki and i ask you nicely i can get access to the decompile repo, so may i pretty please have access?
there are better ways to do this - look into content patcher
!startmodding
Making mods can be broadly divided into two categories:
- Content packs are formatted text files, and don't need any programming knowledge. They can add/edit NPCs, maps, new items, shops, and more. To get started, see the list of framework mods, the wiki tutorial for Content Patcher, and there might be relevant guides on the tutorial wiki.
- C# mods use programming code to change fundamental game mechanics. See getting started with C# modding.
Usually itโs easier to start with making content packs, since you don't need to learn programming.
i dont know crap about modding
i just changed a few sprites and want them to show up in game
i changed some sprite sheets. made sure the dimensions and stuff were the same as the unedited versions
i cant code or anything. i can do simple pixel edits and thats it
you only have to write a few lines of JSON to use content patcher, no C# requried
whats a json
look, when i say i dont know anything on making mods or coding, i genuinely mean it. I have 0 technical skills whatsoever
nobody is born with modding knowledge, you know
at some point everyone here knew exactly 0, you can learn. It's not rocket science to make a CP pack
never too late to learn
where do i learn this
I linked you a bunch of tutorials a few messages up
okay so how to i get the sprites i made to appear in game
in the governor command
literally linked here how to start
i dont even understand that
it's a list of links to tutorials? there's nothing to understand
im not trying to make a full scale content mod
that's fine?
what you are looking for is right there in the tutorial.
you dont have to do anything complex
how do i use content patcher
by reading the tutorials and documentantion, understanding it and actually trying
i read it and i still dont get it
what dont you get
anything
then read it again until you do, and you are welcome to ask specific questions about the parts you don't understand
like, i genuinely know nothing whatsoever about anything involving technology
that.. sounds like a bigger problem that we can't fix
great, now is the time to learn
do you at the very least know how to use notepad.
no

whats notepad
how do i open content patcher
how do i make pngs into there .json files
notepad is an app that should be default to a PC.
I find it strange that you know how to use Discord but not Notepad?
I didn't have to download it
- you dont. you write cp packs that content patcher then .. does magic to
- you also dont. you write json that content patcher reads
im on a mac
ok, well, whatever text editor a mac has
how do i write json
... it's in the tutorial
it's a text-only file with the .json extention
json is just a type of file, it's like a .txt
how do i know what to write and where do i write it
in the tutorial, again
i am so confused
hm let me see if i can find a different one then
Content Patcher is the framework iirc
im so confused im sorry
literally has an example of how to do a portrait replacer cp
The forging documentation is great, BUT extremely intimidating to someone who doesnโt already have an idea of what a JSON is etc
I would strongly suggest reading the wiki https://stardewvalleywiki.com/Modding:Content_pack_frameworks
GitHub! Not forging
forging
i have no clue how to even make a json
Autocorrect
how does github = forging.... well, the magic of phone autocorrect i guess
Dj, have you ever installed any mods at all?
The wiki page Logo linked covers .JSON editors
i have a few
Also, this one: https://stardewvalleywiki.com/Modding:Content_Patcher
have you at least managed to locate the default text editor on your computer
This covers a lot of the terminology that you seem to not understand yet
Okay, do into the folder of one of your mods, preferably one that changes The look of something,
We can't help you make a mod if you don't understand what you're attempting to do
And find a file called manifest.json and open it
Invite sent! See the repo readme for more info when you get access, and feel free to ask if anything is unclear.
It will open in textedit I think or some other program
And thatโs a . JSON and the app you can use to make one (though there are better apps)
Thank you!
It will work, for a simple . JSON which is all you need
There are other apps that help because they colour the different parts of the code which make it easier, but they can be confusing if youโre very unfamiliar
do i just copy the text in the articles?
(as an alternate, dj, if you're struggling with this, you could also check !commissions and find someone who will code the mod for you! A CP mod wouldn't be too expensive.
)
Please read through this. It will help you understand the terminology better. https://stardew.button.gay/tutorials/json
You can save a text file and rename it so filename.rtf change to filename.json
logos why is it button.gay
ask button
But maybe having your dad help is a good idea too
You'd have to ask Button, wiz. But it's an amazing tutorial
Oh I forgot about that tutorial ! I have it open in a tab somewhere but havenโt gone through it yet!
