#making-mods-general

1 messages · Page 266 of 1

fathom hound
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ok i really just do not understand this

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why is it not loading right SDVpufferwaaah

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its like flipped now? like what is happening

drowsy pewter
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crops and trees are randomly mirrored for variety

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you drew it correctly

fathom hound
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oh okay cool, and i just realized i needed new saplings skks

brittle pasture
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because the stump and the base for them are identical

orchid glade
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Not 100% identical

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As in, the stump shows the cut section of the tree

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So, does the game render the bottom half of the stump or something?

drowsy pewter
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yes thats why the cut part is always above 16px

orchid glade
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Ok... So the bottom 16 pixels of the stump is always shown on top, and above 16 pixels it shows the relevant season's tree...?

hard fern
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looks like

orchid glade
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(Which sounds like bizarre behaviour, but at least we can articulate that rule)

fathom hound
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still trying to understand why

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ya LOL

hard fern
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or rather, looks like the stump is tacked onto the tree

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uhh i would draw a diagram

drowsy pewter
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kind of, it overlaps them so that the top of tree can shake when you cut or shake it? I have to check again ingame to see the exact behavior

hard fern
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of what it looks like to me

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like, you have the bottom of the tree with the leaves, then the bottom of the stump layered over, then the rest of the tree on top

orchid glade
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Hmm yeah, tree shake, but not at the base, makes sense

drowsy pewter
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it displayes the entire tree sprite, thats why the leave shadows re there

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so on vanilla fruit trees you actually see two shadows layered, one from the full tree sprite and the smaller one from the stump

fathom hound
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guys why is it doing this ): do i need a minimum or something SDVpufferwaaah

drowsy pewter
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minimum what

hard fern
orchid glade
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Could be worth colouring the sprites different to really see

fathom hound
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cause its showing my old sprite

hard fern
drowsy pewter
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are you sure you updated the texture

fathom hound
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yeah i am!

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i saved it

orchid glade
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reloaded the patch?

fathom hound
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oh wait i see what happened, idk why it did this

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it saved it as a diff file sorry!

orchid glade
drowsy pewter
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you can see the layering here, below 16px it displays the full tree with the stump layered on top (fixed in place), above 16px it displays the full tree with the stump layered on bottom (full tree shakes but stump stays in place)

fathom hound
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NOO

drowsy pewter
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so both sprites are fully there but the layering is swapped

rigid oriole
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truly the most normal GSQ ever written

fathom hound
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okay heck yeah

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itll look weird when chopping but idc :p

drowsy pewter
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makes sure to shake and chop the tree so you know it looks ok in motion

fathom hound
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shaking is fine its just chopping that looks weird

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but for half a second of a frame that will barely be used i cba

drowsy pewter
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thats good

fathom hound
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ty!

orchid glade
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Now I'm wondering, if you wanted a version where the stump also changed with the seasons, would you need to load a completely different tilesheet (or row) for the tree each season?

fathom hound
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i could probably just make it transparent, where the color changes are

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hmmmm

orchid glade
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If you made it transparent, the stump would have a transparent part

fathom hound
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it wouldnt because the tree sprite is already there

brave fable
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trees generally use different texture assets for each season, so you'd be changing both anyway, surely

orchid glade
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(Not that it's likely people will leave a fruit tree stump there, but still)

fathom hound
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if it was transparent you wouldnt see the planet at the bottom

fathom hound
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it would only be transparent when its in stump form

brave fable
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oh darn fruit trees

drowsy pewter
fathom hound
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oh i can?

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well idk if i wanna do all that lolol

drowsy pewter
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yeah lol

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I would but only because I'm extra

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but thats the reason why fruit trees have the same trunk color through every season :)

orchid glade
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I mean in this case, I don't think changing the stump each season makes sense, because the seasonal planet changes imply life to me

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and growing

fathom hound
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transparency ftw

sour sleet
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My building is showing up incorrectly in game (base tiles missing) when it looks fine in Tiled. Any ideas why?

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In Tiled, it's fine lol

brave fable
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what do your layers in tiled look like?

sour sleet
fathom hound
drowsy pewter
# fathom hound :D

you dont even notice the transparent part cause it looks like it changed colors haha

fathom hound
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exactly! SDVpuffersquee

brave fable
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i'll be honest i have no idea just from this, could you zip and share your mod folder?

solemn wadi
fathom hound
orchid glade
# fathom hound :D

Oh it's the stars and ring around the planet that's transparent? Genius.

fathom hound
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YEP! SDVpufferwow

brittle pasture
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with SDV 1.6.9 you can just use qualified item IDs to craft furniture/weapons/etc. (set "is big craftable" to false of course)

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it still fixes the crafting menu for big items when installed, but that's the only thing it does that the game doesn't cover

solemn wadi
# brittle pasture it still fixes the crafting menu for big items when installed, but that's the on...

{
"Name": "7 Branch Sword",
"Description": "Dug up from ancient ruins. Holds a mysterious power.",
"Type": "Sword",

"MinimumDamage": 88,
"MaximumDamage": 170,
"Knockback": 4,
"Defense": 0,
"Accuracy": 3,
"Speed": 0,
"ExtraSwingArea": 2,
"CritChance": 0.00,
"CritMultiplier": 3,
"Weight": 0,
"MineBaseLevel": 20,
"MineMinLevel": 20,
"MineDropVar": 20,
"MineDropMinimumLevel": 20,
"CanPurchase": true,
"PurchaseFrom": "Marlon",
"PurchasePrice": 92100,
"PurchaseRequirements": null,
"Recipe": "388 1 92 2/Field/93/false/default/Genie Shoes(B)"
}

for context this is the custom item I was testing with

brittle pasture
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is this JA?

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the feature probably only works with CP

solemn wadi
solemn wadi
uncut viper
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the recommendation since 1.6 has been to move away from JA entirely

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its likely not possible

brittle pasture
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anyway this is how you'd do it with CP recipes:
388 1 92 2/Field/(B)513/false/default/

solemn wadi
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Okay, I'll look into converting this all to CP, Thanks!! 😄

sour sleet
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Are there any rules to follow with custom buildings? Like any restrictions with tile sizes etc? Only asking because I think my custom building is not loading in game correctly (it's missing base tiles) because it might not be in a grid properly? Sorry if this makes no sense

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Like I know it's 16x16 but do the tiles have to be exact squares?

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These are the tiles not loading in game

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(bottom row, not stairs)

urban patrol
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as far as i know there aren't? i've drawn some really funky shapes before and it catches them fine. idk if this is possible, but maybe you have invisible tiles on your map somehow left over that are affecting it? that's the only thing i can think of

sour sleet
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Ah ok that's good to know. I'm going to try placing it down in another location and see if that works

urban patrol
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good idea, let me know if that works!

dusk mulch
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im so proud with myself yall

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the mini game is almost done, i have 1 more bag to do and the sprites then its done and i can do the CP stuff

hot gale
urban patrol
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that's awesome person

hot gale
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SpaceDew anyone?

tidal stone
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i have so many mod ideas i just cant playt he game for long omg my brain wont let me play until i make more mods LMAO the mod idea scopecreep lol

urban patrol
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ooh reminds me of a spaceship

dusk mulch
hot gale
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:D

sour sleet
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Nope, it's missing the same tiles even though I've moved location SDVpufferflat

urban patrol
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welp, then i'm out of ideas, sorry :(

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but at least we know it's your tilesheet

sour sleet
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Must be something wrong with my custom tilesheet then

brave fable
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again, could you share your mod folder here?

sour sleet
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Oh sorry I didn't see anyone ask, my bad. I'm doing an expansion and want it to remain private as possible so I'd rather not. I appreciate the help though, I was hoping it would be a more straightforward issue lol

sour sleet
brave fable
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you could try backing up your map and using 'replace tileset' on your current tileset to hopefully reset any properties to default, though i don't know what would cause tiles to be hidden

dusk mulch
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am i hallucinating or can anyone else see a very faint sprite/shadow there?

fierce vault
brave fable
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Invalid value. Found 'TownStonePath', but expected one of 'Action', 'FromFile', 'LocalTokens', 'LogName', 'Update', 'When'.
you seem to have a "Changes": [ {...} ] object that wraps the actual "Action", "Target", "Entries" data inside some "TownStonePath": {} object

fierce vault
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It says there is a problem with the two top lines right here specifically, but I'm still not sure what to change..?

