#making-mods-general
1 messages · Page 266 of 1
oh okay cool, and i just realized i needed new saplings skks
because the stump and the base for them are identical
Not 100% identical
As in, the stump shows the cut section of the tree
So, does the game render the bottom half of the stump or something?
yes thats why the cut part is always above 16px
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...?
looks like
(Which sounds like bizarre behaviour, but at least we can articulate that rule)
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
of what it looks like to me
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
Hmm yeah, tree shake, but not at the base, makes sense
it displayes the entire tree sprite, thats why the leave shadows re there
so on vanilla fruit trees you actually see two shadows layered, one from the full tree sprite and the smaller one from the stump
guys why is it doing this ): do i need a minimum or something 
minimum what
Could be worth colouring the sprites different to really see
are you sure you updated the texture
reloaded the patch?
(perfectly adequate for the purpose)
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)
so both sprites are fully there but the layering is swapped
truly the most normal GSQ ever written
makes sure to shake and chop the tree so you know it looks ok in motion
shaking is fine its just chopping that looks weird
but for half a second of a frame that will barely be used i cba
thats good
ty!
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?
If you made it transparent, the stump would have a transparent part
it wouldnt because the tree sprite is already there
trees generally use different texture assets for each season, so you'd be changing both anyway, surely
(Not that it's likely people will leave a fruit tree stump there, but still)
if it was transparent you wouldnt see the planet at the bottom
fruit trees ?
it would only be transparent when its in stump form
oh darn fruit trees
yes you could editimage the stump
yeah lol
I would but only because I'm extra
but thats the reason why fruit trees have the same trunk color through every season :)
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
and growing
transparency ftw
My building is showing up incorrectly in game (base tiles missing) when it looks fine in Tiled. Any ideas why?
In Tiled, it's fine lol
i know at least one other mod that checks for player hats for unique behaviours, and i've done something similar, too. you have a use case 
what do your layers in tiled look like?
:D
you dont even notice the transparent part cause it looks like it changed colors haha
exactly! 
i'll be honest i have no idea just from this, could you zip and share your mod folder?
Has anyone used the Craft Anything Framework? https://www.nexusmods.com/stardewvalley/mods/24794?tab=description I'm trying to add recipes for some custom items, but I must be doing something wrong
oh ya and heres what it looks like when transparency is on the tree lol
Oh it's the stars and ring around the planet that's transparent? Genius.
YEP! 
you technically don't need it anymore
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)
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
Could you give me an example?
{
"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
that does not look like CP
is this JA?
the feature probably only works with CP
Oh, that would make sense
So do you think its possible with JA?
the recommendation since 1.6 has been to move away from JA entirely
its likely not possible
anyway this is how you'd do it with CP recipes:
388 1 92 2/Field/(B)513/false/default/
Okay, I'll look into converting this all to CP, Thanks!! 😄
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
Like I know it's 16x16 but do the tiles have to be exact squares?
These are the tiles not loading in game
(bottom row, not stairs)
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
Ah ok that's good to know. I'm going to try placing it down in another location and see if that works
good idea, let me know if that works!
im so proud with myself yall
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
that's awesome person
SpaceDew anyone?
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
ooh reminds me of a spaceship
:D
Nope, it's missing the same tiles even though I've moved location 
Must be something wrong with my custom tilesheet then
again, could you share your mod folder here?
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
All my other buildings work fine, just this one it hates lmao
in any case, neither Tiled or SDV or SMAPI actually knows or cares about what a tile looks like, you can fill it with anything or nothing. what matters is whether or not there's a tile at a given point in the map, which there apparently is
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
am i hallucinating or can anyone else see a very faint sprite/shadow there?
I tried to fix the formatting problems, but it seems like I now have an issue in one condensed area. I'm not sure what the validator is exactly saying though, so I don't really know how to fix it.
https://smapi.io/json/content-patcher/83e4ac5acaf14c4c97fa4f700be7c5c7
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
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/"
}
}
}```
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": { /*...*/ }
Ah, I guess that needs to go then.
if you remove that line, and the matching {} object braces, it should be fine
Thank you, Blueberry. I'll go and try that.