Need help with picking a mod name please
#images-and-memes message
"Crops" in the name will make it more easily searchable on nexus
wouldt's "Seeds" also make it easily searchable?
i mean you could also call it celestial crops
Yeah, but usually when people are asking after more things to grow in modded-farmers, they're asking for "crops"
So it stands to reason for me that more people are searching "crops" than "seeds" on nexus looking for things to grow as well
i see, i see 
But like, don't let nexus search nonsense get between you and a sick name! It's just one factor to consider
Thx Iโll deff consider this 
Lots of people just don't know you can do it
As long as itโs not like an Amazon product title like โStar stars starry crops and seeds to grow new fruit, farming expansion, fun pretty farm itemsโ
is that new? If so one good thing came out of the Nexus UI.
it is not new
i give up
it's always been burried
that's the spirit!
i cant do this
Making a mod requires a bit of background understanding that you need to be able to tackle independently
if you need help, asking questions are more useful than saying that you can't
i thought i could just change the sprite, i didnt sign on for coding
i do art, not code
Once you have the foundational stuff down, you'll be a lot more equipped to handle a project like that, both because you'll have the vocabulary needed and because you'll have experience with computer literacy
hell, ill make art for anyone who wants to do the code stuff for me
not with that attitude /pos
Content Patcher isn't fully independent programming, it's very template-based
ive tried to code. i just cant. its so confusing and overwhelming no matter how hard i try
tbh what did you actually try to do before giving up
it's not code, it's computer literacy
i dont have that either
you could always try releasing your art as open source and seeing if anyone will make a mod that way, but i agree that this mod wouldn't be hard to make once you know the basics!
(arranging text into valid json according to a defined schema is the same skill as coding)
I get the impression you're pretty young. Getting a handle on computer basics will serve you well in the long run.
if you search for computer literacy classes, you may have local resources such as the public library that pop up. maybe you'd be interested in attending some of those!
A lot of young teens come into chat looking for help getting started with mods, they're like the main demographic needing help with computer literacy skills here
are you interested in learning or not, because you haven't really asked any questions. if you are we can point you to the resources you need
using channel space to complain that things are too hard is not the most productive use of your time
I'm doing while (menu.heldItem.Stack > 0) and a menu.heldItem.ConsumeStack(1); in the while loop, but when I print the menu.heldItem.Stack in the loop, it never changes?
also being called young is only insulting when... you are young
Because it's happy to see us
Let's move on from the age bit, please
so that machine data am i right fellas
did someone say machines
You need to make file extensions visible on your laptop if you haven't already.
https://support.apple.com/en-ca/guide/mac-help/mchlp2304/mac
In the Finder on your Mac, show filename extensions, if you find them useful. Theyโre usually hidden in macOS.
sometimes i forget you make mods lani despite being orange
i dont know any of what that means
Well that's why I sent you the link
that should look right, can you post a snippet of the code
this is all too much
Okay so basically a file extension is the part of the file's name that tells your computer what it is. .json means it's a text file, as in it contains writing.
You need to make those visible or else you can't make a .json
do any of ypu understand that im incredibly stressed out from being bombarded by stuff i have 0 knowledge of and being expected to master it all?
DJ, at this point, we've given you all the resources for learning how to make mods. We can't help you understand things.
maybe this isnt for you dude
i do art, not code
I'm going to ask that we move on from this conversation.
Nobody expects you to master things. Just at least take the first step to learning.
stop telling me do do coding i cant code okay
anyways i was making a wine clone and for anyone making machine stuff, never reference vanilla machine.json ๐ that thing is awful
stop shaming me for having 0 technoical knowledge
Then this channel is not the right fit.
In the Finder on your Mac, choose Finder > Settings, then click Advanced.
Select โShow all filename extensions.โ
There. That's all you need to do. Let me know when that step is done.
DJ enough - this conversation is done
hey all! Making some progress on my little desert canyon mod (sorry to interrupt)
i just wanted to change a few sprites i didnt expect to have to code okay can i not be frustrated and shamed because of it?
I remember making my hydroponics mod and someone posted a bug 'hey you broke the bone crusher' so i feel ye
please interrupt. i love your flamingo 
editing a keg machine rule made me want to screech
I accidentally overrid the machine so only my recipes worked heh
to be fair it only looks terrible because the unpacker prints all optional variables as their default values
making a flavored beverage is evil, i think
The flamingo is so nice!