      "TownStonePath": {
        "Action": "EditData",
        "Target": "Data/CraftingRecipes",
        "Entries": {
          "TownieStone Path": "390 2/Field/936/false/l 0/"
        }
      }
    }```
brave fable
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every entry in Changes should follow a similar pattern to ```json
"Action": "EditData",
"Target": "Data/CraftingRecipes",
"Entries": { /.../ }

but your entry above has the pattern```json
"TownStonePath": { /*...*/ }
fierce vault
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Ah, I guess that needs to go then.

brave fable
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if you remove that line, and the matching {} object braces, it should be fine

fierce vault
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Thank you, Blueberry. I'll go and try that.

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It fixed the errors the smapi validator was complaining about, but for some reason, it is still a no show ingame. Is there perhaps an issue with this:

  "Action": "EditData",
  "Target": "Data/CraftingRecipes",
  "Entries":  {
  "TownieStone Path": "390 2/Field/936/false/l 0/", // 390 is stone ID/ 2 is also stone?/
    }
  }```
brittle pasture
brave fable
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in what way no-show?

brittle pasture
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right now your recipe is not learned automatically, so you either make it learned automatically or add it to shops

brave fable
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does the item appear in CJB item spawner, or can it be spawned using debug f mycoolitemid?

brittle pasture
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(also we recommend using something like {{ModId}}_MyItemId instead of 936 for your item ID)

fierce vault
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Oh, I haven't tried cheating it in. I guess may need to do a mod id in the future as well.

brave fable
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ideally you should do it now

brittle pasture
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(that ID must also match between the entry you're adding to Data/Objects and Data/FloorsAndPaths. but one thing at a time, focus on getting your item in game first)

fierce vault
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Alright. I'll try and implement that change first. Thanks

urban patrol
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sanity check: is it normal for custom items to cost double the price you set it as? i had as 1.5mil and it appears to cost 3mil

uncut viper
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yes

urban patrol
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ok phew

uncut viper
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price in object data is the money you get when you ship it

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shops have a 2x modifier by default for that price

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you can override it in the shop entry itself

urban patrol
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gotcha. so if i want a seed to cost 1.5mil and the crop to sell for 2.5mil, should i set the price for the seed to be 750k, and the price for the crop to still be 2.5mil?

uncut viper
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you can set the price to whatever arbitrary number you want in the shop itself

inner harbor
fierce vault
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Success...?

uncut viper
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so you can set the price for the seed in the shop and then adjust the actual crop accordingly

urban patrol
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okay, let me go see how to edit the shop data. thanks

uncut viper
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which if it already is 2.5mil in Data/Objects then yeah you dont need to change it

fierce vault
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Lol

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It's in the game at least, I guess

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Big step in the right direction

sour sleet
brave fable
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ideally you should shift that to a nice round number like 1024

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but i don't believe it would affect tiles away from the bounds of the image

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give it a try and find out!

sour sleet
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Will do!

brave fable
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Tiled will likely give you a warning prompt about resizing the tileset and adjusting tile indexes, so remember to backup first

lucid iron
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i thought game used width of sheet for indexes

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is map not doing that

brave fable
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tiled does what tiled wants

naive wyvern
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something to rule out: did you happen to move the entire layer where your building is

solemn wadi
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Is it best practice to put new weapon sprites in a spritesheet? Does anyone have any tips on how to make one if so?

hot gale
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I used texturepacker for mine

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My weapons were individual asset pngs though

solemn wadi
vernal crest
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The more sprites you have, the more recommended it is to put them onto a single spritesheet to improve performance but if you have only a few it doesn't really matter.

hot gale
vernal crest
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I also use TexturePacker to combine individual sprite images (usually when converting others' AT mods to CP) but then I generally edit them afterwards because it doesn't always do it the right way.

brave fable
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generally i'd be doing them all in a single spritesheet, just make sure your individual sprites are 16x16, and the final exported image(s) are some multiple of 16 in width and height

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surprised people use texture packer, i just make everything on a single canvas and arrange them there

uncut viper
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i didnt remember it exsted until earlier today. i also put everything on a single canvas and arrange

vernal crest
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I don't do it for my own things because I start with a single canvas. But AT textures are obviously split and it takes forever to combine them manually.

fierce vault
brave fable
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try changing "Name": "TownieStone Path", to "Name": "{{ModID}}_TownStonePath",

fierce vault
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Let me go and try that.

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Hmm... still the same issues.

vernal crest
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Did you trash the path and spawn a new one?

fierce vault
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I will try it in another save to be sure. Also, could "DisplayName": "{{i18n:TownStonePath-{{season}}_Name}}", Be an issue?

vernal crest
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What do your i18n keys look like?

uncut viper
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it would display "no translation found"

brave fable
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the issue here isn't the i18n; it's created an error object because the data is invalid or missing

uncut viper
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(if the i18n token were an issue)

fierce vault
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Ok

fierce vault
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I tried in another save, and the item is still an error.

vernal crest
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How are you spawning it?

fierce vault
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    "Action": "Load",
    "Target": "Paths/Townie_Paths",
    "FromFile": "Paths/Townie_{{season}}_Paths.png"
  },

  {
    "Action": "Load",
    "Target": "TileSheets/Townie_Paths",
    "FromFile": "Paths/Townie_{{season}}_Icon.png"
  },``` I can drop the slightly modified json again if you'd like
vernal crest
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No I mean in game

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How are you getting the item into your inventory?

fierce vault
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Oh, by crafting it with the ingredients.

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I can craft it, I just can't use it

brave fable
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change your crafting recipe data to "{{ModID}}_TownStonePath": "390 2/Field/{{ModID}}_TownStonePath/true/default/"

fierce vault
#

It already looks like this: "{{ModID}}_TownStonePath": "390 2/Field/{{ModID}}_TownStonePath/true/default/",

vernal crest
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Try spawning the object directly via CJB or debug rather than crafting it

fierce vault
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Ok, I'll try debug

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I don't think I did debug properly, becuase concernedape told me "nice try"

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I tried the command in the chat

vernal crest
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Unless you have the Chat Commands mod, you can't use debug commands in chat and have to use the SMAPI console.

fierce vault
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Err, how do I do that? I can't type in it

uncut viper
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you can type in it

fierce vault
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Oh wait

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Nevermind

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I had other smapi windows that I had not yet closed

urban patrol
#

https://smapi.io/json/content-patcher/37b9b833ede44417a9104e822ff54faa i've almost got my crop right, but i'm having issues with it being regrowable. when it's ready for harvest it's supposed to look like sprite 5, and then after you harvest it it should look like sprite 6 until a year passes and it's harvestable again. instead what i'm seeing is it turns invisible (but still there) upon harvest and then when it's ready it displays the regrow sprite (6)

tidal stone
#

efss i gotta learn how to do an AT version of my meteorite mod later, i got 2 comments requesting it LMAO

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i like to give ppl what they want 😭

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time to learn more about alternative textures

brittle pasture
#

do people just have multiple meteorites laying around their farm for AT to be useful

tidal stone
#

i do not know

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XD

gray bear
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just keeping it cause it's pretty

orchid glade
uncut viper
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i often leave my meteorites

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for decoration

tidal stone
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thats fair

uncut viper
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same with giant cropss

gray bear
#

rock decor rock decor

uncut viper
#

i will redo my entire farm layout to accomodate a meteorite

tidal stone
#

ig my retexture would fit the 'i wanna keep it' vibe

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seeing as how its a giant crystal XD

fierce vault
#
[Console Commands] Sent debug command to the game, but there was no output.``` I think I'm doing the debug command wrong.
gray bear
#

what are u trying to run

uncut viper
#

ignore the "no output" part, thats normal

urban patrol
uncut viper
#

why'd you put brackets around the item id. also yes as nic says dont use a token there

urban patrol
#

so name.mod_TownStonePath

uncut viper
#

tokens are for content patcher only

gray bear
#

are you trying to do a patch reload?

uncut viper
#

they are trying to spawn in their item

gray bear
#

oh

fierce vault
#

Oh, the whole item id?

brave fable
#

it should be fine to write debug f townstonepath

gray bear
#

is it a fuzzy match?

brave fable
#

f will do a very loose search for items containing that phrase

fierce vault
#

Hmm, it says unkown command for that one

brave fable
#

really? i get this result:

fierce vault
#

Oh my! That worked.