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?/
}
}```
set the right unlock condition
https://stardewvalleywiki.com/Modding:Recipe_data#Unlock_conditions
in what way no-show?
right now your recipe is not learned automatically, so you either make it learned automatically or add it to shops
does the item appear in CJB item spawner, or can it be spawned using debug f mycoolitemid?
(also we recommend using something like {{ModId}}_MyItemId instead of 936 for your item ID)
Oh, I haven't tried cheating it in. I guess may need to do a mod id in the future as well.
ideally you should do it now
(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)
Alright. I'll try and implement that change first. Thanks
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
yes
ok phew
price in object data is the money you get when you ship it
shops have a 2x modifier by default for that price
you can override it in the shop entry itself
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?
you can set the price to whatever arbitrary number you want in the shop itself
Its your custom tilesheet length and width divisible by 16?
Success...?
so you can set the price for the seed in the shop and then adjust the actual crop accordingly
okay, let me go see how to edit the shop data. thanks
which if it already is 2.5mil in Data/Objects then yeah you dont need to change it
It's 1000x1000 for now so no. Will that make a difference to loading these building tiles though? Because they're near the top of the sheet
ideally you should shift that to a nice round number like 1024
but i don't believe it would affect tiles away from the bounds of the image
give it a try and find out!
Will do!
Tiled will likely give you a warning prompt about resizing the tileset and adjusting tile indexes, so remember to backup first
tiled does what tiled wants
something to rule out: did you happen to move the entire layer where your building is
Is it best practice to put new weapon sprites in a spritesheet? Does anyone have any tips on how to make one if so?
Like just a single sprite image per weapon?
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.
Yeah, originally
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.
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
surprised people use texture packer, i just make everything on a single canvas and arrange them there
i didnt remember it exsted until earlier today. i also put everything on a single canvas and arrange
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.
Did I do the mod id wrong? Is there a reason the description won't load from the i18n...?
https://smapi.io/json/content-patcher/8fc9b7d89d054a50a5d63351f00c63a0
try changing "Name": "TownieStone Path", to "Name": "{{ModID}}_TownStonePath",
Did you trash the path and spawn a new one?
I will try it in another save to be sure. Also, could "DisplayName": "{{i18n:TownStonePath-{{season}}_Name}}", Be an issue?
What do your i18n keys look like?
it would display "no translation found"
the issue here isn't the i18n; it's created an error object because the data is invalid or missing
(if the i18n token were an issue)
Ok
Nope 
I tried in another save, and the item is still an error.
How are you spawning it?
"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
change your crafting recipe data to "{{ModID}}_TownStonePath": "390 2/Field/{{ModID}}_TownStonePath/true/default/"
It already looks like this: "{{ModID}}_TownStonePath": "390 2/Field/{{ModID}}_TownStonePath/true/default/",
Try spawning the object directly via CJB or debug rather than crafting it
Ok, I'll try debug
I don't think I did debug properly, becuase concernedape told me "nice try"
I tried the command in the chat
Unless you have the Chat Commands mod, you can't use debug commands in chat and have to use the SMAPI console.
Err, how do I do that? I can't type in it
you can type in it
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)
efss i gotta learn how to do an AT version of my meteorite mod later, i got 2 comments requesting it LMAO
i like to give ppl what they want 😭
time to learn more about alternative textures
do people just have multiple meteorites laying around their farm for AT to be useful
just keeping it cause it's pretty
Heehee I was thinking that, too. So that each meteorite can be randomly any one of them
thats fair
same with giant cropss
rock decor rock decor
i will redo my entire farm layout to accomodate a meteorite
ig my retexture would fit the 'i wanna keep it' vibe
seeing as how its a giant crystal XD
[Console Commands] Sent debug command to the game, but there was no output.``` I think I'm doing the debug command wrong.
what are u trying to run
ignore the "no output" part, thats normal
you have to type in your actual mod id
why'd you put brackets around the item id. also yes as nic says dont use a token there
so name.mod_TownStonePath
tokens are for content patcher only
are you trying to do a patch reload?
they are trying to spawn in their item
oh
Oh, the whole item id?
it should be fine to write debug f townstonepath
is it a fuzzy match?
f will do a very loose search for items containing that phrase
Hmm, it says unkown command for that one
really? i get this result:
Oh my! That worked.
It IS in the game then, but the crafting for it is all messed up
Did you get an answer for this yet?