I was wondering, if you were to get a new desert animal for the barn, would you like: a mig desert tortoise, a roadrunner, a coyote, or one of these here flamingo?
you don't need like 80% of the machine fields most of the time
thank you!
selph has specifically made mods for me to make more machines isn't that awesome
I need to try implementing machine furniture soon I want to get my chemistry table in game
selphs machine mod goated
my mods literally wouldn't function without EMC
think of what the animal would produce that should make it easier to decide
i didnโt realize we couldnโt have multiple required inputs in vanilla. like. bruh
Oh I'm a clown, I didn't realize consumeStack does special stuff when you try to consume to 0
you caught me, I can't think of what the animal should produce to be fun and useful, so I was trying animal-first
ty tho
flamingo could produce feathers? no idea bout the rest heh
do tortoises lay eggs? 
yes?
they could be a coop animal then
before they get too large to fit through the door
the problem with coop animals is that you only get 16x16 to work with
would it be weird to... eat tortoise eggs?
not sure how well tortoise mayonnaise would sell though lmao
i mean ostriches are barn animals
and flamingos are quite big yeah
are they??
well, tall, not big
flamingos are like super tall
we eat dino eggs? well someone does at least
like ostrich height
maybe both flamingos and tortoises.... their eggs could be hatched in the ostrich incubator, and they could both get big
what?? this is news to me
@true fable
How to make a proper .json file on Mac:
[1] Open TextEdit (Macโs built-in editor)
[2] Switch to Plain Text Mode:
- Go to Format in the menu bar.
- Select Make Plain Text (or press Shift + Command + T).
[3] Save the file correctly: - Click File > Save As.
- Name it
content.json
i need to go to a zoo
coyote could dig up stuff similarly to pigs? idk what but that could be an interesting option
ooh good idea
google sonoran desert tortoise to see how big they get too, they're massive
dude we dropped this convo
donโt bring this back up
mods already said no
big problem with farm flamingos is they would be eating grass and hay, which are not the plankton which famously produce the pink coloration
I felt like fighting a hopeless cause tbh
Hello!
I wanted to ask how can I know what each dialogue from the StringsFromCSFiles is for (is there a list somewhere?) and how can I know what key to use to override it to make a new dialogue for each character since it just says something like "NPC.cs....." do I just put that as a key?
roadrunners according to wikipedia are omnivores and eat bugs and small animals. But also forage for fruit so maybe it could occasionally find cactus fruit?
we need realistig flamingo diet in stardew
but i guess you could just use the ol' stardew handwavium about it. after all, there's a wizard living in the forest
I grew up in the desert and it's been fun thinking about my local fauna and adding it to the game
some of the npc.cs lines have been given tokens, so check that wiki selph sent
flamingos are local to deserts?
.... now I have a dream of being able to have a flamingo wading in a fish pond
flamingos are local to suburban lawns /j
not really, except that they appear in the desert in stardew
there's one at the desert festival
the other animals do though!
Thanks!
when will we get a guinea fowl mod ๐
its always exotic animals, never the handy (but extremely stupid) guinea ๐
but i dont wanna dl an entire expansion for a single animal lmao
also i did not know that
it's kind of a whole quest, you collect items late at night in a desert canyon maze
unlock creosote bushes and stuff
download the expansion and hackjob out the single animal for personal use
just like i did with lance in sve โฆ
and then later can revisit the area and unlock the flamingo shop
and a back area with a "prize," which I was thinking would be the egg for the new animal
that took so long though bc it was back when sve was Integrated and not seperated
well, if you're willing to give em their own animal house 
(no outdoor food functionality though, mainly because I'm lazy and I can't think of any good implementation)
animals are always tricky to innovate on because the animal produce meta is like. not a thing
(like if I'm to make a "realistic outdoor food" module for EAC it would be so darn specific and niche it may as well just be its own non-framework mod)
and most of it has minimal use โฆ we must change the meta
can we put eggs in the slingshot ๐ค
cornucopia does add this i think
I do use mods that add more uses for eggs and milk, making them more useful
ohh I'll have to check it out ty
smoked egg, smoked meat, smoked salmonโฆ smokedโฆ something
i think its the artisan machine addon
!!! do tell
mainly cornucopia and wag lol, one of which you already mentioned
for WAG you need milk and egg to do the insane amount of baking it adds
oh yeah yeah
the fact rainbow shells get a use in wag is crazy.