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It IS in the game then, but the crafting for it is all messed up

vernal crest
urban patrol
#

i did not

vernal crest
# urban patrol i did not

Lucky for you, I know the answer! It's because the regrowable sprite has to be in column 8 and the re-harvest sprite has to be in column 7.

urban patrol
#

you're amazing

fierce vault
#

So, now that I know I can get it through debug, does that narrow down what is wrong with the content json?

vernal crest
#

So you just need to add a duplicate harvest sprite where your regrow one is right now.

vernal crest
fierce vault
#

Uh oh, I tried placing the path down and it did not display properly either

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so the item is still messed up. I may have formatted the the tiles of the png wrong

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This is the crafting recipe: { "Action": "EditData", "Target": "Data/CraftingRecipes", "Entries": { "{{ModID}}_TownStonePath": "390 2/Field/{{ModID}}_TownStonePath/true/default/", // 390 is stone ID/ 2 is amount needed to craft/ } }

urban patrol
vernal crest
dusk mulch
#

ok time to get testers for my minigame... then i got to figure out how to import it into SDV...

fierce vault
vernal crest
#

It's the only one I can see right now at least

gray bear
#

there isn't a display name but I don't think that'll cause issues with actually crafting

hot gale
#

You dont need more your index is likely wrong

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I believe

fierce vault
#

Oh, the index?

vernal crest
#

I suspect you need to have exactly the same as the vanilla one.

fierce vault
#

"SpriteIndex": 0,

vernal crest
#

There is no index for floors and paths

hot gale
#

Oh :p

fierce vault
#

Oh, ok...

vernal crest
#

There's Corner which serves the same purpose but there's no option to specify multiple so I think it is expecting a 4x4 texture

fierce vault
#

4x4 in terms of 16x16 tiles or pixels?

vernal crest
#

Tiles

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Do you have the vanilla png open for reference?

fierce vault
#

Oops. Wrong one

vernal crest
#

I recommend always looking at the vanilla files for reference where possible

#

But either way, you can see the difference between that other mod's texture file and yours in terms of size of a single path's texture

fierce vault
#

Yes. I suppose there is no harm in adding repeating textures anyway, if that is what is needed. Thank you and everyone else for your help. I think I'll be able to complete this soon.

dusty scarab
urban patrol
dusty scarab
#

no problem :D

vernal crest
#

Hehe it was me Sekundes SDVkrobusnaughty

dusty scarab
#

ah, I was gonna scroll back up to look for your handy chart explaining the different growth phases for regrowth crops if they hadn't gotten an answer, but you beat me to it! likely with said charts! XD

vernal crest
#

No charts, I just told nic what to change. Maybe she's wallowing in confusion about it now, I don't know xD

dusty scarab
#

nah, I feel like your explanation was probably good enough that they need wallow no more

mortal goblet
#

Is there a vanilla weapon used the "Projectiles"?

dusty scarab
#

the slingshots, I'd assume

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since they fire items as projectiles

mortal goblet
#

in fact it's not

dusty scarab
#

huh. fascinating!

#

in light of that, I'm not sure, then. maybe it's a holdover from a scrapped weapon idea? similar to how you can find images of meat products in the SpringObjects sheet, despite not actually being able to harvest animals for meat?

uncut viper
#
/// <summary>The projectiles fired when the weapon is used, if any. The continue along their path until they hit a monster and cause damage. One projectile will fire for each entry in the list. This doesn't apply for slingshots, which have hardcoded projectile logic.</summary>
vernal crest
#

Are you wanting an example of how to set it up?

dusty scarab
#

nevermind, Button with the answers! :D

mortal goblet
#

OK I will take a try on my own weaponSDVcharkrobus

uncut viper
#

if aba knows where its documented, aba has more answers than me

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bc i dont

vernal crest
#

Aba is on the Weapons page on the wiki lol

urban patrol
dusty scarab
#

ah, I've been there and done that, lol. if you have any more questions, we're here to help!

vernal crest
#

Fades are the worst, I hate them

urban patrol
#

huge mood

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somehow mine turn into fading to black like three times in a row lol

vernal crest
#

I keep running into issues of the fade ending before I move the viewport or the globalFadeToClear leaves black really fast but then leaves a sort of grey film over everything for ages.

rigid musk
#

mmm... event coding...

rigid oriole
#

I actually have grown to kinda like events 🫣

vernal crest
vernal crest
rigid oriole
#

I spent my evening making everyone do their aerobics animations for flair in an event 😭

static flame
#

hello would i ask moding questions here?

rigid oriole
#

If it's about making mods then yes!

static flame
#

just about content patcher vs portraiture

vernal crest
vernal crest
static flame
rigid musk
#

depends on if you want an HD portrait or a 64x64 portrait

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64x64 use content patcher, HD portraiture

rigid oriole
#

They're just so slow to write

rigid musk
rigid oriole
#

It's like 7 lines if you have a c# component and you want it

rigid musk
#

thats so awesome actually ... blobfish hat... I dont know a thing about C# but i think thats neat

#

this is my longest event and it only looks like this because there's technically four duplicate parts of it (due to how I wanted the answers/options to show in game)

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it was a nightmare

rigid oriole
#

I mean it'd work for any hat but I doubt I'll use it more than once

brittle granite
#

@vernal crest @dusty scarab I was able to successfully add my first crop, a carnation, my favorite flower! You guys were tremendous help last night, I still greatly appreciate it!

rigid oriole
rigid musk
#

if i remove that section it looks like this which is .. less lmao

rigid oriole
#

Still much longer than the ones I write

#

I commend ur dedication

rigid musk
# rigid oriole I think i know why you hate events!

I know you can space them apart, they just are a pain to time and stuff for me is all... I spent literally four hours trying to get the walking thing working with this because I wanted it to be very specific

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My second least favorite one I think was my secret woods one

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Getting that bear to animate properly...

rigid oriole
#

I think users will recognize the detail u put in

rigid musk
#

no actually it was the walnut room one i must correct myself

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I had to figure out how to use temporary actor sprites that dont exist as actual npcs and that was hard to wrap my brain around at the time

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But they look cool as heck in game

rigid musk
#

Especially since adding the conversation topic dialogue was a pain

rigid musk
#

so many entries...

rigid musk
brittle granite
#

Thank you Lily! @rigid musk

rigid oriole
#

I'm also excited for goto

uncut viper
#

goto is an upcoming event command in 1.6.16

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along with label

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it tells the event to "go to" a label

rigid musk
uncut viper
#

whether that label is behind or ahead of the current command

brittle granite
#

Thank you Sekundes! Would anyone know how to add flower variation? for example the different color fairy roses?

rigid musk
#

oh wow... that would.. that would be pretty neat actually

dusty scarab
rigid musk
#

i wouldnt have to duplicate that whole section of event commands four times I could just do it once and then have it move back to the other thing the three other times...

dusty scarab
#

...some of the names for the colors in the Color Format section look like ConcernedApe got them off the back of a handful of Sherwin Williams paint swatches

uncut viper
#

he didnt choose them

dusty scarab
#

then whoever chose the names looks like they got them off the back of a handful of Sherwin Williams paint swatches

brave fable
#

makes u feel like a real home designer when ur choosing between Color.PeachPuff and Color.PapayaWhip for ur ui tint

brittle granite
#

Thank you!! Im blind lol!

dusty scarab
brave fable
#

i swear i use peachpuff in every mod somewhere. it just works

brittle granite
#

I think im confused about the actual sprite sheet for the spriteindex. If I want to make like 4 variants + the base one, for an example do I need to make the spritesheet 5 rows high in a certain pattern?

#

I may be completely missing right now but based of what im reading I keep thinking of the fairy rose pattern sheet

dusty scarab
#

you mean like 4 tint varients?

brittle granite
#

So instead of tinting I was gonna use sprite index instead

#

and I was gonna make like custom sprites

dusty scarab
#

if I remember right, Fairy Rose is a mostly-transparent flower, and it uses the TintColors field to assign the 6 colors it can be

vernal crest
#

I think you need Alternative Textures or some other thing to make actual variants within the same crop.

#

You can't have different shapes or anything within the same crop for CP as far as I'm aware.

brittle granite
#

Ah okay that makes sense.