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.
you're amazing
So, now that I know I can get it through debug, does that narrow down what is wrong with the content json?
So you just need to add a duplicate harvest sprite where your regrow one is right now.
Yes, it means your recipe is wrong.
Uh oh, I tried placing the path down and it did not display properly either
so the item is still messed up. I may have formatted the the tiles of the png wrong
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/ } }
it worked! thank you so much <3
Your item is not a big craftable so that "true" should be "false"
ok time to get testers for my minigame... then i got to figure out how to import it into SDV...
Oh, so that's the issue
It's the only one I can see right now at least
there isn't a display name but I don't think that'll cause issues with actually crafting
Oh, the index?
I suspect you need to have exactly the same as the vanilla one.
"SpriteIndex": 0,
There is no index for floors and paths
Oh :p
Oh, ok...
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
4x4 in terms of 16x16 tiles or pixels?
Oops. Wrong one
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
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.
did you ever get an answer for this?
i did, thank you :)
no problem :D
Hehe it was me Sekundes 
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
No charts, I just told nic what to change. Maybe she's wallowing in confusion about it now, I don't know xD
nah, I feel like your explanation was probably good enough that they need wallow no more
Is there a vanilla weapon used the "Projectiles"?
in fact it's not
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?
/// <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>
Are you wanting an example of how to set it up?
nevermind, Button with the answers! :D
OK I will take a try on my own weapon
Aba is on the Weapons page on the wiki lol
i was in fact looking at said charts to start! but i must have missed the specific sprites regrowing crops had to have lol
ah, I've been there and done that, lol. if you have any more questions, we're here to help!
Fades are the worst, I hate them
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.
mmm... event coding...
I actually have grown to kinda like events 🫣
looks not bad
I give you permission to do mine then 😌
Nice!
I don't think u realize how many I have left for my mod
I spent my evening making everyone do their aerobics animations for flair in an event 😭
hello would i ask moding questions here?
If it's about making mods then yes!
just about content patcher vs portraiture
Making mods, yes! Using mods, no. That's #modded-stardew for recommendations/chatting and #1272025932932055121 for help with technical issues.
thank you!
Are you trying to decide between them for your mod?
just idk which one would be better for portraite mods. i havent modded in months so i forget - or can i use both ?
I hate them, I hate testing them, but I DO feel satisfied when I make something decent with them
depends on if you want an HD portrait or a 64x64 portrait
64x64 use content patcher, HD portraiture
I think the creativity part is fun. For example today I wrote an event that is triggered when your farmer wears the blobfish mask 💀
They're just so slow to write
wait thats so ccool how do you even do that
Custom gsq
It's like 7 lines if you have a c# component and you want it
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)
it was a nightmare
I mean it'd work for any hat but I doubt I'll use it more than once
@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!
I think i know why you hate events!
if i remove that section it looks like this which is .. less lmao
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
My second least favorite one I think was my secret woods one
Getting that bear to animate properly...
I think users will recognize the detail u put in
no actually it was the walnut room one i must correct myself
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
But they look cool as heck in game
very cute :D i love it
i sure hope so, this 13h event was a nightmare to code 😭
Especially since adding the conversation topic dialogue was a pain
can't wait for gotos...
so many entries...
Iro what does this mean
Thank you Lily! @rigid musk
I'm also excited for goto
congrats! it looks great!
goto is an upcoming event command in 1.6.16
along with label
it tells the event to "go to" a label

whether that label is behind or ahead of the current command
Thank you Sekundes! Would anyone know how to add flower variation? for example the different color fairy roses?
oh wow... that would.. that would be pretty neat actually
that is called applying a tint, and I do not know how to do it :D I do know that it is very particular with how it works, though
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...
https://stardewvalleywiki.com/Modding:Crop_data it's a field in the Crop Data, so it shouldn't be TOO bad
...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
he didnt choose them
then whoever chose the names looks like they got them off the back of a handful of Sherwin Williams paint swatches
makes u feel like a real home designer when ur choosing between Color.PeachPuff and Color.PapayaWhip for ur ui tint
Thank you!! Im blind lol!
those were the colors that made me go 'hey, wait a minute', yes XD
i swear i use peachpuff in every mod somewhere. it just works
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
you mean like 4 tint varients?