YES i shall be making spronkles
I just read sprinklers and was like "since when does wag change those recipes"
which is worse, using harmony annotations, or using the harmony api but the list of patches is generated through reflection and looping through all the methods?
I came close to doing the latter tbh
the looping thing sounds worse but i am not proficient
the former is apparently fine, baring minute differences in optimization I'm too stupid to understand
are you only looping through methods you want to patch, or all methods and picking and choosing from there?
i loop through my classes, and use a naming and argument convention that tells which class + method + prefix/postfix to patch
Hey Button, quick question btw 
to me that sounds like the annotations with extra steps
someone else answered that question adequately enough
oh it wasz you
"why would it not be?" 
you already answered it
P.S. huge ty to Button for teaching me about "Update": "OnLocationChange"
you completely changed the way I was approaching my mod
Don't abuse update rates 
button bestows amazing knowledge upon everyone regularly
Say how do ppl annotation patch another mod
I was thinking about this bc i thought i had to do horrible reflection to acquire the other mod's methodinfo without explicit reference
i dont think you do, unless there are arcane notations to do that im not aware of
after looking at harmony's code a bit, i think annotations literally are just iterating over every type in your assembly and checking the attributes. so it sounds exactly the same, except without using them you now have to follow a convention
Which is fine with manual patching
you can harmony patch anythging with annotations
the typename can be a string, which i imagine expects a fully qualified type name. if not, accesstools can find a type anywhere when given just the type name
just [HarmonyPatch(AccessTools.TypeByName("OtherModType"), "methodname")]
Oh i see that is the missing bit
of course, if you have a hard reference you can just do it normally
Type names can be a little weird, it's more reliable to specify the type name and assembly.
I went through mod registry to assembly 
thanks, guess its time to switch to annotations. I was worried cuz the wiki seems to imply that annotations do extra stuff, but my weird reflection stuff seems just as bad
is that not what a fully qualified name is?
Could be, that term is vague. "Assembly-qualified name" is what we normally call that in .NET.
ah, that is probably what i meant
i think the microsoft docs call them fully qualified names
Annotations do extra things compared to manual patching without looping through every method, ie just grabbing the exact MethodInfo you want to patch
Well, whatever language is used in other docs, the actual property name is AssemblyQualifiedName.
https://learn.microsoft.com/en-us/dotnet/api/system.type.assemblyqualifiedname?view=net-9.0
i think cat meant for finding their actual patch classes, not the methods they want to patch?
There's also implications for android modding (but dw about that tbh)
Yeah it sounds like cat is essentially doing harmony annotations
ive used AssemblyQualifiedName before, just subconsciously defaulting to fully qualified name when talking about em
I just wanted to clarify what wiki meant regarding manual/annotations
So if i am use typebyname this big if can be cleaner 
As long as the other assembly isn't renamed or something
Thing is, assembly qualified name has a version attached.
Do u need that
well youve already got the assembly from the modregistry, you could just still use it
That's why I normally like to use Assembly.GetType.
you dont technically need it, but. it helps disambiguate
if you specify it and its wrong it wont find it
Hm, I guess maybe you can leave the version out, it's a comma-separated list and I've never tried.
but yeah, you've got the assembly already, no need to throw the baby out with the bath water and all that
What is the baby and bathwater in this analogy 
you can either keep using it or just save the assembly somewhere to reuse
Is this a thing people say...
Do you have a direct reference to the assembly, or is this 100% reflection? The most reliable way if you have a ref is to use typeof(SomePublicTypeInAssembly).Assembly.GetType("NonPublicTypeName")
dont need to throw out all your reflection into the modregistry just to maybe very slightly optimize a patch
i.e. if you can avoid TypeByName with just the type name alone, you should probably avoid it
cuz otherwise its just searching every assembly til it find a match
Ah i see 
Yeah - Type.GetType (type by name) is also very slow for reasons I don't understand.
which may not even be the right match
just grab the other mod's assembly via the CMCT api /j
(which... i swear is still in the back of my mind to work on.)
if you can thatd be even better
Well actually, possibly the most reliable way to get an unknown assembly in a Stardew environment would be to get its mod instance from the mod registry (or an API if it provides one), and then do .GetType().Assembly.