#

Would you guys happen to have an example of the tint colors code?

vernal crest
#
"TintColors": [
                        "White",
                        "Black",
                        "Chartreuse",
                        "Tomato",
                        "Plum"
                    ]
dusty scarab
#

I didn't use it in any of my crops, but... nevermind, Aba has you covered

brittle granite
#

Thank you guys again!

#

I have learned so much from you two alone XD

vernal crest
#

Tinted crops can only be four phases, by the way.

brittle granite
#

my carnation is, but do you know why that is?

vernal crest
#

Because the non-coloured sprite for harvest has to be in column 6 and the tintable sprite for harvest has to be in column 7.

brittle granite
#

ah okay I see

vernal crest
#

The code to make them coloured is hardcoded to check those positions, I assume (I could check but I am too hungry to do that right now lol)

#

You also can't make them regrowable, because the hardcoding will clash.

dusty scarab
#

tintable sprite meaning the part that you want the color to be tinted to. to use Fairy Rose as an example, what you'd see in column 7 would be the roses, and JUST the roses, not the stems or leaves

brittle granite
#

no worries at all lol that makes complete sense

vernal crest
#

(Again, that one is an assumption based on the logic I am already aware of)

brittle granite
#

do you guys know where I could find the fairy rose tilesheet to see how he did it?

vernal crest
#

Fairy rose flowers look like cotton balls to me lol

#

Tilesheets/crops

brittle granite
#

Thank you lol

vernal crest
#

It's the tilesheet for all the vanilla crops

dusty scarab
brittle granite
#

oh damn it really is translucent XD

dusty scarab
#

the non-tinted parts are first set of sprites, then the tinted part alone is in column seven

vernal crest
#

SDVpufferpain why do you have a pixel grid?

dusty scarab
#

because I am a philistine who needs one to make passable pixel art, and I opened up the crops.png in Pixel Studio

brittle granite
#

fancy lol

rigid musk
#

its not translucent its just white/gray

brittle granite
#

I use Aseprite

rigid musk
#

if you put it on a black bg you'd be able to see it - you can kinda fill it in with the colors from the standard colors if you need to

vernal crest
#

I am curious how the pixel grid is helpful compared to a 16x16 grid

brittle granite
#

That is smart I should try that.

rigid musk
#

(like move the image over the stalk and then fill in the colors for reference)

vernal crest
#

Argh my grid keeps going back to blue

rigid musk
#

I did it to reference it for my valentines furniture (it wasnt exactly that helpful since I had to size up the image to make it look like a nice rose for the wall decal)

brittle granite
#

for the actual crop item how would I do that?

vernal crest
#

Which bit?

brittle granite
#

if it only has one object sprite right now

#

like the harvested flower

dusty scarab
rigid musk
#

harvested item is in spring objects

vernal crest
brittle granite
#

thank you @rigid musk

rigid musk
#

tile index 595 on the springobjects sheet - which is in maps

dusty scarab
vernal crest
#

Turn the grid on to see the indexes

vernal crest
dusty scarab
#

yeah, but I just use Eyes MK-1 to save myself a little money. otherwise, it's a perfectly serviceable free program for what I need it to do

mortal goblet
#

is that possible that change the "Projectiles.png" to add a new projectile?

vernal crest
#

I need a program that will let me have a preview with a controllable zoom so I can work on my sprite at 800-1000x zoom and the preview stays at 400x

vernal crest
brittle granite
#

Its small as shit 😂

dusty scarab
#

XD

brittle granite
#

pixel counts I guess lol

vernal crest
#

Yeah for showing people on discord it usually makes sense to zoom in to 400x and then take a screenshot of that, since that's in-game size

brittle granite
#

thats smart lol ima do that

#

green pixel at top is just my cursor

dusty scarab
#

looks cute!

brittle granite
#

thank you, im sure ill change it in the future, but right now im looking for the fair rose object tilesheet but cant seem to open the file to view it.

#

any tips to actually open an xmb file to preview it?

#

sorry probbalby beginner stupidity.

dusty scarab
#

I extract it and open it up in my pixel editing program

brittle granite
#

ah I see, I wasn't extracting it

#

thank you!

dusty scarab
#

you're welcome :D

vernal crest
#

Oh you haven't unpacked your files yet?

dusty scarab
#

here's Tulip, Summer Spangle, Fairy Rose, and Blue Jazz, so you can see how it was done

vernal crest
#

! unpack use stardewxnbhack

#

Stupid autocorrect!

#

!unpack

ocean sailBOT
#

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!

brittle granite
#

thank you guys! 😂

vernal crest
#

Be warned, the springobjects.png file is a big one. It has every sprite from Data/Objects in it

brittle granite
#

so like would this work?

vernal crest
#

Is the vanilla one 16x16?

brittle granite
#

I made sure they are alligned perfectly

vernal crest
#

Then you should be good

brittle granite
#

okay cool, was that code you gave me earlier all I need? or do I need to add that code to the actual object aswell?

#

sorry I could figure this out myself probably, just thought I should ask.

vernal crest
#

You need the code for the object too, yeah

brittle granite
#

okay cool, thank you!

vernal crest
#

If you're still looking at Sekun's mod you should be able to see what to do in there

#

And then just check in the vanilla data/objects file to see if there's anything extra/different for a tinted crop.

brittle granite
#

smart stuff, I will unpack after if this doesn't work, so I can see.

uncut viper
calm nebula
#

(I believe there is)

#

(A field) (for tint) (in both crop and object data)

#

(Good morning)

#

(I should not have taunted the jetlag gods)

dusty scarab
calm nebula
#

You don't need to do anything special for bees

brittle granite
#

Do I just need to make sure its tagged as a flower?

dusty scarab
#

I think so, but I'm not certain, which is why I recommended looking into it more

vernal crest
uncut viper
#

if i had to guess, its probably not unlikely that he avoided adding to springobjects bc it'd mess up any mods that already added to it

#

im not saying its guaranteed, but if it was a very modding support focused update as well, its not out of the realm of possibility

vernal crest
brittle granite
#

I will absolutly do that!

shut mountain
#

"Make a skibidi toilet mod😎😎😎😎😎😎😎😎"
-My friend upon being asked for ideas

#

I'm sorry

brittle granite
#

*absolutely

calm nebula
vernal crest
#

You're not wrong

calm nebula
#

Anyways, how goes it?

vernal crest
#

I wrestled with fades in events and now I'm wrestling with having to eat lunch. Best day of my life SDVpufferthumbsup

dusty scarab
#

I'm waiting for the Final Fantasy 14 servers to come back up so I can actively mourn my main class and rue the lobotomy it got in the patch notes, you?

brittle granite
#

now my crops are just invisible 😭

vernal crest
#

Your crops shouldn't have changed if you were just doing object stuff

brittle granite
#

well like with the tint on the crops as well, it seems to not be pulling the 7th sprite

vernal crest
#

What's your DaysInPhase look like?

brittle granite
#

"Changes": [
{
"Action": "EditData",
"Target": "Data/Crops",
"Entries": {
"Rogue.Rogues_Crops_CarnationSeeds": {
"Seasons": [ "spring", "summer" ],
"DaysInPhase": [ 1, 1, 1, 1 ],
"ExtraHarvestChance": 0,
"HarvestItemId": "Rogue.Rogues_Crops_Carnation",
"Texture": "Mods/Rogue.Rogues_Crops/assets/Carnation_crop",
"TintColors": [
"White",
"Black",
"Chartreuse",
"Tomato",
"Plum"
],
"NeedsWatering": true,
"IsRaised": false,
"HarvestMinStack": 1,
"HarvestMaxStack": 1
},

#

its just a 4 day crop

vernal crest
#

That's an odd texture path. Are you sure that's what you loaded the texture into?

#

But DaysInPhase is fine

dusty scarab
brittle granite
#

yes and yes

calm nebula
#

(Put a giant X in any slot you don't use currently so it will show up)

brittle granite
#

should I just shrink the canvas? that might be easier

calm nebula
#

No, it needs to be a specific size

brittle granite
#

ah okay i see

vernal crest
#

Oh that might be it

#

Your sprites need to be 16x32

#

Hm no looks like they already are.

brittle granite
#

yea should be

vernal crest
#

So the crop is invisible when you plant it?