So instead of tinting I was gonna use sprite index instead
and I was gonna make like custom sprites
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
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.
Ah okay that makes sense.
Would you guys happen to have an example of the tint colors code?
"TintColors": [
"White",
"Black",
"Chartreuse",
"Tomato",
"Plum"
]
I didn't use it in any of my crops, but... nevermind, Aba has you covered
Tinted crops can only be four phases, by the way.
my carnation is, but do you know why that is?
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.
ah okay I see
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.
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
no worries at all lol that makes complete sense
(Again, that one is an assumption based on the logic I am already aware of)
do you guys know where I could find the fairy rose tilesheet to see how he did it?
Thank you lol
It's the tilesheet for all the vanilla crops
here's Jazz, Summer Spangle, and Fairy Rose
oh damn it really is translucent XD
the non-tinted parts are first set of sprites, then the tinted part alone is in column seven
why do you have a pixel grid?
because I am a philistine who needs one to make passable pixel art, and I opened up the crops.png in Pixel Studio
fancy lol
its not translucent its just white/gray
I use Aseprite
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
I am curious how the pixel grid is helpful compared to a 16x16 grid
That is smart I should try that.
(like move the image over the stalk and then fill in the colors for reference)
Argh my grid keeps going back to blue
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)
for the actual crop item how would I do that?
Which bit?
the lines help me count, mostly. when I'm zoomed in more on larger grids, the every 10th line is a little bit thicker, so it helps me keep track
harvested item is in spring objects
Does Pixel Studio not do indexes in the bottom left or anything?
thank you @rigid musk
tile index 595 on the springobjects sheet - which is in maps
not without paying for it
Turn the grid on to see the indexes
That's annoying
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
is that possible that change the "Projectiles.png" to add a new projectile?
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
You can, but unless you have a specific reason to it's better to leave it untouched and use your own spritesheet.
XD
pixel counts I guess lol
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
looks cute!
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.
I extract it and open it up in my pixel editing program
you're welcome :D
Oh you haven't unpacked your files yet?
here's Tulip, Summer Spangle, Fairy Rose, and Blue Jazz, so you can see how it was done
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!
thank you guys! 😂
Be warned, the springobjects.png file is a big one. It has every sprite from Data/Objects in it
Is the vanilla one 16x16?
I made sure they are alligned perfectly
Then you should be good
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.
You need the code for the object too, yeah
okay cool, thank you!
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.
smart stuff, I will unpack after if this doesn't work, so I can see.
(most (all?) 1.6 things are in TileSheets/Objects_2)
(I believe there is)
(A field) (for tint) (in both crop and object data)
(Good morning)
(I should not have taunted the jetlag gods)
oh, if you're doing flowers! ask around to see if there's anything special you need to tag to get your flowers to work with beehouses for honey!
You don't need to do anything special for bees
Do I just need to make sure its tagged as a flower?
I think so, but I'm not certain, which is why I recommended looking into it more
So not only a different file but a totally different folder. Confusing.
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
Cornucopia - more flowers has its stuff all on GitHub so it's easy to check it for reference.
Very thoughtful if so
I will absolutly do that!
"Make a skibidi toilet mod😎😎😎😎😎😎😎😎"
-My friend upon being asked for ideas
I'm sorry
*absolutely
I mean maps is a weird folder for objects
You're not wrong
Anyways, how goes it?
I wrestled with fades in events and now I'm wrestling with having to eat lunch. Best day of my life 
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?
now my crops are just invisible 😭
Your crops shouldn't have changed if you were just doing object stuff
well like with the tint on the crops as well, it seems to not be pulling the 7th sprite
What's your DaysInPhase look like?
"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
That's an odd texture path. Are you sure that's what you loaded the texture into?
But DaysInPhase is fine
when making the flower in the seventh column, you made it with white and grey colors and not transparencies, right?
yes and yes
(Put a giant X in any slot you don't use currently so it will show up)
should I just shrink the canvas? that might be easier
No, it needs to be a specific size
ah okay i see
Oh that might be it
Your sprites need to be 16x32
Hm no looks like they already are.
its invisible when it gets to the harvest stage
and thats it
like it never develops a flower
Oh
sorry should have said that earlier
The flower might need to be in the top tile
like above the one its currently in?