That way you're covered even if they change the assembly name.
Yeah that's what i did i think
thats effectively what chu is doing
Assuming im understanding u correctly
Yeah, pretty much.
itd be even easier if you used a publicizer 
The other reason why this patch is slightly horrible is cus i have to acquire a different LA method info to invoke but to get that one i needed to get this enum class for disambiguation
Is there's better way to do that
(I still think you should just wait for the LA support, but hey, you do you)
It's for learning purposes 
do harmony parameter lists need the exact type to work, or does it work with parent types too?
Parameter lists have to be exact, if you mean what I think you mean.
i.e. cant match a GameLocation if it actually uses a LibraryHouse
You can reflect on a derived type to get a method that's declared on the base type, but if you specify the parameters, you need an exact signature, there's no covariance/contravariance in reflection.
(and there may not be any covariance/contravariance even on the actual types/methods - there usually isn't)
i suppose you could just iterate over all the methods in the class until you find one where its 2nd parameter has IsEnum set to true
potentially better than doing the previous other reflection to save the type, maybe, though i dont know for sure
i imagine it'd depend
Mystery
im not sure how DeclaredMethod works anyway, it might already be iterating
Or you could be a little less nuts and iterate over the methods matching the name and then check the params, so you only need to check two or three methods as opposed to every one in the class...
One day I'll toss this whole thing out so im not that concerned
that part was supposed to be implied!!
I only actually needed to check for first param is Item in this case
the point was that you can check whether something is simply an Enum if you're manually iterating over everything
It's the same sort of check though, you're matching on a partial signature.
Yeah
So doesn't matter whether it's something general like "is enum" or "is Item specifically", solution will be the same.
so do all your other checks and then just check that the second is an enum and not have to check specifically Objectcontext
this of course breaks if there are two overloads that use two different enums but you only want one
but you know LA's source so hopefully you'd be aware of that
Anyone know how to make a garbage can act like a vanilla one?
theres a Data/GarbageCans asset isnt there
That's a new 1.6 feature, there's a wiki page section hold on
yeah
featuring fun properties like "IsMegaSuccess" and "IsDoubleMegaSuccess"
Thank youuu
The entire garbage can feature is hilarious
Wait what's double mega
when it goes rocket mode
i would hope its double mega
I think mega is funi noise
dont know where you go from there
double mega is funi noise + stratosphere + you get the garbage can lid
(well the last one is a defined reward from double mega, not part of it, I think)
/// <summary>Whether to treat this item as a 'mega success' if it's selected, which plays a special <c>crit</c> sound and bigger animation.</summary>
/// <summary>Whether to treat this item as an 'double mega success' if it's selected, which plays an explosion sound and dramatic animation.</summary>
Ah i didn't really pay attention to just sound
ttop is mega, bottom is double
Beautiful feature truly
hmm should I add the ||golden manure|| from manure mod to double mega success
lid hat scared the crap out of me when i first got it ngl
Hmmm
(garbage can lid is just a random chance still, but it is a double mega reward. but a double mega does not guarantee the lid)
lt surge mod
mega success reward is old hard drive filled with bitcoin
sells for 50g because you don't have the password
just get sebastian to hack into it, ezpz probably
is there any kind of advantage when you use a single big editdata instead of many small ones? like imagine you have 200 objects, would a single edit to data/objects with 200 objects in it be better than 200 edits for each object?
yeah probably. lot of overhead in managing an individual patch
"lot" being relative obv
i haven't profiled it or heard from someone who would actually know (pathos or sinz), but i expect it's better for performance to have as few distinct patches as possible (so, one big editdata better than lots of small ones), for similar reasons as combining your sprites onto one sheet: each patch pays a fixed cost in addition to the cost of patching the data, so more patches equals more total cost
i guess if you dont have to patch things separately (usually for config stuff i see it being done separate) then better to not
yeah that makes a lot of sense, thank you!
as always, thanks for all your help everyone!
tortoise!
cutie
I love this!!!!