#

And in every stage after that?

brittle granite
#

its invisible when it gets to the harvest stage

#

and thats it

#

like it never develops a flower

vernal crest
#

Oh

brittle granite
#

sorry should have said that earlier

vernal crest
#

The flower might need to be in the top tile

brittle granite
#

like above the one its currently in?

vernal crest
#

I'm on my phone but are there any vanilla ones where the flower is in the bottom tile?

#

Yeah

brittle granite
#

oh shit I see what you mean now

#

I was looking at the grid ones

#

and didin't see the cut off line

dusty scarab
vernal crest
#

Hmm yeah the fairy rose has pixels in both tiles

#

This is making me realise that I don't actually know what it's like having a working tintable crop because the stuff I was testing yesterday was all broken things lol

brittle granite
#

lol Well again I appreciate the help

calm nebula
#

Move the tint one more over and put the harvest sprite twice?

#

I'm also side eyeing the color lisr

#

!log

ocean sailBOT
#

Important note: Your computer username may appear in the log. If your username is your full name, please be aware of this before uploading it.

Please share your SMAPI log file. To do so:

  1. Open this page: smapi.io/log.
  2. Follow the instructions at the top of the page to upload the log file. (Don't copy & paste from the console window!)
  3. After uploading, it will show a green box with a URL to share. Post that URL here.

Please do it even if you don't see any errors. This has useful info like what mods and versions you have, what the mods are doing, etc. If the issue didn’t occur in your last session, please load the game to the point where the issue occurs, then upload the log.

calm nebula
#

I think you can use the monogame color list but I'm not sure tomato and plum are on it

brittle granite
#

do you think that would make any of them not spawn?

#

I can change them to test.

#

also like that?

dusty scarab
vernal crest
#

I just took the colours from the page on the wiki

uncut viper
#

(yes the tint colour names are just monogame colours)

#

you can also use hex codes, or "R G B A" strings

#

it is set with Utility.StringToColor which can parse any of those three options

brittle granite
#

I changed the more exotic ones to see if it would make a difference

#

Im gonn try and run it again

dusty scarab
#

(PeachPuff, represeeeeeent!)

brittle granite
#

lol

#

more of a sea green guy myself

calm nebula
#

//do magic

#

Thanks, Pathos.

brittle granite
#

some weird results XD

dusty scarab
#

lol it's tinting the plant part

brittle granite
#

I need to move one out of the tilesheet I think

calm nebula
#

Yeah, okay, your previous attempt was more correct

brittle granite
#

its still funny as hell lol

dusty scarab
#

I like how some of them look like ninja plants, complete with an afterimage XD

brittle granite
#

that one in the back is scary

mortal goblet
#

I want to add a weapon which have same function with Slingshot. Is there an easy way to do that or I must use C# code? SDVpetslime

brittle granite
#

It worked!! Idk why one is invisible still but hey progress!

uncut viper
mortal goblet
#

O Thank youSDVcharkrobus

gray bear
#

it's not invisible I think it's just you added black to the tint colors

violet grotto
#

I think Archery was the closest there was to slingshot-like weapons. Unfortunately it hasn't been updated for tha latest game version.

brittle granite
#

void flower, and I mean the one to the left of the black one, do you think its because white is a color?

vernal crest
brittle granite
#

I just changed the tilesheet, and the colors

calm nebula
#

Try hex code #fefefe instead of white

brittle granite
#

do i need to change them all to hexcodes?

calm nebula
#

Instead of the next index over

brittle granite
#

I see

calm nebula
#

Just that one specifically, since #fefefe is nearly indistinguishable from white

#

But isn't white

vernal crest
#

But also don't forget that white is only in there anyway because you copied it from me. Do you want it to be white?

brittle granite
#

umm I mean Ill go back and pick colors, but I mainly just wanted it to work first.

#

I will try the hexadecimals

vernal crest
#

But if you think it's the white that's not working you could just remove that from the list

calm nebula
#

Oh I remember the stupid question I was gonna ask

#

Has anyone made a weapon that ignores monster defense yet

vernal crest
#

Curious, my one that I copied straight from vanilla didn't work but the one with the low sprite did

#

Unless my invisible one is the one trying to use White as well

brittle granite
#

im gonna relog with the hexadecimals and see if its different.

vernal crest
#

Now I have the other way around xD

brittle granite
#

hahah

vernal crest
#

Well, some are working and some aren't

brittle granite
#

do you still have white as a color?

#

also why are some big and some small 😂

vernal crest
#

No, only black, chartreuse, tomato, and plum. All of which are visible there.

#

Because I wanted to test one that was the same as vanilla and one with a low flower like you have

brittle granite
#

I honestly have no idea

vernal crest
#

The chartreuse and one of the plum ones on the low flower keep disappearing when I move around too

brittle granite
#

so weird

drowsy pewter
#

the colored part needs to not overlap with the crop sprite

vernal crest
#

Some of the ones with vanilla tints are also hidden

drowsy pewter
#

it is not automatically layered on top

#

they're on the same level so they clip when you move around

vernal crest
#

Only some are doing that though

drowsy pewter
#

idk

#

but i know thats why those some are doing it

vernal crest
#

Yeah that was my thought for why the flickering ones were flickering but it's strange they aren't all doing it. Maybe it's part of how the crops are randomised and the totally invisible ones are just drawn behind the leaves the whole time.

#

Ah ha, that surmise was correct - well, the bit about drawing below the leaves anyway

calm nebula
#

Why, game

drowsy pewter
#

you are doing evil experiments

vernal crest
#

So @brittle granite you're not going to be able to have your flowers the way you have them now

brittle granite
#

This is how mine are looking now

drowsy pewter
#

you're still going to have flickering unless you erase the parts where the leaves overlap with the flowers

vernal crest
#

Oh yeah you can see the way some of them are in front and some are behind

brittle granite
#

that aswell as im having an issue when i pick them, and they are a completely different color than the one shown.

vernal crest
#

And yes, it dislikes "White" as a tint colour because all my vanilla-esque tulips are invisible too

drowsy pewter
#

existing crops retain the info they were planted with

brittle granite
#

yea, fefefe worked wonders

drowsy pewter
#

you'll have to replant them to retest the harvest color

brittle granite
#

I see

vernal crest
#

I should get some bees

hard fern
vernal crest
#

Hey fairy dust works on bees! Hooray!

brittle granite
#

good to know!!

vernal crest
#

I wonder why the flower_item context tag isn't on the wiki

brittle granite
#

you were correct about the clipping, that fixed it fully

vernal crest
#

Oh it's just in the raw tag dump

brittle granite
#

not too sure why im still pulling up random colors when i harvest.

vernal crest
#

Do you have "ColorOverlayFromNextIndex": true, in your object data?

brittle granite
#

Lemme check probbably not XD

#

okay i added that, did it work for you when you did that?

vernal crest
#

Yup

brittle granite
#

ok epic

vernal crest
#

Without it, the tint is applied to the entire object instead of just the flower part

brittle granite
#

that makes complete sense

#

im still pulling up flowers that look nothing like the crop sprite.

#

does that have to be before the tint colors command?

vernal crest
#

Did you plant new ones after changing the object?

brittle granite
#

That might be my mistake

#

I did

vernal crest
#

It's not in your crops data at all

#

It's in your object data

brittle granite
#

yea thats what i mean sorryu

#

{
"Changes": [
{
"Action": "EditData",
"Target": "Data/Objects",
"Entries": {

            "Rogue.Rogues_Crops_Carnation": {
            "Name": "Rogue.Rogues_Crops_Carnation",
            "Displayname": "{{i18n:Carnation_name}}",
            "Description": "{{i18n:Carnation_description}}",
            "Type": "Flower",
            "Category": -80,
            "Price": 120,
            "Edibility": 8,
            "EdibleIsDrink": false,
            "Texture": "Mods/Rogue.Rogues_Crops/assets/Carnation_object",
    
            "ColorOverlayFromNextIndex": true,
                "TintColors": [
                    "#fefefe",
                    "#3383FF",
                    "#36A763",
                    "#8449a7",
                    "#d9c963"
                ],
                  
            },
            "Rogue.Rogues_Crops_CarnationSeeds": {
                "Name": "Rogue.Rogues_Crops_Carnation",
                "Displayname": "{{i18n:CarnationSeeds_name}}",
                "Description": "{{i18n:CarnationSeeds_description}}",
                "Type": "Seeds",
                "Category": -74,
                "Price": 45,
                "Texture": "Mods/Rogue.Rogues_Crops/assets/Carnation_seeds"
            },