I'm on my phone but are there any vanilla ones where the flower is in the bottom tile?
Yeah
oh shit I see what you mean now
I was looking at the grid ones
and didin't see the cut off line
Fairy Rose looks like it might dip down into the first? I could open up the file and manually count
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
lol Well again I appreciate the help
Move the tint one more over and put the harvest sprite twice?
I'm also side eyeing the color lisr
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I think you can use the monogame color list but I'm not sure tomato and plum are on it
do you think that would make any of them not spawn?
I can change them to test.
also like that?
https://stardewvalleywiki.com/Modding:Common_data_field_types#Color tomato and plum are in there
I just took the colours from the page on the wiki
(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
I changed the more exotic ones to see if it would make a difference
Im gonn try and run it again
(PeachPuff, represeeeeeent!)
some weird results XD
lol it's tinting the plant part
Yeah, okay, your previous attempt was more correct
its still funny as hell lol
I like how some of them look like ninja plants, complete with an afterimage XD
that one in the back is scary
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? 
It worked!! Idk why one is invisible still but hey progress!
slingshot itself is hardcoded, so C# i imagine, unless theres a framework for it
O Thank you
it's not invisible I think it's just you added black to the tint colors
I think Archery was the closest there was to slingshot-like weapons. Unfortunately it hasn't been updated for tha latest game version.
void flower, and I mean the one to the left of the black one, do you think its because white is a color?
What changed to make it work?
I just changed the tilesheet, and the colors
Try hex code #fefefe instead of white
do i need to change them all to hexcodes?
In data/objects, there is a field to use a color overlay mask
Instead of the next index over
No
I see
Just that one specifically, since #fefefe is nearly indistinguishable from white
But isn't white
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?
umm I mean Ill go back and pick colors, but I mainly just wanted it to work first.
I will try the hexadecimals
But if you think it's the white that's not working you could just remove that from the list
Oh I remember the stupid question I was gonna ask
Has anyone made a weapon that ignores monster defense yet
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
im gonna relog with the hexadecimals and see if its different.
Now I have the other way around xD
hahah
Well, some are working and some aren't
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
I honestly have no idea
The chartreuse and one of the plum ones on the low flower keep disappearing when I move around too
so weird
the colored part needs to not overlap with the crop sprite
Some of the ones with vanilla tints are also hidden
it is not automatically layered on top
they're on the same level so they clip when you move around
Only some are doing that though
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
you are doing evil experiments
So @brittle granite you're not going to be able to have your flowers the way you have them now
This is how mine are looking now
you're still going to have flickering unless you erase the parts where the leaves overlap with the flowers
Oh yeah you can see the way some of them are in front and some are behind
that aswell as im having an issue when i pick them, and they are a completely different color than the one shown.
And yes, it dislikes "White" as a tint colour because all my vanilla-esque tulips are invisible too
thats because you changed the color data so many times for existing crops
existing crops retain the info they were planted with
yea, fefefe worked wonders
you'll have to replant them to retest the harvest color
I see
I should get some bees

Hey fairy dust works on bees! Hooray!
good to know!!
I wonder why the flower_item context tag isn't on the wiki
you were correct about the clipping, that fixed it fully
Oh it's just in the raw tag dump
not too sure why im still pulling up random colors when i harvest.
Do you have "ColorOverlayFromNextIndex": true, in your object data?
Lemme check probbably not XD
okay i added that, did it work for you when you did that?
Yup
ok epic
Without it, the tint is applied to the entire object instead of just the flower part
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?
Did you plant new ones after changing the object?
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"
},
}
}
]
}
There's no TintColors field in Data/Objects
(This is why it's good to keep the vanilla files open too)
makes sense, I am going to unpack those like right after I test this
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)
thank you lol, I might be a lost cause 💀
CA should let us drink the flowers
lol
no one is a lost cause! we all take time to learn new things
thank you!
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
I had it as flower and I wasn't getting anyy issues, not sure if it would cause any either way.
(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
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?
the flower one showed up in the crops shipping part
I think cooking is category and not tyep
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
if type is cooking it will show up in the cooking tab
its a "category OR type" check
Oh, I got flower2 honey even though I removed the tag
so, do you not need both then?