I hereby license this idea CC BY-NA for someone who isn't me to make 
Me, reading the above about scattwred patches, now staring in WAY too many individual patches cause i read that easier:

I've heard it said enough times already, in the small time I've been lingering and asking questions within here. "Anything is possible with C#", so in theory would it be possible to Erase someone save data from a choice made through an event? Or does that go outside of it's reach?
you literally have access to their entire computer when you're making a C# mod if you want it
i would never download anything that ever comes close to doing something permanent to my save file like that and personally i would steer anyone who asked away from them
That is spooky, I didn't realize it could go that far. I was curious, wouldn't want a reason for people to avoid something; that would be counter productive
nexus has some sort of virus scanner ofc, but theres a lot of harm that someone can do without being classified as a full on virus. if you are unable to look inside a dll yourself becaise you dont know how or dont understand it, you inherently have to just trust that it does what it says on the tin
erasing save data is the kind of action that can get you blocklisted, and SMAPI will refuse to load your mod
i don't know if anything is on the blocklist yet, but it is a thing SMAPI has
i wouldnt touch it with a 10 ft pole even if the mod was literally named "Delete your save data if you say no during this event!" because hell if i know how competently its coded, what if it accidentally erases it under other circumstances?
Theres that one joke mod that deletes your save if you open the game wiki in a browser
does it delete it? i thought it simply closed the game?
https://www.nexusmods.com/stardewvalley/mods/25376 it does according to the description (im not checking it myself lmao)
oh, apparently it does. and lol, case in point:
not sure if any action was taken by smapi
Sorry to intrude, but I've got a silly question: I caught a wild hare about wanting to try making a mod and have absolutely 0 experience with coding. I'm trying to follow the Getting Started guide from the wiki, but when I grabbed Visual Studio I wasn't able to select NET 6.0 for the framework like it says to-- The closest lookign option was NET 8.0. Is that an issue, or is that just what is current?
probably just flew under pathos' radar tbh
if the mod literally says it will do exactly that, i dont know if thats grounds for blacklisting, but its personal grounds for me to avoid and warn against it
but, maybe
i wouldnt protest if it was blacklisted
Where's that mod that deleted your save if u die too many times
but it is honest
Did you install the .net 6 SDK?
26 UDLs lends credence to "flew under pathos's radar"
i remember it causing a minor stir in modded-farmers on release
i.e. "does this count as malware?" debate
My computer says it's downloaded, yeah
does it need to be opened and ran or something?
You need to change target framework
as long as the target language is 6.0, this is fine
I guess if it's not hidden it's not really malware
wasnt pathos also deep in the 1.6.9 mines at that time
you can set the target in the csproj too
Thank youuuuuu
Just so u know there's lots of mods you can make without C#
Seems my question opened up a can of worms; well at least I've learned what should never be done or considered.
What do u want to do?
the 1.6.9 mines lasted 7 months so
why is my garbage can giving a field snack when I haven't specified that in the data?
Field snack ID is 403 and that's nowhere in my json
I don't actually know so i might be talking out of my ass here but it looks to me like there's a default list of drops and you are just adding to it
its a default
Ah so it's hardcoded?
BeforeAll and AfterAll in Data/GarbageCans adds some default values
i dont know if theres a way to change it per garbage can
it's technically not hardcoded
what's hardcoded is that the game will check BeforeAll before your entry, and will check AfterAll afterwards
if your garbage can is the only one in a map though you can do an OnLocationChanged edit
Ah alright, thanks all!
I guess you can add an always 100% entry to your bin. that would make the bin always give something upon checking it
and not fallback to AfterAll
there's still BeforeAll, but at least in vanilla it's only used for one thing
whoops i didn't scroll up in the vim window
Hmm ok. I love that I learn so much abt this game each day
do yall know if there is a way to make a Male character dance on the girls' side during the flower dance? I have sprites for him, but I don't actually see anywhere to specify that, only whether he dances at all.
temporary gender swap and spritesheet swap
Oh interesting, so have him coded as a girl but only during the flower dance?
pretty much
Do you know if there's a tutorial for that somewhere?
its just a conditional edit on their Data/Characters
I don't know how to do those yet ๐ฆ
is it required for your mod's unique id to match yourfullusername.yourfullmodname, or can it be shortened, for example YFU.YFMN?
its not guaranteed to be unique if you do not hav e your username and your mod name
makes sense
if you use your actual user name it'll be easier to search you up on nexus if i see your mod causing problems 