        }
    }
]

}

vernal crest
#

There's no TintColors field in Data/Objects

brittle granite
#

ah damn I asked earlier but must have got confused

#

sorry for the mix up

vernal crest
#

(This is why it's good to keep the vanilla files open too)

brittle granite
#

makes sense, I am going to unpack those like right after I test this

vernal crest
#

They should also be "Type": "Basic" not Flower

#

There is no "Flower" type

#

And this is not related to the colour, but "EdibleIsDrink" is not a field. It's just "IsDrink"

#

(Although that's false by default so you don't even need to include it if you don't want to)

brittle granite
#

thank you lol, I might be a lost cause 💀

gray bear
#

CA should let us drink the flowers

brittle granite
#

lol

gray bear
#

no one is a lost cause! we all take time to learn new things

brittle granite
#

thank you!

vernal crest
#

I see Cornucopia lists their flowers as Type: Flower and now I'm not sure if the wiki is wrong or Cornucopia is

#

Or if you can just make a new type somewhere, somehow

brittle granite
#

I had it as flower and I wasn't getting anyy issues, not sure if it would cause any either way.

calm nebula
#

(It's fine)

#

Don't use "Arch"

#

"Flower" is fine

#

It's barely checked in comparison to the category number

#

Also don't use "Ring" for a flower

#

Unless you meant to make a ring

#

In which case. A flower ring is pretty

brittle granite
#

yay that worked wonders Thank you Abagaianye

#

a flower ring would be kinda metal

vernal crest
#

Isn't type one of the things that affects whether a thing will be seen in the collections menu? Like if type is cooking it will show up in the cooking tab?

brittle granite
#

the flower one showed up in the crops shipping part

calm nebula
#

I think cooking is category and not tyep

vernal crest
#

There is a cooking type, but maybe it's just the category that affects the collection

#

I wonder how Cornucopia's flowers are used for honey, since they don't have the flower_item tag

uncut viper
#

if type is cooking it will show up in the cooking tab

#

its a "category OR type" check

vernal crest
#

Oh, I got flower2 honey even though I removed the tag

gray bear
#

so, do you not need both then?

calm nebula
#

Flower item is an auto-generated contrct tag

calm nebula
vernal crest
#

Oh of course it will be using the category for honey

#

Duh

#

All right that's enough flower investigation, back to events

#

Well, event

drowsy pewter
#

i dont know why our type is flowers

#

We have so many issues with our Type values apparently 😂

#

I'm just gonna blame another team member and pretend that I'm a perfect modder SDVpuffersmug

gray bear
#

it was the cat (it's usually the cat) /j

brittle granite
#

for sprites in ce do i have to stay with 16 x 16 or can I up it to like 32x32?

#

specifically for objects not as much crops

vernal crest
#

ce?

brittle granite
#

sorry Content patcher

calm nebula
#

You have to stay with 16x16 unless you want to use one od a handful of dependencies over it

vernal crest
#

No, objects are 16x16 unless you use a mod like Scale Up 2

brittle granite
#

its like 4 in the morning her, my brain is cooked

#

ok cool, thank you!

calm nebula
brittle granite
#

thank you both!

vernal crest
#

There is a beautiful object resprite mod that uses Scale Up 2 but I can't use it because I can't stand the resolution difference 😢

brittle granite
#

makes sense, I play alot of modded and its something that always bugs me.

#

I have a working modpack with 680 mods and the variety is super funny to see.

vernal crest
#

I can only get to about 500 mods before my game lags too much

brittle granite
#

thats fair, I have that issue on my labtop, but my pc can kick it alright.

vernal crest
calm nebula
#

I was making a bad joke

vernal crest
#

Lol that went way over my head

hallow prism
#

i never had issue so far with my flowers having flower type

#

why do my flower have flower type is another question entirely

calm nebula
#

It's five in the morning. I woke up at 3am (thanks, jet lag!) And have been chilling watching YouTube videos on strength training ever since

#

Is it a good use of my time? No

vernal crest
#

I can't see anything telling me that I couldn't have "Type": "Aba's Funky Chickens" though. Unless NetStrings dislike spaces or something.

calm nebula
#

That should be fine

brittle granite
#

absolutely

calm nebula
#

Don't use "Ring", a string that contains "Arch", or apparently "Cooking"

#

(Unless it's actually a ring, actually an artifact, or actually cooking, respectively)

vernal crest
#

With that timezone it is very easy to guess that you are somewhere in the Americas lol

#

Or potentially at one of the poles

brittle granite
#

I'm in college currently I have class at 10AM and its 4 AM where I'm at, I might be fighting demons tomorrow saying I even go to sleep right now.

vernal crest
#

You're going to have a tired day

brittle granite
#

thats real, but im always tired so it kinda evens out 😂

#

I am super proud of what I accomplished today(even if it is little), and getting over the first hurdle is super inspiring. I feel like I can finally create the stuff I've always wanted too.

vernal crest
#

Yay!

calm nebula
#

It will be still here tomorrow

#

Now go to sleep and get that degree SDVpufferheart

brittle granite
#

but on that note I should probably go to bed, but Goodluck everybody!

vernal crest
#

Goodnight, hope tomorrow isn't too bad!

calm nebula
#

Scientifically speaking sleep is one of the best things you can do for your brain

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(I'm not a hypocrit, I slept earlier, jet lag is jet lag)

brittle granite
#

Thank you lol, I really should, and thank you! I'm sure yall will here me tomorrow too if your on of course!

calm nebula
#

This is an excellent book

brittle granite
#

lol

calm nebula
#

This one too

vernal crest
#

Yess backwards jump achieved

gentle rose
drowsy pewter
#

what about mathematically speaking

gray bear
#

i think scientists agree sleep is good

gentle rose
#

mathematically speaking sleep doesn't exist I'm afraid

whole raptor
#

I'm afraid my brain is irreversibly damaged from lack of sleep at this point SDVpufferlurk

gray bear
crude plank
fast shore
#

Hello everyone! I want to start creating mods with C# (not ContentPatcher) and can't really find a guide that explains some basic stuff like how to add new things

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(things in general, like tools, buildings, npcs, locations, whatever)

#

and if I look at source code it always uses either ContentPatcher or Harmonize

gentle rose
fast shore
#

and the wiki says that

Harmony should be a last resort

calm nebula
#

There isn't really a guide when you get to c#

fast shore
calm nebula
#

It isn't really different from CP if you're only interested in asset edits

gentle rose
#

so yeah, first of all, there isn't really a guide. I recommend decompiling the game code and looking through that for some guidance/direction, but also we've spoken about that warning on the wiki being a bit too strong for a while now

calm nebula
#

And if you're not, you quickly get into "welp, figuring it out myself" zone

fast shore
#

well, could anyone help me getting started sometime? I don't mind on starting with small projects and I've got most C# basics down imo, I've made games in Unity.

calm nebula
#

Harmony is a lovely tool. Dangerous but lovely

gentle rose
#

what are you trying to do?

#

to give you a pointer we need to know what we're pointing to

calm nebula
#

I have long considered Unity such a weird system that it doesn't actually translate tbh

#

Also, int* here's a pointer

fast shore
#

Yeah I get your point, the idea I had for a final mod was one that has an extra upgrade for the fishing rod so you can add multiple bait and things like that

fast shore
calm nebula
#

Super easy. Add your fishing rod to data/tools then set the number of attachments slots higher (may require harmony, but it is a simple method to patch)

#

Oh, I misread

#

Multiple bait not more tackles

fast shore
calm nebula
#

Cry while you transpile every location that touches bait SDVpufferthumbsup

fast shore
#

that looks really helpful

gentle rose
#

atra I am taking away your right to use the word easy

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even if it's correct SBVLmaoDog

vernal crest
fast shore
#

didn't find 'common tasks' there

vernal crest
#

Oh yeah that one is just linked on the index page for some reason

calm nebula
#

Tbh common tasks is a good read but the bulk of c# modding is sitting with the decompile

gentle rose
#

linked in these two pages apparently

fast shore
#

my main concern was adding new instances of classes to the game

calm nebula
#

Common tasks is more "random ass tips and tricks to hold in your mind" also it's kinda out of date in places even by 1.5.6

fast shore
#

so new tools and things like that

calm nebula
#

New subclasses are hard

#

You will need to register your subclass with spacecore

gentle rose
#

new subclasses are scary, I don't want to deal with serialisation

calm nebula
#

(Or deal with xml serialization yourself which I do not recommend)