Flower item is an auto-generated contrct tag
Why, CA
No it isn't
Oh of course it will be using the category for honey
Duh
All right that's enough flower investigation, back to events
Well, event
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 
it was the cat (it's usually the cat) /j
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
ce?
sorry Content patcher
You have to stay with 16x16 unless you want to use one od a handful of dependencies over it
No, objects are 16x16 unless you use a mod like Scale Up 2
I mean, flowers is a perfectly valid type
thank you both!
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 😢
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.
I can only get to about 500 mods before my game lags too much
thats fair, I have that issue on my labtop, but my pc can kick it alright.
There's not actually a list of accepted types, is there? As far as I can tell you can use anything, it's just that only specific things will have any code that does anything with them (like Arch or Ring).
I was making a bad joke
Lol that went way over my head
i never had issue so far with my flowers having flower type
why do my flower have flower type is another question entirely
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
I can't see anything telling me that I couldn't have "Type": "Aba's Funky Chickens" though. Unless NetStrings dislike spaces or something.
That should be fine
absolutely
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)
With that timezone it is very easy to guess that you are somewhere in the Americas lol
Or potentially at one of the poles
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.
You're going to have a tired day
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.
Yay!
but on that note I should probably go to bed, but Goodluck everybody!
Goodnight, hope tomorrow isn't too bad!
Scientifically speaking sleep is one of the best things you can do for your brain
(I'm not a hypocrit, I slept earlier, jet lag is jet lag)
Thank you lol, I really should, and thank you! I'm sure yall will here me tomorrow too if your on of course!
This is an excellent book
This one too
Yess backwards jump achieved
non-scientifically speaking sleep is just good
what about mathematically speaking
i think scientists agree sleep is good
mathematically speaking sleep doesn't exist I'm afraid
I'm afraid my brain is irreversibly damaged from lack of sleep at this point 
that's because math lives forever like some sorta hellish wizard
It exists it's just imaginary, it's called isleep instead there
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
(things in general, like tools, buildings, npcs, locations, whatever)
and if I look at source code it always uses either ContentPatcher or Harmonize
the source code for other mods?
and the wiki says that
Harmony should be a last resort
There isn't really a guide when you get to c#
yeah
It isn't really different from CP if you're only interested in asset edits
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
And if you're not, you quickly get into "welp, figuring it out myself" zone
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.
Harmony is a lovely tool. Dangerous but lovely
what are you trying to do?
to give you a pointer we need to know what we're pointing to
I have long considered Unity such a weird system that it doesn't actually translate tbh
Also, int* here's a pointer
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
But I thought it would be better to start easier
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
wow, where did you find those?
Cry while you transpile every location that touches bait 
that looks really helpful
In the getting started guide for C# modding https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started. The links to the other pages are in the box at the top right.
didn't find 'common tasks' there
Oh yeah that one is just linked on the index page for some reason
Tbh common tasks is a good read but the bulk of c# modding is sitting with the decompile
linked in these two pages apparently
yeah, I've already decompiled the code to take a look at it
my main concern was adding new instances of classes to the game
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
so new tools and things like that
new subclasses are scary, I don't want to deal with serialisation
(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)
I've modded Minecraft some years ago (never got really serious tho) and I remember that that was much easier
with adding new things
I think in many ways stardew is as easy as it gets
but that's also why it doesn't have as many tools that simplify adding things the way games like minecraft do
spacecore looks cool
alright, I'll take some good looks at the stardew code and try some things
maybe I don't need subclasses tbh
Is there any github with an updated version of the source for stardew or just ilspy?
thanks for your help, i'll probably be back soon
I'm pretty sure it's just ilspy
public github repos of the source code are against Stardew's copyright and shouldn't be shared here or used. Just use ILSpy.
what is the hardest sttardew valley mod?
To make?
If it's to make, probably SpriteMaster. 
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
That seems excessive i thought ppl can just turn them off
I generally prefer to have all the options in the one mod, and not have to limit myself at time of download.
ye its early so i forgot they could just change it cause AT
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
you need a texture.json for each thing you wanna retexture
Do you have at as the dependency in your manifest or CP?