#

You do NOT need to do that for more fishing bait (and it would not help tbh)

fast shore
#

I've modded Minecraft some years ago (never got really serious tho) and I remember that that was much easier

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with adding new things

gentle rose
#

I think in many ways stardew is as easy as it gets

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but that's also why it doesn't have as many tools that simplify adding things the way games like minecraft do

calm nebula
#

(Especially if you want new behavior)

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In which case, gl have fun, it's harmony 😛

fast shore
#

spacecore looks cool

#

alright, I'll take some good looks at the stardew code and try some things

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maybe I don't need subclasses tbh

pine elbow
#

Is there any github with an updated version of the source for stardew or just ilspy?

fast shore
#

thanks for your help, i'll probably be back soon

fast shore
gentle rose
pine elbow
#

ahh yeah makes sense. cool il spy it is

#

thanks

ivory peak
#

what is the hardest sttardew valley mod?

vernal crest
#

To make?

blissful panther
#

If it's to make, probably SpriteMaster. SDVkrobusgiggle

tidal stone
#

i think imma make 3 seperate AT files so you can have one with all the dark rocks one with alll the cream rocks and one with both

lucid iron
#

That seems excessive i thought ppl can just turn them off

tidal stone
#

they can?

#

oh true

#

its very early in the morning

orchid glade
#

I generally prefer to have all the options in the one mod, and not have to limit myself at time of download.

tidal stone
#

ye its early so i forgot they could just change it cause AT

tidal stone
#

is the meteorite an objectm 🤔 i think it is but i wanna double check

#

does AT need a content file all the examples i nsee for AT on github just ahve manifest and texture jsons but smapi says it wont load the meteorites without a content file

ornate trellis
#

you need a texture.json for each thing you wanna retexture

tidal stone
#

i have a texture json

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but smapi is saying i need a content folder

#

or json i mean

vernal crest
#

Do you have at as the dependency in your manifest or CP?

tidal stone
#

AGH i apparently saved the at manifest on my cp one and the cp one on my at one

ornate trellis
#

ripperonis

vernal crest
#

All righty time to try NMA again

#

And Stardrop again, giving me a total of four Stardew installs xD

tidal stone
#

it says it had an error and ie think its the type i gave which is Objet

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which i thought the meteorite was but i must be wrong

#

😭

ornate trellis
#

meteorite should be some sort of ressorce

pine elbow
#

What is a good way to display a sprite for 3ish seconds? Is TemporaryAnimatedSprite the way you should do that?

tidal stone
#

the closest thing to item type im finding is 'boulder' as some things describe it as a type of boulder

#

that didnt work either

vernal crest
pine elbow
ornate trellis
#

did you try debris

tidal stone
#

O no lemme try that

ornate trellis
#

tho i thought boulder would do the trick, hm

tidal stone
#

want me to send the log maybe im misunderstanding it

ornate trellis
#

shore

vernal crest
tidal stone
ocean sailBOT
#

Log Info: SMAPI 4.1.10 with SDV 1.6.15 build 24356 on Microsoft Windows 11 Pro, with 100 C# mods and 318 content packs.
Suggested fixes: One or more mods are out of date, consider updating them

tidal stone
#

itll say that weather wonders is being skipped but i did that on purpose so i could spawn a meteor

ornate trellis
#

ah

#

you need ResourceClump

#

i jsut checked the AT github again

tidal stone
#

thats whts its called?

ornate trellis
tidal stone
#

where did you f-

#

Ah. thsank you

pine elbow
ornate trellis
#

so i was right with resource but wrong on how exactly it was called

tidal stone
#

well now ill know where to find the texture types ty void

calm nebula
vernal crest
calm nebula
#

Try 1f for debugging, or the y pixel location/10000 (plus some fudge)

pine elbow
#

ahh i think that was it. its tiny but there. thanks so much.

tiny zealot
#

if it's tiny, you may need to specify 4f for your scale

calm nebula
#

Oh wait, that slot might be zoom

#

Yeah, if that is the case use game1.pixelzoom (which is 4)

tidal stone
#

ok noow i have no errors but it still wont replace the sprite

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🤔

#

has anyone written AT packs before i can send you a picture of my json and maybe you can tell me what im doing wrong?

#

or actually does json parser work with

#

texture json

shadow pagoda
#

This is probably a stretch in the dark, but does anyone know if such a mod exists where you can "simulate" the game without a GUI? Like it turns the game into a text, or makes it so that everything in the game happens much more quickly? I hope I'm explaining it correctly.

vernal crest
#

Yup the json parser will accept it. Just don't set it to CP.

tidal stone
#

ok ty aba

vernal crest
tidal stone
#

it doesnt say anything at all

vernal crest
#

So you click on it and nothing happens?

tidal stone
#

yea

pine elbow
#

Got it working properly now. Just used one of the other overloads for scaling, Thanks again so much

vernal crest
#

WHat about if you click on something else? Like your farmhouse or an animal?

tidal stone
#

itll say nothing this nseason

vernal crest
#

I notice that your name of "Meteorite" does not match what the AT docs says is an accepted value.

tidal stone
#

o

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i coped how it was with one of the example packs and it just said a object name

ornate trellis
#

oh, aba is right, its referred to as Meteors

tidal stone
#

ill change it ty ty

tiny zealot
vernal crest
shadow pagoda
# tiny zealot there are a couple mods that can do fast forward, but i doubt that's what you me...

Uhhh. Ive thought of training a game ai (not what people think when they hear ai used today) in order to possibly automate a perfectionist run. If you ever watched a code bullet video, that's kinda what I want to do. But that requires a lot of simulation and it would be MUCH easier if I could simulate a few years within the span of seconds. I doubt if anyone has done anything like this before, but I wanted to ask anyway. It would require a lot of prefix harmony implementations

orchid glade
#

You say that, Aba, but that very bit of documentation has a mistake !

orchid glade
#

Valid ItemName for Tree types:

Stump
Log
Meteor
Boulder

ornate trellis
#

nobody is perfect

vernal crest
tiny zealot
orchid glade
brittle ledge
#

I didn't know there was a Stardew TAS! I'll have to look that up SDVpufferthinkblob

shadow pagoda
# brittle ledge Do you mean like a TAS?

Kinda, but tases require input from a human. What I'm thinking of would use "positive reinforcement" (numbers that I give the AI when I do something it wants). When you are training an AI like this, you give it a certain amount of time in order to do what you want it to do (let's say 6 years) and if it did something you like, you would reward it and then it will "learn" to do better in the next simulation.

vernal crest
# brittle ledge Do you mean like a TAS?

LOL remember how I said the other day I'd never heard of tool assisted speedrun? I thought you were asking Hawker if their plan for a speedrunning AI was like a temp animated sprite xD

tiny zealot
#

tsk, tsk, CA, stealing valor from the previously-existing Tool-Assisted Speedrun acronym /lh

vernal crest
brittle ledge
tiny zealot
#

(TAS tangent) somebody made a video where one set of TAS inputs is guaranteed to beat pokemon platinum no matter which of the 4 billion (intmax) values the RNG starts on. absolutely trippy

calm nebula
#

(I'm very happy that "slightly more dehardcoding" and "surface mounted device" share an acronym)

calm nebula
#

Or was that Emerald

shadow pagoda
lucid iron
#

A thing with TAS is that ideally it doesn't run by mod loader i feel

tiny zealot
#

atra i think that was emerald

brittle ledge
lucid iron
#

To prove whatever you are doing is completely valid for vanilla game

vernal crest
#

I've watched a speedrun once, I think

lucid iron
#

And theoretically possible for human frame perfect georg

brittle ledge
#

(Relatedly, I'm reminded of the AI set up to play Tetris with instructions to go as long as possible without a game over. The AI paused the game.)

shadow pagoda
brittle ledge
calm nebula
#

I think try BlaDe's discord

shadow pagoda
shadow pagoda
lucid iron
#

Like make the tool run independently of SMAPI, or anything else that alters the execution of original game

shadow pagoda
#

True, it might be best as a macro

calm nebula
#

BlaDe is a pretty well known stardew speedrunner

#

He runs a discord for stardew speed running

#

I think part of that community also does TAS

proud wyvern
#

I honestly don’t think making an AI attempt perfection in Stardew is feasible, with all of the various inputs you can put in, with widely varying variables, under various circumstances

shadow pagoda
#

True. I'm planning on starting with the same seed and possibly changing the time to always be the same (if that somehow matters with some of the rng. Ik there's two different kinds of them). I know even then it would still be a massive task, but I would still like to try to say I did.

brittle ledge
#

Finding the optimal seed is gonna be a task all on its own SDVpuffersquee

lucid iron
#

Is there twitch plays sdv yet

fathom hound
pseudo plinth
#

heyha question! for modding the game which mod manager should i use?

calm nebula
#

Nominating you, chue

proud wyvern
#

and ^

pseudo plinth
#

whoops i missed that channel

#

ty

proud wyvern
#

anyway, i don't understand a thing about that kind of AI, but from the videos i did watch, it seems it only makes sense if its output depends solely on its input - and what would be its input this case?