AGH i apparently saved the at manifest on my cp one and the cp one on my at one
ripperonis
All righty time to try NMA again
And Stardrop again, giving me a total of four Stardew installs xD
it says it had an error and ie think its the type i gave which is Objet
which i thought the meteorite was but i must be wrong
😭
What is a good way to display a sprite for 3ish seconds? Is TemporaryAnimatedSprite the way you should do that?
the closest thing to item type im finding is 'boulder' as some things describe it as a type of boulder

that didnt work either
You should specify the context you're trying to display it in and also clarify that you're doing it with C# because you might get people suggesting ways to do it in CP otherwise. (My first thought would be TAS but I don't know much C# modding yet.)
Yeah C# but I was wondering if there was another way because its doesn't seem to show anything for me.
did you try debris
O no lemme try that
tho i thought boulder would do the trick, hm
want me to send the log maybe im misunderstanding it
shore
Like I mentioned, I'm not very confident with C# yet but what event are you using?
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
itll say that weather wonders is being skipped but i did that on purpose so i could spawn a meteor
thats whts its called?
I registered an action when I click on something and then just run location.temporarySprites.Add(new TemporaryAnimatedSprite("LooseSprites/TestSprite", new Rectangle(0, 0, 16, 16), farmer.Position, false, 0, Color.White)); Do you know how you would go about it with CP?
so i was right with resource but wrong on how exactly it was called
well now ill know where to find the texture types ty void
0 for depth means it is drawing below basically every
For a tile action? I don't think that'd be possible with just CP. Maybe one of the map-related frameworks like MMAP or MEEP. Maybe BETAS. Chu does that sort of texture stuff all the time so I think MMAP would be most likely. Oh good, Atra is here to tell you the real answers now.
Try 1f for debugging, or the y pixel location/10000 (plus some fudge)
ahh i think that was it. its tiny but there. thanks so much.
if it's tiny, you may need to specify 4f for your scale
Oh wait, that slot might be zoom
Yeah, if that is the case use game1.pixelzoom (which is 4)
ok noow i have no errors but it still wont replace the sprite
🤔
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
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.
Yup the json parser will accept it. Just don't set it to CP.
Is it giving you the "meteorite has no valid textures for this season" message when you try to use the paint bucket on it?
it doesnt say anything at all
So you click on it and nothing happens?
yea
Got it working properly now. Just used one of the other overloads for scaling, Thanks again so much
WHat about if you click on something else? Like your farmhouse or an animal?
itll say nothing this nseason
I notice that your name of "Meteorite" does not match what the AT docs says is an accepted value.
oh, aba is right, its referred to as Meteors
ill change it ty ty
there are a couple mods that can do fast forward, but i doubt that's what you mean. what are you trying to accomplish?
It is Meteor, actually, not with the "s" that Void accidentally added lol
Always a good idea to follow the documentation: https://github.com/Floogen/AlternativeTextures/wiki/Texture-Names#resource-clump-item-names
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
You say that, Aba, but that very bit of documentation has a mistake !
Do you mean like a TAS?
Valid ItemName for Tree types:
Stump
Log
Meteor
Boulder
nobody is perfect
I know it does, but it's better to inspect the documentation and determine that it's wrong than to not use it at all and just guess.
a TAS exists for the game (on an older version, if memory serves) so maybe you could ask them how they did it. but you're right, it would require a ton of patching, since lots of the game code is tied directly to the gui and the update rate
I know, just thought it was a funny coincidence
I didn't know there was a Stardew TAS! I'll have to look that up 
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.
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
tsk, tsk, CA, stealing valor from the previously-existing Tool-Assisted Speedrun acronym /lh
I have no input regarding feasibility but I am curious why you want to do this. Is it for the enjoyment of training the AI to achieve something?
You could see what the TAS community is doing (I know they have a TAS-tools version of Wine for windows games) but their scripts usually just output the results and the human chooses the best one.
(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
(I'm very happy that "slightly more dehardcoding" and "surface mounted device" share an acronym)
Is that the Pokémon that due to. Glitch always starts the rng at 0
Or was that Emerald
Mainly for the purpose of doing it. I like studying AI, and I could do this with a smaller project like solving a rubix cube, but I think it's cool. I got somewhat inspired by code bullet and someone else simulating all fire red in order to find a string of inputs that would guarantee the player winning regardless of the seed.