#

it doesn't have a memory of its own, so to make it work at all, some of its outputs would need to end up becoming inputs later on in some way

twilit shard
#

Hello guys.
Sorry if I ask dumb questions, but I'm trying to create a simple mod to increase the chance of spawning a ladder when breaking a stone in the mine.
I'm also new at C#, even if I have experience in other langages.
For now, the approach I have is checking the even when a stone is added to player inventory, and check if the player is in the mine.
But my check seam to not work.
is there any other way ?
And how to spawn a ladder, I saw a console command that do it, how to call the function this command is calling ?
I'm struggling a bit with the doc tbh.

Thanks in advence

tiny zealot
ocean sailBOT
calm nebula
#

(I would listen to object removal, the smapi event)

#

(And spawn ladder from there)

brittle pasture
#

I would probably listen to ObjectListChanged, check if the removed object was a stone with Object.IsBreakableStone, and call MineShaft.createLadderAt

tiny zealot
#

or that! serves me right for not looking

shadow pagoda
# proud wyvern anyway, i don't understand a thing about that kind of AI, but from the videos i ...

I would need to think about it more, but the inputs would be the keys pressed and the mouse movements/buttons. I'm not familiar with how tasing does it, but to briefly summarize the algorithm I want to use, it's pretty much a game of Marco polo where the game tries random inputs until it gets the desired output. The training would need smapi in order to get feedback from the game, but the inputs theoretically should be able to run like any other task.

twilit shard
#

Thanks guys,
I'll check it and come back here if I don't find the solution.
Actually, having the decompiled game will be verrrrrrry usefull ❤️

calm nebula
#

(Ducks)

fast shore
tiny zealot
#

i'm not qualified to speak about tools, but yes, it is possible for the wiki to be wrong. the information is updated by volunteers (us, when we have time)

urban patrol
#

i recall pathoschild saying that a new version of CP will be released today. beyond the new commands that will be available to use, will there be anything i need to update about my mod in progress?

tiny zealot
#

no, you can update it on your own schedule (and if you don't need whatever is new, you can just ignore it)

urban patrol
#

cool, thank you SDVpufferheart

faint ingot
#

wondering if there's anything in content patcher, FTM, or MMAP that will allow me to control the chance to find stuff when digging, anyone?

royal stump
#

Data/Locations controls the chance of finding clay when digging random dirt in each area

tiny zealot
#

isn't most of the artifact spot stuff data-driven now?

#

(so CP would be able to handle it)

royal stump
#

I don't remember the details that changed in 1.6, but artifact spots have always been controlled by a combination of that and Data/Objects, yeah

#

FTM can also spawn artifact spots with specific custom contents, if that's the goal

faint ingot
#

maybe a combination of that and the clay chance, thanks

royal stump
#

oh, and the Treasure tile property can contain objects, which is similar to that but without a sprite over it iirc

faint ingot
#

deciding what to do with the center ring here and thinking of making it a desirable digging location

lucid iron
#

It's probably good to use ftm if you don't wanna impact vanilla rates right

#

That's the recommendation for forage at least

hallow prism
royal stump
#

technically, I think spawning things with FTM might reduce further forage growth if the player leaves it there for multiple days
but unlike the base game, FTM will spawn its objects regardless of what's already there, so it's reliable

hallow prism
#

including the chance of finding multiple items

#

bundle mod can have digging spots similar to the ones in secret notes

royal stump
#

(e.g. the game might see 100 FTM-spawned plants or artifact spots and stop making vanilla forage, I don't remember the logic)

hallow prism
#

FTM was mentioned

faint ingot
#

still "not fully implemented, advise against use?"

hallow prism
#

as far as i remember with unlockable bundles you can even reset a secret dig spot

royal stump
#

I've never tested the property, just saw it mentioned in the code, so defer to anyone who has SDVkrobusgiggle

faint ingot
#

So in the FTM docs I see settings for forage/monsters/large objects/mining but not digging/treasure spots, am I looking in the wrong place or misunderstanding the use case?

royal stump
#

the docs don't elaborate on it much, but you can make use the "Buried" category in the forage spawner for that

faint ingot
#

ah gotcha i see that now

royal stump
#

so in a forage list, instead of a simple ID like "red mushroom", you'd add an entry like this, and it'd be buried in an artifact spot instead:
{"category": "buried", "contents": ["red mushroom"]}

urban patrol
faint ingot
#

thank you, I'm planning a homage to the old zelda games secret woods where the map repeats until you go in a correct sequence, with a certain direction always exiting the maze

#

possibly will require unlocking an item or something that will show you the correct path, or maybe just make fog travel in a certain direction on the map that will indicate the right exit

lucid iron
#

Touch warps take a mailflag

#

Some fiddling with trigger addmail should achieve what you want

faint ingot
#

Yeah I still have to play with it but that's along the lines I was thinking

#

I thought of maybe using increment_stat instead of a mail flag

lucid iron
#

I don't think that's what touch warp supports tho

faint ingot
#

I was just going to do a CP update to the warps onLocation change

#

anyway I'll tinker with it still lots to do

#

what I haven't figured out yet is how this will tie into my overall mod which involves putting NPCs in jail. Like maaaybe there will be a criminal gang hidden in the woods somewhere (I think one of the Zelda games I never played had something like that)... I'm not sure though. Maybe it will just be some random bonus content that won't have a strong thematic tie-in

lucid iron
#

Tbh i assumed this was whole new mod lol, foggy peaks or something

faint ingot
#

yeah understandable you would come to that conclusion. The entry to the maze will be next to the sheriff's office though

#

and people who aren't interested in the jail aspect can still turn off all the arrest events

urban patrol
#

not sure if you’re interested @faint ingot but i actually ended up making animated lanterns for my mod and didn’t use them in my maps—there’s a blue version like the fire you have and a yellow version like the normal lantern. if you wanted i could send you the file?

faint ingot
faint ingot
#

tangent but I made it so those custom trees drop a new type of sap, but I don't think there's a way to stop them from dropping regular sap when chopped down, right? I didn't see anything in the docs on editing wildtrees to that effect

little anvil
#

Hey hey !! I was wondering if you guys had any free coding apps like VScode you would recommend ? I’m currently learning how to use C#, (I already know a few other coding languages), but I didn’t know if there’s any better computer apps other then VScode to code C#, thank you in advance ! SDVpufferheart

ocean sailBOT
#

@little anvil You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!

little anvil
#

I just realized I should have used the coding general

#

I am so sorry

hot gale
#

I got an idea last night for a mod I have no idea how I can possibly make lmao but I got inspired and made a little room to kinda get in the headspace for it in Tiled - gonna have to learn to C# to code out what I want because I know it wouldn't be possible with CP

lucid iron
little anvil
lucid iron
#

For IDE you can use VS community or Rider

#

Vscode has C# support so it's fine just kinda sucks

hot gale
#

I'd always recommend a full fledge IDE for C# and any real coding language

little anvil
lucid iron
#

There a C# dev kit extension you can get for basic language server stuff

little anvil
#

This is my first time actually trying to code a mod, I usually only do websites SDVpufferwaaah

#

Tysm tho !!

hot gale
#

Are you sure what you want to do requires C#?

lucid iron
#

!startmodding

ocean sailBOT
#

Making mods can be broadly divided into two categories:

Usually it’s easier to start with making content packs, since you don't need to learn programming.