A thing with TAS is that ideally it doesn't run by mod loader i feel
atra i think that was emerald
...I also need to look up this
To prove whatever you are doing is completely valid for vanilla game
I've watched a speedrun once, I think
And theoretically possible for human frame perfect georg
(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.)
Is there a separate server / community for tases for this game? This is the only channel I have open. I would love to learn more.
I mean the TAS community in general. There's a website at tasvideos.org, not sure if they have a discord. 
I think try BlaDe's discord
Can you elaborate a bit?
Blade?
Like make the tool run independently of SMAPI, or anything else that alters the execution of original game
True, it might be best as a macro
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
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
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.
Finding the optimal seed is gonna be a task all on its own 
Is there twitch plays sdv yet

heyha question! for modding the game which mod manager should i use?
Nominating you, chue
none
and ^
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
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
!decompile with the decompiled source code, you'll have to find the piece of code where the rocks break and ladders potentially spawn. i expect you will need harmony to patch in different values (but i haven't looked)
If you want to make SMAPI mods with C#, one important resource is decompiling the game to read the game code. Here's how to do it: https://stardewvalleywiki.com/Modding:Modder_Guide/Get_Started#How_do_I_decompile_the_game_code.3F
I would probably listen to ObjectListChanged, check if the removed object was a stone with Object.IsBreakableStone, and call MineShaft.createLadderAt
or that! serves me right for not looking
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.
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 ❤️
Is it possible that the wiki is wrong? https://stardewvalleywiki.com/Modding:Tools#Upgrades says that there should be a ApplyUpgradeLevelToDisplayName value in ToolData (if i understand correctly), but I can't find it
Here's the decompiled version of ToolData (if this isn't allowed to share, pls tell me): https://sourceb.in/Oq0IHKR8kt
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)
Main page hasn't been updated with 1.6.9 change yet: https://stardewvalleywiki.com/Modding:Migrate_to_Stardew_Valley_1.6.9#Tool_data_changes
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?
no, you can update it on your own schedule (and if you don't need whatever is new, you can just ignore it)
cool, thank you 
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?
Data/Locations controls the chance of finding clay when digging random dirt in each area
isn't most of the artifact spot stuff data-driven now?
(so CP would be able to handle it)
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
maybe a combination of that and the clay chance, thanks
oh, and the Treasure tile property can contain objects, which is similar to that but without a sprite over it iirc
deciding what to do with the center ring here and thinking of making it a desirable digging location
It's probably good to use ftm if you don't wanna impact vanilla rates right
That's the recommendation for forage at least
if it's your location you can set the artifact spot content in the data of location
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
including the chance of finding multiple items
bundle mod can have digging spots similar to the ones in secret notes
(e.g. the game might see 100 FTM-spawned plants or artifact spots and stop making vanilla forage, I don't remember the logic)
FTM was mentioned
still "not fully implemented, advise against use?"
as far as i remember with unlockable bundles you can even reset a secret dig spot
I've never tested the property, just saw it mentioned in the code, so defer to anyone who has 
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?
the docs don't elaborate on it much, but you can make use the "Buried" category in the forage spawner for that
ah gotcha i see that now
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"]}
off topic but this map looks cool as hell!!
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
Touch warps take a mailflag
Some fiddling with trigger addmail should achieve what you want
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
I don't think that's what touch warp supports tho
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
Tbh i assumed this was whole new mod lol, foggy peaks or something
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
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?
I'd be happy to take a look thanks
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
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 ! 
@little anvil You leveled up to Cowpoke. You can now speak in our voice channels and share images in all channels!
Finally lol
I just realized I should have used the coding general
I am so sorry
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
If you want to learn C# for modding this channel is fine
Ty !! And yeah that’s what I’m using it for
For IDE you can use VS community or Rider
Vscode has C# support so it's fine just kinda sucks
I'd always recommend a full fledge IDE for C# and any real coding language
Yeah, I mostly used vs code whenever I started out for html lol, never used it for anything else
There a C# dev kit extension you can get for basic language server stuff
This is my first time actually trying to code a mod, I usually only do websites 
Tysm tho !!
Are you sure what you want to do requires C#?
!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 it’s easier to start with making content packs, since you don't need to learn programming.


